The Adventurers Guild
The Adventurers Guild
Adventuring in Misthria will have multiple ways to interact with the world and the plot of the world. The most obvious and interactive way is through quests and adventures.
Quests
Quests are what the economy of the guild is built on, small scale tasks paid for by the denizens of the world, from a collection of gold by a village to deal with a bandit problem to funding from a local lord who is in need of a retinue of guards to help his merchant caravan through a dangerous beasts hunting ground.
How it works
When any would be adventurer comes to the guild for the first time they must sign up into the guild charter, this allows the guildmaster to track the quests each individual has been a part of, without it, you don’t get paid.
Once you are signed up with the guild you can begin taking contracts, in every guild hall there will be a quest board with various postings, taking a quest is broken into a few simple steps.
Pick your quest
Go to the quest board, find a quest you wish to accept, each quest will have a rating for how many should be included and a vague idea of the task at hand.
Take your chosen quest to the guildmaster
After you pick out your quest, take down the request and bring it to the guildmaster, they will give you further details if needed and send out a scout.
Form your party
While the scout is out, now is the time to prepare, gather your party, supplies and be ready to make way, once the scout returns you will be leaving.
Embark on your quest
When the scout returns you will head out on your quest. The scout often will be able to take you to the area of the quest, but sometimes will need the aid of a tracker, this will be written in the quest description if it is the case.
Receive your reward
Complete your quest like the hero that you are, return to the guild and collect your big bag of coin!
Adventures
Adventures are different to quests, these are large scale operations, often partaken by the entire guild. These jobs need the skills of every class and race and usually take a while to complete.
Adventures tend to be funded by the local authority, or are driven by the guild itself. If there is a true problem in the area it will be dealt with through adventure. Dark cults, lost tribes, unknown ruins or magical artifacts that can bend the reality of an area are just a handful of requests put forward as adventures.
Progressing the world of Misthria is done through these adventures and the outcome of them will shape the future of the guild and its members.
Not all adventures are based around combat and fighting and each and every one will have something for everyone to take part in, while the skirmishers are out of the camp it is common for researchers, locals or nobles to come to the camp with information. Riddles, maps or a coded message could quickly become a driving force for where the adventure leads and without it the guild would be aimless on how to progress.
OC Information
Quests are small scale things for the players to take part in, the system is designed to allow all players to take on the same quest if they wish. It is there to give the players some driving force, if you want to sit around the camp and sing songs, you can, if you want to go out and hunt down a band of bandits, then take a quest!
This is a way to push a bit of action into the quieter areas of the game and will give the players some agency on when they can do something.
Adventures are the plot driven encounters, this is where the story of the game happens, there is no expectation for any player to take part in a quest or adventure but if you want to know more about the world and shape how it evolves then taking part in the adventures is how you do that.


