Setting: Questhaven

Qwillion

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Questhaven is a city ruled by an adventurer's guild after they overthrew the former immortal evil overlord, it is a magical Renaissance society taken to logical extremes,

Questhaven is Rite Publishing's default setting for the Pathfinder Roleplaying Game, where nothing is just Core as each segment of the city takes advantage of the 9+ years of Open Gaming Content and updates it to the Pathfinder Roleplaying Game. With this approach both neophytes and veterans will always find something new and surprising in Questhaven.

Current Questhaven Lines:
Questhaven Racial Series (Ironborn, Wyrd, Restless Souls, In the Company of Gaints and In the Company of Gargoyles [coming soon])

Evocative City Sites

Our newest piece of Questhaven is now available for preorder, we also have a free preview available. as well.
 
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Questhaven Glossary

Questhaven Glossary
A work in progress

Blinkling: Half-breed Blink Dog/Halfling; if you do not use Blinklings in your current campaign replace them with halflings who have blink dog animal companions or familiars.

Donjon Evanescent: a massive collective of extradimensional spaces that for a labyrinth like structure that exists in and around the city of Questhaven. If you are not using an extradimensional safehold in your current campaign replace this with any major dungeon.

Circle of Heroes: The governing body of the city of Questhaven selected from members of the Questor’s Society, in times of crisis it is lead by the Chosen One.

Questhaven: A major metropolis on the coast of a mystical sea. Freed from the rule of Korvak Cynmark the Dark Emperor a hundred years ago, it is currently ruled by the cities liberators an Oligarchy of Adventurers known as the Questor’s Society, also known as The Evocative City and The City of Adventure, it is referred to in a derogatory fashion as The City of Bastards due to the lack of a hereditary nobility and for the high population of half-breeds that reside in the city.

Questor’s Society: The dominant political, military and economic force in Questhaven; they are a coalition of adventures, explorers, treasure seekers and heroes. Membership to the group is granted by invitation only, usually functioning as a meritocracy. The Society selects new members of the Circle of Heroes when one steps down or dies from among their membership. The Society has its own courts and its own privileges that are usually only granted to most countries nobility.

The Honorable Order of Theurgic Master Craftsmen: Magic Item cafter's guild.

Ironborn: intelligent humanoid constructs, if you do not use Ironborn in your current campaign replace them with any playable construct race or inevitables.

Jotun: A breed of giant native to questhaven, they can joing and become members of the other tribes of giants. If you don't use Jotun in your current campaign replace them with any playable giant race.

Lurker: Half-breed Cloaker/Gnome; if you do not use Lurkers in your current campaign replace them with gnomes gifted in the use of deception, lore, song and shadow magic.

Our Deities of Questhaven: The people believe refering to gods by their names is blasphemous, they refer to dieties by titles the most common start with "Our" as a deity regarded favorably by the speaker and "Their" as one regarded unfavorably.

Our Judge of the Dead : God of justice, judgement, law, the dead, the land of the dead, retribution, lawyers, magistrates, judges, arbiters, the rule of law. Also known as He Who Sits in Judgement, Lord of Souls, Judge of the dead, The Last Judge. You can replace him with any diety of law or justice

Our Lady of Ladies:First Sister of the Trinity, Goddess of nobility, royalty, kingdoms, leadership, rulership, kings, queens and nobles. Not well love in Questhaven. You can replace her with any deity of nobility or rulership

Our Golden Huntress, Third Sister of the Trinity, Goddess of woods, woodsmen, rangers, woodcraft, nature and hunting. Also known as Lady of the Keen Eye and Silentstep, Fair Lady of the Bow, Guardian of the Woods. You can replace her with any deity of woodlands or hunting

Their Lordly Brother of Cunning: One of the three brothers known as the Dark Trinity, He is the god of cunning, tyranny, pride, slavery, plots , villainy, and conspiracies, Also known as the Lordly One, He of the Piercing Eyes, and the Brother of Wisdom. You can replace him with any deity of cunning or tyranny.

Their Vicious Brother of Destruction: One of the three brothers known as the dark Trinity, he is the god of destruction, violence, rage, bloodlust, carnage, brutality, savagery, and murder. Also Known as the Savage One, The Fierce One, and The Hand of Destruction,

Restless Souls: a special and unusual form of undead, something was significant or important to them when they were alive remains undone, so special is this calling that Our Judge of the Dead allows them to remain in the world of the living. You can replace them with any playable undead or outsider.

Stonewarden Gargoyles good aligned gargoyles aligned with the watchers. If you don't use Stonewarden Gargoyles in your current campaign replace them with any playable gargoyle race.

Watchers half-breed dwarf/gargoyle; if you do not use watchers in your current campaign replace them with dwarfs or any playable gargoyle race.

Wretch: half-breed Hag/Orc; if you do not use wretch in your current campaign replace them with hags, half-orcs or orcs.

Wyrd: half-breed Elf/Ogre mage; if you do not use wretch in your current campaign replace them with elves, half-elves, or ogre mages.
 
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I just wanted to say thank you for your donation to the RPGNow Haiti Relief Effort bundle!

I got the Wyrd as part of the bundle and liked what I saw, so I picked up the Ironborn race too. Good stuff - keep up the good work! B-)
 



The current book I am working on is an evocative city sites book for an abandoned warehouse in Questhaven, after that is a Giant Paragon progression 1-20th level where as you advance you increase in size and rock throwing.

I hope to eventually do all those as Questhaven pieces ,as one of its epithets is "The City of Bastards" I am doing these in place of the over done elf , dwarf, gnome, halfling, and half-orc books.

However one of the ideas that has been tossed around is to skip doing individual books and go straight to doing a Questhaven patronage project, we will have to see what happens in March/April.
 

[imagel]http://i228.photobucket.com/albums/ee138/qwillion/theurgists.png [/imagel]

The Honorable Order of Theurgic Master Craftsmen

Some cities trade is silks, some in salt, others deal in slaves, and still others in simple food stores. The city of Questhaven’s foremost trade good however is magic. Driven primarily The Evocative City’s ruling class the Questor’s Society or what the common folk call “Adventurers.” The Questor’s Society represents less than one percent of the city’s population yet they possess ninety nine percent of its wealth, and the one trade good they place value on are vessels of eldritch and divine might. What developed in the early days of the Council of Heroes that governs that Questor’s Society to help control this most precious of commodities was a government sponsored organization that has evolved into The Honorable Order of Theurgic Master Craftsmen{/i].

This independent craftsmen’s guild holds an iron grip on the most profitable trade good in the city, several of their members belong to the Questor’s Society and the order’s Grandmaster, Mystic Theurgist Romtinel of Our Lord of Secrets and Spells sits on the Council of Heroes. This mysterious and secretive cabal is rumored to have dealings with both the Great Church of the Pantheon and the Scriptoriums of Our Lord of Secrets and Spells.

By law one cannot sell a magical item within the city without gaining the approval of, or membership in the order, taxes on these sales are paid to the Questor’s Guild, along with dues owed to the Order. The Honorable Order of Theurgic Master Craftsmen does not discriminate against membership for any reason, if a being has access to, or can create magical items the order will do business with them. This includes giants, dragons, devils, demons, angels, oni, jinn, lichs, and other fell beings from the lightless lands beneath the earth.

The operations of the Order follow a complex operating code that governs their sales as imposed by the laws the Council of Heroes has passed down along with the long term economic interests of the craftsmen, primarily for customer this means the order control s the availability of items, their costs, curtailing certain items that they will not sell and certain people they will not sell too (mostly limited to individuals who have offended the order).

Also do to the complex operational code that the order operates under the salesmen is given a long list of knowledge from the diviner about the customer long before they are allowed into the showroom. As such any product brought out for display will not be inappropriate for their level regardless of the customer’s actual wealth. This has more to do with the Council of Hero’s control over the Questor’s Society than with the concerns of the order but they have found it to be very profitable in the long term as adventures are forced due their government enforced monopoly to buy and sell items only through them.

In the Theurgic Craft’s Hall the functioning store front for the order only a single customer is allowed beyond its foyer at any time. In the foyer one can see obvious signs of security with various types of unique golems functioning as the doorwardens and divinesr who require customers not to resist their spell casting lest they be denied entry. They use these spells some of which are custom divinations to learn all they can about their customer, the customers finances, and how a sale here will affect future transactions.

One benefit of this set up has been the tendency of the craftsmen to use this information to create custom items for specific members of the Questor’s Guild, they are able to make this profitable simply be refusing to sell the individual any other items until they purchase the custom item, the quality and usefulness and status of these custom items has actually made this tactic popular, rather than causing resentment amongst members of the society.

This is not so say there are not those renegades who simply don’t care about the loss of access to the order’s creations; there have been the rare attempts at theft and even one outright raid by a renegade fellowship of adventurers. From these it was learned it provides for its own security which include extradimensional safeholds, and that all of the items here can be used in the defense of the facility, that all of the unsold items have tracer spells attached to them, the tracer spells being girded so that they are very difficult to remove, along with an invisible guardian monster whose attacks did not reveal its true appearance.

The Honorable Order of Theurgic Master Craftsmen is not entirely limited to its guild hall when dealing with high value customers, will often send an agent to continue close ties, relations, custom orders, information about caches of items, estate auctions, purchasing items from other sellers, if a person is to be entombed with an item, and even what items are contained in which monster’s hoard. The order occasion uses member of the Questor’s Society to retrieve or escort items with the members being paid in commissioned work.
 
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This looks interesting, and the monster templates really have me curious. However, what sort of weirdo is crossing halflings and blink dogs? Or gnomes and cloakers? Gargoyles and dwarfs? GAH!

Owl & Bear? Yeah, maybe, but sheesh, poor little hobbits and blink dogs?!:confused:
 

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