Guild Quests are contracts or jobs taken up by guild members for reward and/or to increase their experience with a guild. Guild quests may require that you have reached a specific rank in your guild to claim them. Generally, quests with higher rank requirements are more difficult, and more rewarding. There are several types of “guild quests”, each with different in-game mechanics.

Guild Quest Types

  • In-Game quests are completed in-game at a Wyvern Rising event, either at a specific mod or during the course of an event, where your character will experience and react to the scenario. Frequently, in-game quests will require the person/people claiming the quest have a specified number of other participants with them. Unless otherwise specified, the additional participants do not have to be members of the same guild. In-Game quests must be “claimed” by a player or player(s).

    • Clear out a local graveyard of unholy
    • Escort a wealthy merchant while he’s in Corsotha
    • Kill a wealthy merchant while he’s in Corsotha…
  • AAR Quests are accomplished during a character’s After Action Report (AAR). They will generally take the character’s entire AAR action to perform, precluding any additional actions in the AAR. They also may limit the scope of “AAR skills”, that allow your character to perform other skills in an AAR. For example, if your AAR quest is hunting animals in the northern forests, you can’t ALSO go south to the Library in Anchor Point for research. In-Game quests must be “claimed” by a player or player(s).

    • Escort a lesser noble from the Keep to Anchor Point and back
    • Serve as a rotational physician in the Luminosa Sanitarium for a month
  • Crafting/Acquisition Quests are contracts to craft or procure specific items by a specified time. Sometimes, materials needed to craft such items may be provided by the quest giver. Other times, you may be responsible for sourcing the components/items. Frequently, the reward for completing such contracts will be extra components. In-Game quests must be “claimed” by a player or player(s).

    • An important customer has commissioned a master quality silver sword to be delivered by the fall. No materials will be provided, but you will be paid handsomely upon delivery.
    • Thatch has been contracted to supply healing potions to the Twinblades. You will be provided ingredients for 15 healing potions, and are expected to provide a dozen, you may keep the extra materials.
  • Open Quests are quests open to all members of a specific guild that meet the rank requirement, and do not need to be “claimed” by an individual. They also may be fulfilled by multiple members of a Guild, until the guild’s need is fully met. These quests may be completed with skills and roleplay during events, and using skills/crafting in your character’s AAR. Open quests do not need to be claimed.

    • Research the native elf history surrounding the annual harvest festival and document your findings
    • Gather 50 sprigs of yarrow for the Thatch Company
    • Collect 5 rations for the Twinblades Granary
    • Collect 10 ear trophies from fallen enemies for the Order of Blood and Wine

Obtaining a Quest

Available quests are published on our website, linked via the Individual Guild Pages. When you join a guild, you will be given a password that allows you to see the guild quests available for your guild. Generally, guilds do not want you to over-extend yourself, and you will only be able to “claim” one or two jobs per guild at a time.

  • In-Game Quests, AAR Quests, and Crafting/Acquisition Quests – Players may “claim” for these quests via their AAR by visiting the Keep or Anchor Point. If multiple players attempt to claim the same quest, it may be assigned to them as a group. Once they have signed up for a quest, it will be “claimed”. Once a quest is claimed, the game staff will schedule it for a live event, and inform the player(s) who claimed it when that is. Players may also inquire about available quests at logistics during an event, but it is unlikely this will result in a mod for that quest happening at that event.
  • Open Quests – These quests do not need to be claimed, and are open to any member of the guild of the appropriate rank to complete.

Completing a Quest and Receiving Experience

  • In-Game quests – These must be completed during a Wyvern Rising Event, either a during the course of the game, or at an in-game mode scheduled by game-staff. When your character completes one of these quests, game staff can sign off on your guild badge/token that you received the experience points. Note: While these quests must be completed in-game, there may be things you can do in your AAR to help you complete them. For example, if you’re pursuing a bounty on an outlaw, you might be able to use your AAR to research their physical characteristics and known habits so you can recognize them when they’re in town.
    • When multiple characters work together to complete an in-game quest, each member of the guild may receive the full experience points for doing so. However, if a member of a lower rank is assisting another guild member in completing a quest that’s rank requirement exceed the rank of the lower member, less experience points may be awarded to the lower ranked member.
  • AAR Quests – Players complete these quests using their AAR actions. Players may only attempt to complete one AAR quest during a single AAR*. The AAR response will detail how the quest was completed, and any other ramifications. When you sign-in at the game, have a staff member add the experience points to your guild badge/token.
    *Except for the “over the winter” AARs, during which you may have two AAR actions to complete quests
  • Open Quests and Crafting/Acquisition Contracts – These may be completed using whatever in-game and AAR skills are appropriate for the quest. Any items/information/etc gathered or created to satisfy the quest can be returned to logistics unless otherwise specified. Have your guild badge/token with you when you deliver the goods and staff will add the experience to your guild badge/token.

Guild Experience

Guild Experience points are awarded for doing service to your guild, like completing quests. Guild Experience Points represent a character’s reputation in the guild, and are tracked on an in-game guild badge/token that your character is responsible for. Guild Experience Points can be used to obtain a higher rank in your guild. When you have enough experience points to increase in guild rank, you can bring your guild badge/token to a Guild representative, and they will confer on your your new rank, and provide you with a new guild badge/token. When you increase in rank, your expend the experience points, bringing your experience point total back down to zero.

Guild ranks confer certain benefits to their members. Most notably, they allow their members to take on more rewarding (and possibly more dangerous) quests. There may be other benefits to having a higher rank depending on the guild. See the individual guild pages to review any benefits the guilds are currently offering to their members of different ranks. Additionally, if you are inactive in your guild(s) for too long, your guilds may require you to do some amount of work to ensure you’re still committed to them.