
Rite Publishing |

Questhaven
Campaign Setting
Patronage Project
Ever found some OGL material you loved but never got to use? Thought, 'Well, some day I'll put it in a game.'
That day is here.
Welcome to Questhaven, The Evocative City! In this supplement, patrons are encouraged to bring any and all old and new open gaming content options to the design, in order to make this project the most diverse and fun setting possible! With a broad range of tools and ideas, patrons will collaborate to populate a world where adventurers founded and lead the most powerful city of the realm. Opportunities to craft new mechanics, spells, items and monsters will be available throughout the process. There are no taboo topics in Questhaven as we strive to create a diverse and entertaining world packed with adventure.
The project’s guidelines are as follows:
- 145,000 words (approximately 195 pages)
Wide Open Worldbuilding
Adventurers literally rule the city-state as an oligarchy
Questhaven is a magical fantasy renaissance society taken to the logical extreme
Each piece of Questhaven will maintain a modular design that can placed in your campaign.
Everything in Questhaven uses something beyond the Core Products
Editor and Project Manager: Robert N. Emerson (Litorians, Ironborn of Questhaven)
Lead Designer: Steven D. Russell (To Kill or Not To Kill, In the Company of Giants)
Additional Designers: Owen K. C. Stephens, Jonathan McAnulty, David A Hill Jr, Ben Mcfarland, and Stefen Styrsky,
Artist: Mark Hyzer
Cartography: Jonathan Roberts (Frozen Empires, Pathfinder Module From Sea to shore)
Check it out HERE

Rite Publishing |

Robert N. Emerson and Steven D. Russell along with our ery substantial PDF and print collection, plus I have a habit of just asking the company that produced it.
We will also be developing original material as well.
In addition because its a new setting we will be changing the names of alot of things to fit the flavor the patrons decide on (so we avoid problems like the name of a monster or class not being open content).

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Robert N. Emerson and Steven D. Russell along with our ery substantial PDF and print collection, plus I have a habit of just asking the company that produced it.
We will also be developing original material as well.
In addition because its a new setting we will be changing the names of alot of things to fit the flavor the patrons decide on (so we avoid problems like the name of a monster or class not being open content).
Thanks for the prompt reply. How do y'all deal with, for example, suggestions of various magic system? Vote? I can't imagine space for all of them.

Rite Publishing |

Wordcount first so lets say we limit it to one or two; The Lead Designer would suggest in order for it to remain modular it needs to be specifici to one race, culture or tradition.
My example would be how Eberron deals with psionics by giving it a racial and cultural background rather than just dropping the rules in. Perhaps another wants some kind of truename magic, this can be specific to a tradition of learning and become a new wizards specialist similar to how an illustionst is different than a wizard or perhaps we make it a whole new base class/prestige class/archtype.
Ala you need to focus on the Idea first and find out why a patron likes something then balance your word count before you jump right into voting.
The big thing to remember is that its collaborative design not design by committee.

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Thanks for the prompt reply. How do y'all deal with, for example, suggestions of various magic system? Vote? I can't imagine space for all of them.
As with any book, there'll never be a space for everything and that's why we throw word count frameworks on projects. However, one of the things I've always liked about patronage projects is that it's often the participation of our patrons that allows us to hone a handful of ideas into a workable framework.
Just like Steve (Rite Publishing) said, there are ways to incorporate lots of concepts and ideas within specific venues, like races or cultures.
With patronage, it is the vocal folk who participate that are there to help us steer the project. While not every idea given shows up in the final result, every idea said influences the project and the final product. In fact, it's the discussions that can be some of the more enjoyable aspects for folks, because it gives us this process where three ideas whittle down to two, and then either they become one or we've two ideas for a piece, monster, section, or what not.
Heck, art discussions can sometimes turn what was an interior piece, or iconic idea, into a cover piece. You just never know with patron projects, except that, in the end, we hope you know you've a quality piece on the end of it all.

Rite Publishing |

No not Ebberon, ebberon often likes to ignore the existing spells and go dungeonpunk with the rule of cool and rule of fun; while Questhaven has some punkishness to it, it also has classical aspects, that allows for good old dungeon crawling our "Dark Atelier".
I'll give you an example that we did for the blog
Air Walk, Teaching pack animals to airwalk, teaching a Behir to Airwalk! Now this may seem like nothing but how would this ability affect commerce and trade not to mention adventuring? What if the caravan you are guarding was using airwalk? You don't need a lightning train you can just work with what you have sometimes. (there is a great section on how things like Cure Disease and Plant growth affect things in XRP's Magical Medieval Society this will be taking that to 11)
The Renaissance part means we are looking forward not backwards the greatest magics and cool toys are being created today not 1000 years ago. this is a rebirth.
(Its also a bit of meta deconstruction of the Rebirth of OGL material that Pathfinder Rpg brings about).

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I'll give you an example that we did for the blogAir Walk, Teaching pack animals to airwalk, teaching a Behir to Airwalk! Now this may seem like nothing but how would this ability affect commerce and trade not to mention adventuring? What if the caravan you are guarding was using airwalk? You don't need a lightning train you can just work with what you have sometimes. (there is a great section on how things like Cure Disease and Plant growth affect things in XRP's Magical Medieval Society this will be taking that to 11)
Colour me intrigued.

Urizen |

Talk it up a little (more), Steve. I know you want it to be consumer driven, but there has to be some things you've been wishing to see in this baby. As well, there's probably some conceptual ideas from existing OGLs that does not fit this city's eventual blueprints.
I'd also love to see some expansion kits if this goes well -- focusing on certain wards or factions of the city.
But all in due time. I'm stoked to be a part of this. And I have mountains of OGL items just waiting to be looked into (after confirming its open status, of course).

Rite Publishing |

@Urizen I have ideas, but they are more outline than blueprint. They Can and will be thrown away if the conflict with the need and desires of the patron.
How about a glossary of concepts and how I plan to keep things modular.
Questhaven Glossary
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 playable giant race, if you do not use Jotun in your current campaign replace them with any playable giant or as an alliance of all giants from Ogres to Storm Giants
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. Als known as Their Lady Tyrant 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.
Our War Marshal in the Heavens: god of battle, the body, physical struggle, unity, valor, and war. Also known as Our Valiant King in the Heavens, Our Bold and Mighty King and Their Fascist Warlord. If you are not using the Questhaven campaign setting you can replace him with any deity of valor or war.
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 outsider, 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 Protecting and Hunting gargoyles who live in and around the city of Questhaven; if you do not use Stonewardens use nonevil gargoyles.
Taurians tragic minotaurs cursed by a mythological past, the most prominent slavers in the area; In questhaven slavery is outlawed, indentured servitude is quite common, it is often difficult to tell the difference. If you do not use Tuarians in your current campaign replace them with Lawful evil Minotaurs.
Watchers half-breed dwarf/gargoyle; if you do not use watchers in your current campaign replace them with dwarfs or gargoyles.
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.

Rite Publishing |

One of the things I hope patrons will agree on is that Questhaven is not a LoTR clone, it does not have a population of elves, gnomes, halflings, dwarves, half-elves, and half-orcs. However I want the players to still be able to play those races if they want and have a community in Questhaven that they will have some racial connection too.
These are unique and stand alone cultures (the Wyrd being a good example of how I plan to handle each of the standard races.)

Urizen |

I like the extradimensional idea. I like to think that Questhaven has the ability to reach/extend out to other worlds or planes of existence if you happen to know the right passage/back alley/building/doorway to step into.
Since there's intent to gather lots of ideas from extant open OGL sources -- as well as coming up with new content -- is there some things that you wish to stay completely away from? I remember seeing your comment about Eberron being dungeon-punk and perhaps it may have been a derogatory thing (correct me if I misperceived)?
Thanks!
EDIT: I have no idea to pursue a LoTR clone, either. There's plenty other extant sources out there that will suffice.

Rite Publishing |

Dungeon-punk to me is just a team to say "Dungeon with an Attitude" I it was not meant to be derogitory. I want this to be a place you can be a high honor paladin as well as a noir pulp adventurer.
I just want Questhaven to be more core fridge logic than having to create the Artificer in order to make sense of the setting.
I might not be making sense as I am quite tired. I will try againt omrorow.

Rite Publishing |

Wyrd of Questhaven is free till Oct 28th. To help promote the Questhaven Campaign Project I thought should give everyone a free taste.
Oh and we are at 55% to goal with 17 days to hit goal.
We need raise $900 having already raised $1100, that means 30 standard patrons, 12 silver patrons, or 8 gold patrons

Black Fang |

Wyrd of Questhaven is free till Oct 28th. To help promote the Questhaven Campaign Project I thought should give everyone a free taste.
I didn't have this one yet, it's very nice. Thanks Steve! :D

Ashanderai |

One of the things I hope patrons will agree on is that Questhaven is not a LoTR clone, it does not have a population of elves, gnomes, halflings, dwarves, half-elves, and half-orcs. However I want the players to still be able to play those races if they want and have a community in Questhaven that they will have some racial connection too.
These are unique and stand alone cultures (the Wyrd being a good example of how I plan to handle each of the standard races.)
In that case, I think Questhaven needs Shenxue and Mandragoran immigrant districts. ;)

Rite Publishing |

@Ashendari
if as a patron you requrested something like this it would happen we do have plans for a Hong Kong styled walled city no man's land filled with immigrants and ungoverned by the law.
Update
Questhaven is now at 61% to goal with 15 days remaining to meet that goal, we need 26 bronze patrons, 11 Silver patrons or 7 gold patrons. We need to raise $780 having already raised $1220. We can't do this without your support.