I haven't played much of latest version, but general quests for guilds could be like the following:
- Fighter guild: ~ Sends you on a journey around the world to find new martial challenges, gaining the respect of the
masters ( or enemies) you defeat.
~ Obtain a legendary weapon or armor from a forgotten period.
~ Lay waste to an existing town's guards and king (or queen), and claim it as your own.
~
A gladiatorial arena of some sort, allowing the players to participate in a survival fight (single actor or
entire part) of say, 100 rounds, against increasingly tougher opponents and getting items based on
how far they advance.
- Mage guild: ~ Has commissions from elder guild members, from simple (reigniting a light house's flame) to complex
(descending into ancient ruins to find a powerful magic spell or item that will banish a summoned
demon or similar force back to it's home dimension, within a certain time limit).
-Thief guild: ~ "Acquire" items and funds for the guild's "legitimate" business.
~ Collection of protection money from local town shops.
~ Infiltration of hostile cities with the help of disguises, then proceed to gather information about various
~ things, i.e. Military strength, numbers of civilians, etc.
~ Rob from corrupt officials and give to the poor, while avoiding capture, a.k.a Robin hood.
and if you happen to have one:
- Clerical Guild: ~ Develop new potions for the world to use by finding new herbs or techniques for combining existing
items. (Just need to get the stuff once and return to the quest giver and vendors around the world
or just at the guild will start carrying it)
~ Put to rest an uprising of undead brought forth from a former member of the guild.