MCG’s Questborne

MCG's Questborne transforms the empty Overworld into a living world of work, wages, and reputation. Specialist camps generate naturally across the surface, each home to a hand-drawn NPC who hands out jobs and slowly comes to respect you as you deliver. It is a full RPG quest layer built entirely on vanilla content, so every task uses the items, mobs, and places you already know. Find a camp, take on quests from one of five callings, complete them in the world, and turn them in for Quest Points, reputation, and bonus experience. Spend your points on rotating shop stock and mystery crates, climb the reputation ranks from Wanderer to Legend, and eventually hire NPCs to live at your base as permanent quest givers. Where vanilla Minecraft leaves you to invent your own goals, Questborne always gives you a next thing to do.

Minecraft Guides
28 Min Read

MCG's Questborne turns the quiet Overworld into a living world of work, wages, and reputation. Small specialist camps spawn across the surface, each home to a hand-drawn NPC who greets you in character, hands you jobs, and slowly comes to respect you as you deliver. It is a full RPG quest layer built entirely on top of vanilla content, so every task uses items, mobs, and places you already know.

The loop is simple and moreish: find a camp, take on quests, complete them out in the world, and turn them in for Quest Points, reputation, and bonus experience. Quest Points buy gear and mystery crates from the NPC who gave you the work, while reputation unlocks stronger quests, better stock, and eventually the ability to hire that NPC to live at your base. Where vanilla Minecraft leaves you to invent your own goals, Questborne always has a next thing to do.

This guide covers the whole mod from your first campfire conversation to a fully staffed home base: how camps generate, what each of the five NPC callings offers, how quests and reputation actually work, where Quest Points are best spent, and how to recruit companions that keep the work flowing without you leaving home.

Getting Started in MCG's Questborne

Questborne needs nothing crafted to begin. Everything starts with exploration and a conversation, so your first session is about wandering until you stumble onto a camp and striking up a working relationship with whoever is there. The first few quests feel like being handed purpose: a stranger by a fire, a job that fits your current gear, and a reward waiting when you return.

1

Find a Roadside Camp

Explore the surface for a small NPC campsite

A Campsite
A Naturally Generating Campsite

Head out across the Overworld and watch for a small themed campsite with a tent, a campfire, and at least one NPC standing nearby. Camps sit on the surface in most common land biomes, so any direction of travel will eventually turn one up. Each camp belongs to one of five callings, and the NPC inside matches that trade.

2

Talk to the NPC

Right-click to open the conversation menu

Right-click the NPC to start talking. They greet you differently depending on their trade and how well they know you, then open a menu with options to ask for work, browse their shop, check your standing, or say goodbye. If you catch them sleeping at night, the first right-click simply wakes them, so talk again once they are on their feet.

3

Accept Your First Quest

Pick one of the three jobs on offer

Speaking to one of the quest giver NPC's

Choose "Got any work going?" to see the jobs this NPC currently has. Every NPC offers three quests at a time, drawn from a large personal pool, so read the descriptions and pick something you can handle with your current gear. Early jobs are gentle, like slaying a handful of Zombies or gathering a stack of Cobblestone, and accepting one adds it to your Quest Journal.

4

Complete It and Turn It In

Return to the same NPC to claim your reward

Do the work out in the world, then return and choose "I've finished some work." Gather and delivery quests take the required items straight from your inventory on turn-in, so only carry what you intend to hand over. In exchange you receive Quest Points, a boost to your reputation with that calling, and a chunk of bonus experience.

5

Spend Your Quest Points

Buy gear or a mystery crate from the NPC

Choose "Got anything for sale?" to open the NPC's shop and spend what you earned. Each trader stocks a rotating selection of useful goods plus three tiers of mystery crate. Buying is the fastest way to feel the reward loop pay off, and it clears space for the next batch of Quest Points from your following jobs.

Open the Journal Anytime

Bind the "Open Quest Journal" key in your Controls menu to open your Adventurer's Log from anywhere. It lists every active quest and its progress, your current Quest Point balance, and your reputation with each calling, so you never have to walk back to a camp just to check what you owe.

Finding Campsites in Questborne

Camps are the heart of the mod, and they generate naturally as you explore. There are five camp types, one per calling, and each has three different layouts so no two feel identical. Camps in snowy regions and hot desert regions use their own themed builds, blending into the landscape rather than looking copied and pasted across the map.

Where Camps Spawn

a cAMP sTRUCTURE WITH AN npc

Campsites appear on the surface across a wide spread of Overworld land biomes, from open plains and forests to taigas, savannas, badlands, jungles, swamps, and high mountain slopes. They deliberately avoid oceans and deep water. On average a camp generates roughly every thirty-two chunks, with a guaranteed gap of at least twelve chunks between any two, so they are common enough to find but far enough apart to feel like discoveries.

Biomes Where Camps Generate (33)
minecraft:plains minecraft:sunflower_plains minecraft:forest minecraft:flower_forest minecraft:birch_forest minecraft:old_growth_birch_forest minecraft:dark_forest minecraft:taiga minecraft:old_growth_pine_taiga minecraft:old_growth_spruce_taiga minecraft:snowy_plains minecraft:snowy_taiga minecraft:grove minecraft:meadow minecraft:cherry_grove minecraft:desert minecraft:savanna minecraft:savanna_plateau minecraft:windswept_savanna minecraft:badlands minecraft:eroded_badlands minecraft:wooded_badlands minecraft:jungle minecraft:sparse_jungle minecraft:bamboo_jungle minecraft:swamp minecraft:mangrove_swamp minecraft:windswept_hills minecraft:windswept_gravelly_hills minecraft:windswept_forest minecraft:ice_spikes minecraft:snowy_slopes minecraft:stony_peaks

Locating a Specific Camp

If you want a particular trade and would rather not wander, the camps are registered structures you can point to with the locate command. Swap the calling name at the end to hunt down the exact camp you need, then follow the returned coordinates. This is handy when you are chasing one calling's reputation and need more of their jobs.

/locate structure questborne:camp_hunter

Every camp holds one to three NPCs and a themed supply chest tucked into the build. The chest is free loot on top of the quests, stocked with practical goods that suit the calling, such as arrows, bones, and leather at a hunter's camp. Loot the chest, note the NPCs, and mark the spot so you can return once your reputation opens up better work.

The Five NPC Callings

Every NPC belongs to one of five callings, and the calling decides what kind of work they hand out, what they sell, and which workstation they use if you later hire them. Reputation is tracked separately for each calling, so the hunter you befriend has no bearing on how the merchant across the map treats you. Each calling has its own personality, name pool, and voice, with different lines for men and women and for every rank you climb.

Hunter

Hunters deal in combat contracts. Their jobs task you with culling mobs, from thinning Creepers and Zombies early on to clearing Ocean Monuments, Nether fortresses, and eventually the Wither and the Warden at the highest ranks.

Their shop leans into survival and battle gear: arrows, swords, bows, shields, chainmail, healing and strength potions, and combat enchantment books. Hired hunters work at a Smithing Table.

Gatherer

Gatherers want raw materials brought to camp. Expect obtain-and-deliver jobs for everything from Cobblestone, logs, and ores to Amethyst, Echo Shards, and full stacks of Diamonds at the top end.

Their shop sells farming and foraging staples like Bone Meal, berries, Honeycomb, and Moss Blocks. Because their quests consume the items you turn in, gatherers are the calling most likely to eat gear you meant to keep. Hired gatherers work at a Composter.

Crafter

Crafters run a workshop and need finished goods. Their commissions have you craft batches of items such as Torches, Chests, and Barrels early on, building toward forging Diamond and Netherite armor and a complete Netherite set as a one-time masterwork.

This is a strong calling to level while you are already tooling up, since you often make these things anyway. Hired crafters work at a Crafting Table.

Explorer

Explorers send you outward. Their quests cover traveling long distances, visiting structures like villages and strongholds, crossing into the Nether and the End, taming animals such as Wolves, Cats, and Parrots, and breeding herds of livestock.

It is the most varied calling and rewards players who like moving rather than grinding one spot. Hired explorers work at a Cartography Table.

Merchant

Merchants trade in supply and demand, asking you to source and deliver goods from bread and dyes up to Emeralds, Netherite ingots, and even the Dragon Egg. Their shop is the collector's paradise of the mod, selling decorative blocks, banner patterns, music discs, pottery sherds, mob heads, a Sniffer Egg, and rare enchantment books. Hired merchants work at a Barrel.

Meet the Quest NPC

Every calling is represented by the same durable Quest NPC, a peaceful villager-like character who will not fight back. They cannot be harmed by mobs or the environment, and if a wild one is killed it respawns at its home camp after about a full in-game day, so you never permanently lose a quest giver.

Quest NPC

MCG's Questborne
Health 40 (20 hearts)
Callings Hunter, Gatherer, Crafter, Explorer, Merchant
Behavior Peaceful, sleeps at night, works by day
Harmed By Players only
Respawn At home camp after ~1 in-game day

How Questborne Quests Work

Quests are the engine of the mod, and understanding the rules behind them lets you plan efficient runs instead of stumbling from job to job. The variety is deliberate: kill jobs, gather jobs, craft jobs, delivery runs, taming, breeding, and long-distance exploration all live in the same pools, which keeps the work from ever feeling repetitive.

Objective Types

A quest asks for one or more objectives, and the mod supports a broad set: killing specific mobs, obtaining or delivering items, crafting items, breeding and taming animals, visiting structures, biomes, or dimensions, traveling a set distance, and reaching a target height. Some ask for a single objective, while big commissions like the full Netherite set chain several together into one job.

Rarity and Rewards

Every quest carries a rarity, and rarity scales the payout. A quest lists a base reward in Quest Points, reputation, and experience, and its rarity multiplies that reward. Epic jobs therefore pay far more than commons for the same three currencies, which is why the toughest contracts are worth chasing once you can survive them.

Common

Uncommon

Rare

Epic

Reward Multiplier
1.0x
1.15x
1.3x
1.5x
Payout Size
Smallest
Modest
Large
Largest

To put numbers to it, a simple Common job such as clearing a nest of Creepers pays around a dozen Quest Points, while an Epic contract to slay the Wither or forge a complete Netherite set pays well over a hundred, and the Netherite masterwork throws in bonus Netherite ingots and Diamonds on top. The gap between the low and high end is enormous, so climbing toward Epic work is the real progression curve.

Daily Rotation and Limits

Each NPC shows three quests at once, and the selection refreshes every in-game dawn, so a camp you cleared out yesterday has fresh work the next morning. You can hold up to five active quests across all NPCs at any time, which means you cannot hoard every job at once and should finish what you carry before loading up on more.

Repeatable quests go on a cooldown after you complete them, often a few in-game days, before that same NPC will offer them again. Some quests are one-time only, and a handful are locked behind a prerequisite quest that you must finish first. If a job is not showing, it is usually gated by your reputation, on cooldown, or waiting on a quest earlier in its chain.

You Can Walk Away

If a quest turns out to be beyond you, you can abandon it from the conversation menu to free up one of your five slots. Abandoning wipes all progress on that quest, so only bail when you are sure the reward is not worth the trouble.

Reputation and Ranks

Reputation is your standing with a single calling, earned every time you turn in one of that calling's quests. It is the mod's long game: as your standing climbs, NPCs of that calling greet you with more respect, better quests appear in their rotation, stronger stock unlocks in their shop, and you eventually earn the right to hire them. Because each calling tracks reputation on its own, spreading yourself thin means five slow climbs, while focusing pays off much faster.

The Five Ranks

You begin as a Wanderer, a stranger who has not yet proven anything. Reaching one hundred reputation with a calling promotes you to Adventurer, three hundred makes you a Veteran, and six hundred earns the Champion rank. At one thousand reputation you become a Legend, the highest title, and the greetings shift from cautious politeness to open reverence.

Ranks are more than flavor. Higher-reputation quests only appear once you clear their threshold, so the biggest Epic contracts stay hidden until you are Champion or Legend with that calling.

The same gate controls shop stock, with the best enchanted gear reserved for high ranks. Some late commissions even require reputation well beyond Legend, so a calling always has something left to work toward.

Champion Unlocks Hiring

Reaching Champion rank with a calling lets you hire that NPC to work at your base. It is the payoff for concentrating your effort, turning a distant camp into a personal quest giver you can build your whole operation around. Check your exact standing anytime with the in-game info command.

/qb info

Quest Points and NPC Shops

Quest Points are the mod's currency, and every quest you complete adds to your balance. They are shared across all callings, but they can only be spent at an NPC's shop, so you pool points from anywhere and cash them in wherever the stock tempts you. Each calling sells a completely different range, which gives you a reason to keep every kind of camp on friendly terms.

Rotating, Rank-Gated Stock

A shop shows three items at a time, and like quests the selection rotates every in-game dawn. Higher-value goods are locked behind reputation, so a Wanderer sees only the basics while a Legend gets the full catalog. If the three items on display are not what you want, come back the next day or raise your standing to reveal the premium stock.

Named Gear Worth Saving For

The standout purchases are the high-rank enchanted items, which come pre-named and pre-enchanted. Hunters, for example, sell the Beastslayer, a Diamond Sword with Sharpness and Looting, and the Hawkeye, a bow carrying Power and Infinity that only a Legend can buy. These are expensive but save you a fortune in enchanting materials and experience.

Iron Sword

Beastslayer

Hawkeye

Cost (Quest Points)
12
150
180
Unlocks At Rank
Wanderer
Champion
Legend
Enchantments
None
Sharpness IV, Looting III
Power V, Infinity

The merchant's shelves reward a different kind of player. Alongside functional blocks like Brewing Stands and Jukeboxes, they trade rare collectibles that are otherwise a pain to hunt down: music discs including Pigstep and Otherside, pottery sherds, mob heads, a Sniffer Egg, and a Soul Speed enchantment book for Legends. If you enjoy decorating or completing collections, merchant reputation is quietly one of the most valuable to build.

Sample of High-Rank Shop Enchantments

Sharpness V
Hunter shop, sold as an enchanted book at Champion rank
Looting III
Hunter shop, more drops from slain mobs
Infinity I
On the Hawkeye bow, a Legend-rank purchase
Soul Speed III
Merchant shop, book sold only to Legends

Mystery Crates

Every NPC, regardless of calling, sells three tiers of mystery crate for Quest Points. Crates are the mod's slot machine: buy one, right-click it in your hand, and it bursts into a random handful of items on the spot. They are always in stock, so they double as a reliable place to dump spare Quest Points when the rotating shop has nothing you need.

The tier sets both the price and the quality of what tumbles out. Bronze crates are cheap and hand over basic survival supplies, silver crates step up to ingots and building blocks, and gold crates are the jackpot, capable of dropping Diamonds, Emeralds, mineral blocks, horse armor, a Heart of the Sea, and other genuinely valuable finds. Crates stack up to sixteen, so you can buy in bulk and open them all at once.

Bronze Crate

Silver Crate

Gold Crate

Cost (Quest Points)
10
25
70
Items Per Open
2-3
2-4
3-5
Loot Quality
Basic supplies
Ingots and blocks
Diamonds and rare gear

For a new player short on gear, a couple of bronze crates early can kick-start a base with food, coal, torches, and iron. Later on, gold crates are the more exciting gamble, since a single lucky open can pay back its cost many times over with a Diamond Block or a Heart of the Sea. Treat them as a fun sink rather than a guaranteed return.

Hiring NPC Companions in Questborne

The endgame of a calling is bringing its NPC home. Once you reach Champion rank with a calling, its NPCs offer to come work for you, which means no more long treks to a distant camp for that trade's quests. A hired companion sets up at your base and becomes a permanent quest giver and shopkeeper you control, turning a scattered questing routine into a proper town hub.

1

Ask Them to Join

Hire at Champion rank to receive a Hired NPC item

Talk to an NPC of a calling you have reached Champion rank with and choose the option to hire them. They accept, and the NPC is packed into a Hired NPC item that keeps their name, look, and calling. Only you can place that companion, and you can only keep one hired NPC per calling at a time.

2

Place Them at Home

Right-click the item to set the companion down

Carry the Hired NPC item back to your base and right-click a block to place the companion where you want them. This spot becomes their home, and they will wander only within a radius you set rather than roaming off. Pick a central, safe location, because this is where you will return to hand in their quests from now on.

3

Give Them a Bed and Workstation

Provide both nearby or they refuse to work

A hired NPC only offers work once they are happy, and happiness means a Bed and their calling's workstation placed close by. Hunters need a Smithing Table, gatherers a Composter, crafters a Crafting Table, explorers a Cartography Table, and merchants a Barrel. Keep both within about ten blocks of the companion and they settle in, sleeping at night and working by day.

Managing Your Companions

Sneak and right-click a companion you own to pack them back into item form and move them elsewhere. Their settings menu lets you adjust how far they wander, hide or show their name tag, and decide whether other players on a server can interact with them. To let them go for good, use the dismiss option and they return to the wilds, freeing you to hire a new one of that calling.

Building out a full set of companions, one per calling, creates a self-contained questing town. With a hunter, gatherer, crafter, explorer, and merchant all living at your base, you can pick up fresh work every morning, hand in completed jobs, spend your Quest Points, and never travel unless a quest sends you somewhere. It is the natural finish line for a dedicated Questborne playthrough.

Questborne Tips for Success

Commit to one calling first. Because reputation is tracked separately for each calling and hiring only unlocks at Champion, spreading your quests evenly across all five leaves you stuck as a mid-rank nobody everywhere. Pick the calling that matches your playstyle, funnel your early jobs into it, and you will reach Champion and your first companion far sooner than a scattered approach allows.

Keep all five quest slots working for you. You can hold five quests at once, so fill those slots with jobs you will complete through normal play. Crafter commissions for things you were already going to build, explorer travel goals while you journey, and gatherer requests for ores you mine anyway all progress in the background. Players consistently find the mod most satisfying when quests reward what they were doing regardless, rather than forcing tedious detours.

Lean into the quest variety. The reason a quest system like this stays fun where a flat to-do list gets stale is the mix of hunting, gathering, crafting, delivering, and exploring on offer. Rotate between callings when one type of job starts to drag, and the world keeps feeling fresh instead of turning into a grind.

Mind what you turn in. Gather and delivery quests take the required items out of your inventory when you complete them, so double-check before you hand in a job. It is easy to accidentally surrender enchanted or hard-won gear that happens to match a quest item, so keep anything precious out of your hotbar when finishing that kind of work.

Use crates as an early leg-up and a late gamble. When you are starting out and gear-poor, a few bronze crates for cheap Quest Points can supply food, coal, and iron to get a base going. Once you are established, save the excitement for gold crates, where a single open can return a Diamond Block or Heart of the Sea. Either way, crates keep spare points from going to waste.

Frequently Asked Questions

Where do I find quests to accept?

Quests come from NPCs living in campsites that generate across the Overworld surface. Explore until you find a camp, right-click the NPC, and choose the option asking for work to see the three jobs they currently offer. There is no central quest book to fill in; the world itself is your quest board.

Why did my items disappear when I turned in a quest?

Gather and delivery quests are meant to consume the requested items when you hand them in, since you are giving those goods to the NPC. That is normal and expected. To avoid nasty surprises, only carry the exact items a quest wants when you go to turn it in, and keep anything valuable that shares an item type well out of the way.

Why can't I take any more quests?

You can hold a maximum of five active quests at once across every NPC. If an NPC says their hands are full or will not let you accept, finish or abandon one of your current quests to free a slot. This cap keeps you focused on completing work rather than hoarding every job you come across.

Why won't a certain quest show up anymore?

Each NPC only displays three quests at a time, and that set rotates every in-game dawn. A quest might also be on cooldown after you recently completed it, locked behind a prerequisite quest, or gated by a reputation rank you have not reached yet. Wait for the next day, raise your standing, or finish the earlier quest in the chain to bring it back.

How do I hire an NPC to my base?

Reach Champion rank with a calling, then talk to one of its NPCs and choose to hire them. You receive a Hired NPC item; right-click at your base to place them down. They only start offering work once a Bed and their calling's workstation are within about ten blocks, so set both up nearby before expecting quests.

What are Quest Points used for?

Quest Points are the currency you earn from completing quests, and you spend them at any NPC's shop. They buy that calling's rotating stock of gear and goods plus the three tiers of mystery crate. Your balance is shared across all callings, so you can earn points from a hunter and spend them at a merchant.

MCG's Questborne

Developer
MCG_Modding
Created
July 5, 2026
Downloads
89,955
Supported Versions
Forge: 1.20+
NeoForge: 1.21+
Last Checked:
September 16, 2026 at 3:44 PM
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