Carrying out a task for a reward is nice, but what really makes quests (or any strategic decision) interesting is scarce resources and decisions that involve trade-offs. Rather than a player seeing a quests pop up and thinking:
"Oh good, I can get some extra troops/money/status/resource X/etc, I just need to click on the right spots on the screen an extra thirty times", setting up quests as strategic dilemma gets users thinking:
"Oh god, the chances for fantastic riches, but I'd need to risk so much and you never know with these quests what unexpected opportunities and risks will pop up mid-way through, do I have the time and resource base to attempt this just now?"
Some possibilities off the top of my head are:
(Prisoner's Dilemma style)
A powerful warlock has appeared in your kingdom. He claims he draws his magic from a different source than you do, but has no wish to become entangled in your kingdom's affairs. He has merely come to retrieve the [Orb of Zot, etc]. He offers you (a good amount of money, scaled to player's current economy) if you help him.
Do you (these should be enacted by the players decision while on the quest):
big cooperate) Agree and complete the quest faithfully, but risk him not paying you, or this being some sort of ruse to lure you away so he can take over your kingdom
small negotiate) Agree, but insist on getting the [orb] for yourself (and risk him retracting the offer and going to your competitors)
small betrayal) Agree, but then take the [orb] at the last minute after you're both exhausted from fighting the [dragon] (and maybe steal his money too)
big betrayal) Agree and then once you have his trust, capture the warlock and perform experiments on him to determine the source of his power
Each option should have a (real, i.e. randomly determined over a probability function computed from the player's stats/resources/actions) chance of both earning rewards and penalties, depending on how the player plays it, how strong they are relative to the warlock, what precautions they take (i.e. leaving a small army outside the cave that he ventures into with the warlock) and so on
(Public Good Game style)
A genie is granting minor wishes (one per person) to the first X people who visit him. Most have already been spent before your troops could isolate him from the peasant populace. Massive crowds have gathered and daily the guards catch people trying to sneak through. Do you:
a) Make your wish right away before anyone else can sneak past your guards and get to him, then pay others (or threaten them) to go make your other wishes for you (but risk their betraying you)
Have a fair competition (or lottery) to determine whose wishes will be granted
c) Allow the most needy to have their wishes granted
d) Allow the richest (or those with the most power to repay you) to have their wishes granted (i.e. sell the wishes)
e) Save the wishes for a rainy day (but take a large risk on their being stolen, in the meantime)
When you wish, do you: ask for something that benefits the people (but gives you less strategic advantage in the game), ask for something that benefits you or ask for something that benefits the genie in the hope that he'll reward you for it (but risk wasting a wish).
(Negative Indirect Reciprocity style) - All players get this quest at the same time
Temporary portals have begun opening at random between the kingdoms, your sages have determined that one end can be tethered but the other will fluctuate wildly. By tethering one end of a portal in your castle, you can have troops constantly monitoring its destination, and if it ever opens in your opponent's castle you could do some serious damage or steal his resources. Of course, your opponent also has a tethered portal and could do the same. A summit is held, wise scribes from each kingdom attend and come back with a resolution. Only harm can come of this technology and if it begins, eventually harm will come to everyone, thus they have signed a treaty agreeing that no-one should use the portals in this way.
Later, each player can randomly receive the message:
Your guards inform you that a portal has opened to [random opponent]'s castle - do you
a) obey the treaty, do nothing
send x troops to do as much damage as they can, though they will ultimately be sacrificed when the portal shifts
c) send a small brigade of thieves to steal as much as they can before the portal closes
if they chose b or c, there's a chance that they can be identified and all the other players informed that they have broken the treaty.