1. Organizations

Q.U.E.S.T.

As preserved by the Great and Enduring Librarian, Keeper of Echoes Beyond Time.


It is said that history favors the bold, but it remembers the bureaucrats. In the age when the sword was mightier than the quill, when realms teetered on the whims of wayward heroes and wandering sellswords, an unlikely bastion of order arose from the mire: the Queue Union Established to Save Time, or as it is more commonly known, Q.U.E.S.T.


Founded at the turn of fifteenth century, Q.U.E.S.T. found its humble beginnings scattered across Faerun. Some claim it began in the Dalelands, others in the city of Baldur's Gate. Regardless, the organization spread far and wide, assisting adventurers with the menial aspects of their quests. However, it grew in popularity exponentially after The War of Dragons, with many wanting both adventurers regulated and villains handled away from the common eye.


The Houses of Q.U.E.S.T.


Each major city across Faerûn now plays host to a Q.U.E.S.T. House, often a modest but sturdy structure equipped with comfortable lodgings, rudimentary arcane facilities, and a place for itinerant souls to rest and resupply. While not lavish, these havens offer familiarity in foreign lands and access to the organization’s most valuable resource: the Q.U.E.S.T. Givers.


The Givers


To the outside world, a Q.U.E.S.T. Giver is but an administrator. But to those who walk the edge of blade and spell, they are so much more—confessor, handler, and, on occasion, savior. Each party is assigned such an agent, responsible for mediating contracts, absolving minor transgressions, and ensuring their charges remain in good legal standing, or at least that their crimes remain justifiable.


The Givers themselves are a strange and storied lot. Some are fallen celestials seeking penance; others are clever commoners with webs of connection. A few wear noble blood like perfume, while others are little more than well-meaning fools elevated by fate and error. And some… work for darker interests, hiding traitorous motives behind inked smiles and official seals.


Governance and Power


Though Q.U.E.S.T. pretends to neutrality, its influence is vast. The Council of Questing—shrouded in anonymity and rumor—sits at the organization’s pinnacle, guiding its hand across empires and borders. Their decisions shape the fates of adventurers and kingdoms alike, though their motives remain as hidden as the names they no longer speak aloud.


Legacy


Q.U.E.S.T. is not a guild of heroes. It is a guild of enablers, facilitators, the invisible threads in the tapestry of legend. It does not wield the sword—it sharpens it, registers it, and files the appropriate paperwork for its use. And in doing so, it has outlived kings, dragons, and even gods. For in the end, empires fall, destinies twist, and worlds change—but bureaucracy endures.


Thus is recorded the tale of Q.U.E.S.T.—an institution that turned adventuring into an industry, and chaos into a ledgered line.

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Q.U.E.S.T Adventurer Ranking System

“We tried calling it a ‘flexible adaptive multi-scalar progression model.’ Nobody remembered that. So now it’s just the Rank Chart. Follow it, and I won’t have to fill out another resurrection requisition form.”
— Elaine T’sarran, Regional Coordinator for Ten-Towns

What is a Q.U.E.S.T. Rank?

Each registered mission within the Queue Union’s network carries a Rank, indicating the expected danger level and recommended adventurer proficiency.

Ranks serve as both licensing tiers and life expectancy indicators — though the latter varies depending on frostbite, fireballs, and decision-making.


How to Match Your Character

To maintain fairness (and keep your local Q.U.E.S.T. agent from filing more paperwork), adventurers are expected to adjust their characters according to the following guidelines:

Q.U.E.S.T. Rank New Character LevelReturning Character Level Range  Typical Mission Type
Rank 1 Level 1 Level 2–3 (scale down to 2 if needed)Simple retrievals, monster sightings, escort runs
Rank 2 Level 2Level 1–3Local crises, bandits, small monsters, “training” missions
Rank 3Level 3Level 2–4 Town defense, haunted mines
Rank 4Level 4Level 3–5Dangerous fieldwork, large-scale hunts
Rank 5Level 5Level 4–6Regional threats
Rank 6+Level 6+Level ±1 of listed rankHeroic operations

*Note, some Q.U.E.S.T. Givers use an alternate system where the Character Level matches the rank of the mission exactly. Some even track the adventuring party as a whole and do away with ranks entirely, tracking them all through the Q.U.E.S.T. Giver. Ultimately, ask your Q.U.E.S.T. Giver if you are unsure of whether you should go on a Quest. - Elaine T'sarran.

The Balancing Clause

  • New Adventurers: Build at the listed Rank level.
  • Returning Adventurers: Adjust your level by ±1 depending on mission intensity and party composition.
  • Joining a lower-rank mission? Scale down to one level above the rank number to fit the team.
  • Joining a higher-rank mission? Scale up to one level below the rank number to keep pace.
  • In case of argument: defer to your assigned Q.U.E.S.T. Coordinator

Q.U.E.S.T. Giver Hierarchy


The Q.U.E.S.Ting  Council

The council has anywhere from 7 to 11 seats at any given time. Each seat is not a singular person, but a department backing a Senior Director, who becomes the chair of that department and gets a seat on the council.


General Responsibilities include:

- Setting guild-wide policy

- Approving new categories of quests

- Resolve inter-nation legal troubles

- Decides when Q.U.E.S.T. disavows a party


Current Council Positions (as of 1500):


The Chair of Allocation - Decides where adventurers are sent and where Q.U.E.S.T. operates.


The Arbiter of Liability - Handles lawsuits, divine retribution, and potential crimes that parties have committed while allied with Q.U.E.S.T.


The Quartermaster of Networks - Handles item procurement and relations with other organizations.


The Auditor of Outcomes - Reviews and determines Q.U.E.S.T. values in success/failure metrics. 


The Overseer of Emergent Threats - Classifies new monsters, reality anomalies, and new threats.


Below the Council are Regional Directors, each region has a different regional director.


Each General Director has sub directors which handle specialized incidents such as:

- Director of Arcane Affairs

- Director of Extraplanar Risk

- Director of Monster Containment

- Director of Employee Welfare

These are often in competition with each other for resources from the General Director.


Q.U.E.S.T. Givers deal with the ranks of the parties directly, and are given a fair bit of freedom, though must answer to their Unit (if they have one) and their Directors.


Q.U.E.S.T. Givers are generally broken down into 4 Ranks, which correspond with the 4 tiers of play.


Senior Q.U.E.S.T. Givers

- Generalist Seniors

- Handle high-value parties

- Try to recruit high-value parties such as the Hype Squad or the Wyrmspeakers

- Can negotiate with governments on behalf of Q.U.E.S.T.

- Can override lower-level decisions

- Has permission to put out temporary ordinances and assign lower ranked Q.U.E.S.T. Givers quests.

- Specialized Seniors

- Deal with specialized issues, often apart of a unit but not always. Examples follow:

- Crisis Givers

- Dispatched when a party messes up catastrophically

- Black Ledger Givers

- Handle illegal but needed quests

- Failure Specialists

- Assigned to parties that are deemed unrecoverable or quests deemed suicidal

Principal Q.U.E.S.T. Givers

- Generalist Principals

- Assign quests

- Temporarily suspend standard Giver decisions and actions

- Enforce permits

- Manage supplies and Q.U.E.S.T. Safehouses

- Oversee reports from lower ranked Givers

- Specialized Principals

- Similar to seniors, but deal with smaller issues such as:

- Frontier Givers - specialize in wilderness operations

- Faith and Cult Givers - Specialize in magical and divine operations

- Urban Givers - Specialize in city operations

Q.U.E.S.T. Givers

- The standard Q.U.E.S.T. Giver rank. Usually ends of tending a Q.U.E.S.T. Board for a small town or a lower ranked adventuring party, but given the freedom to access supplies of Q.U.E.S.T. and utilize safehouses.

- Generalist Givers:

- Assign quests

- File detailed Reports to Q.U.E.S.T. HQ

- Manage supplies of individual parties

- Attend parties

- Oversee Junior QUEST Givers.

- Can utilize Safehouses and company resources.

- No specialized Givers exist at this level.

Junior Q.U.E.S.T. Givers

- Often new hires or probationary members.

- Generalist Juniors:

- Assign low-ranked quests

- Shadow seniors

- Fix and copy reports.

- Specialized Juniors (much more rare than specialized at other levels):

- Hazard Screeners - Test out the danger levels, often a risky job.

- Talent Recruiters - Recruiters for the lowest level, draw in parties so they can get the right paperwork.


Auxiliary Units

These special units operate outside of the Q.U.E.S.T. hierarchy. Some potential units include:

- Internal Audit - In charge of investigating Q.U.E.S.T. malpractice from the inside. Deals less with the codes and bureaucracy and more with theft, extortion, and internal strife.

- Soul Hazard Containment - Handles magic items and weapons that are classified as too dangerous for any other group. They frequently contain items considered Soul Hazards due to their ability to damage the soul irreparably.

- The Red Tape Division - The internal investigation unit dealing with the codes and rules of Q.U.E.S.T.

- The Posthumous Affairs Office - Deals with liches, undead, and legality.