Book I · The Guild
Ch.2 Build your crew
This chapter has 4 quests. You clear them by doing real work with your crew. Each one gives your agents XP.
One agent is great. One agent is also kind of lonely. It keeps looking at the empty chairs around the round table like a puppy waiting for its friends to come home.
So you recruit. A second hero shows up, then a third, and suddenly the Guild Hall sounds different. There's chatter. Somebody is arguing about whose turn it is to sort the inbox. That's Buddy, by the way, the crew's organizer. Buddy's whole personality is "I'll make sure nothing gets lost," and Buddy means it.
Then there's Skegy, the quality guard, who stands by the gate with a clipboard and a very serious face. Skegy's rule: "If it's not right, it doesn't pass. With love." Skegy will send your work back. Skegy will also be the first one cheering when it passes.
A party needs gear, so you open the armory. Five pieces across your crew. A shield here, a scroll there. Every piece is a real tool your agents can now use, and every piece makes them look about 40% cooler. That's just science.
Then you learn the oldest trick in the Guild: talk to your crew. Open the chat. Say what's up. Ask questions. They answer like coworkers who actually read the message.
And finally, the brain dump. You know that pile of half-ideas living in your head at 11 p.m.? "Call that guy. Fix that thing. Remember the stuff." Dump it all on the table. Your crew picks through the mess like treasure hunters and turns three of those ideas into real work with real names on them.
Your head feels lighter. The table feels full. That's a crew.
Quests
- 1Say what's up
Send 5 messages in Chat.
Story - 2Empty your head
Turn 3 brain-dump ideas into real work.
Story - 3Decked out
Put on 5 gear items across your agents.
Story - 4Squad of 3
Get 3 agents on your crew.
Story