Page 1 of 4
Argyle Cash Flow
Posted: Fri Nov 02, 2001 1:33 pm
by Xyx
One of the local Argyllians, some one calling "him"self (has a multiple personality disorder) "Vessel" wants to become the most active smith and trader the world has ever seen. He's busily promoting himself and seems to be filling a real niche, mainly because he's the first.
Do we have plans for trade? That would be one of the easiest ways to make good money, I think. A huge group like ours has little to fear from bandits and thieves, and we're pretty relaxed as far as the Argyllian Mage Hate(TM) is concerned (meaning we can deal in magic).
This Vessel character has been asking around for guards. I figure that if we invite him into the guild, he'll have plenty, and we get cash flow. Bit of a win-win situation.
Only...
How do we go about this? It would be good to approach him in-game, but you actually
need a game for that.

He's asking around in-character, though, so we could invite him in-character.
Only...
The Blades do not exist yet. Shouldn't we get a small delegation of people to form the Blades on the Argyle boards by agreeing to adventure together? Not call it a guild yet, just an adventuring party. We then offer our services to Vessel, and when the game starts and this little band of adventurers suddenly attracts members from all over Argyle, we form the Blades.
Thoughts?
Posted: Fri Nov 02, 2001 2:16 pm
by Nippy
I like the idea Xyx, having spoken with you I'd be willing to do it. We must contact Rhino though to let him know, further thoughts?
Posted: Fri Nov 02, 2001 4:41 pm
by ThorinOakensfield
Nice idea. I don't mind joining up with this "party".
Anyway i wanted to run an inn, but we could start another business.
Posted: Fri Nov 02, 2001 6:46 pm
by Rail
Great idea, Xyx. He/they does/do fill a niche in the community. I think this would fit in well with you idea of an inn, Thorin. Do we want to create our own community after a while? Kinda like the Friendly Arms Inn in BG2? I would like to soon make if clear that many of us from GB are planning on adventuring together on the Argyle boards.
Has anyone thought about where to begin the BotB? We seem to have quite a mix of races. Pranker mentioned Niire (sp?), on the outskirts of the Firelight Forest, is a place rather tolerant of all races.
Also, do we want to be an outright guild on Argyle, or should we simply be more of a brotherhood. I like the idea that some of our members could be affiliated with other in-game groups, such as the White Mages, but when it came down to it, our first alegiance would be to the BotB. Kinda like if we all grew up in the same neighborhood and swore a blood oath to uphold and protect eachother. We then went our separate ways, but wherever we ended up, if the oath came calling, we'd run to help. But then again, I'm a
progressive paladin.

What does everyone think on the issue.
[ 11-02-2001: Message edited by: Rail ]
Posted: Fri Nov 02, 2001 8:02 pm
by ThorinOakensfield
Yeah i was thinking on the same lines as Friendly Arm Inn. I mentioned it too Vessel, but he ignored it. So now we could use the idea.
We could make a fort(like Friendly Arm), put an inn in it, have our hq in the back, a few houses, a smiths.
Ofcourse we would do this after we make some money.
And we can hang around our inn, the bards can sing, we can try to get quests. Thieves can steal from sleeping dwarf kings.
If we join in game npc groups and leave would it be considered treachery?
Or should we like Xyx said make sets of smaller parties (10 people so we can sit out some), and go adventure a bit earn cash. Then the groups can come together share the loot, see what we can get.
Maybe we can a quest to find some artifact for somebody in an ancient fort, we can go there, clean it out of monsters and cowebs, find the artifact, get our reward, come back, kill remaining monsters, and rebuild the place up. The reason i'm suggesting it is because we can save money by not having to make a new fort, so the walls and some structures will be up. We'll redesign it.
Posted: Sat Nov 03, 2001 1:40 am
by Xandax
Well we know not if it is at all possible to become a smith, at least without one DMs attention, because IIRC it has been said ealiere that "creation" will not be implemented in NwN, and therefore he needs a DM to give him the item - this could work albeit maybe he could make 1 item every 2 days of gameing dependend on DM's perception of his skills.
But seeing as we are not in-game, and our "community" (BoTB) does really exist it would be difficult to ask him to "join".
We don't know each other ingame - BoTB doesn't exits ingame.
All we currently are doing is laying a foundation for establising a "guild" in-game.
All that exist is a loose "agreement" that some of us (not all 50+) will, if possible, adventure together.
So smaller parties inside the BoTB is possible and IMO neassecary. But IMO these should primary be made in-game.
Of course we can agree to meet in that city - but I still belive that it should be ingame meetings - unless your background story goes back togehter (something like we were a group of friends from back home going on our first adventure togeheter-stuff).
As for the creation of a Friendly Arms Inn type of place - sounds cool.
As for branching out into other guilds, well it could be done and could be quite "fun" to infiltrate.
But I would also say alligiance lays with BoTB.
Lastly to adress some points - as for getting this Vessel guy to "join" us, I'm not to keen about. We could, if we get a nice place - subrent space and protection to him for "hardware" or like that - but to make him a member of BoTB I wouldn't like.
To me this goes kinda against what BoTB were originally ment to be - a place for Banshee-people, so to speak.
Also to do this - one would have to approch him in an ingame fashion and couldn't do that as BoTB - but maybe as a smarller group (as mentioned ealier with the background group stuff).
Also we must remember that BoTB was ment to be kept secret untill we were strong enough to "rise" in game
It is all up to the members how they want to shape BoTB

Posted: Sat Nov 03, 2001 4:22 am
by Craig
If we start of as a group not a guild like the bards could be a group fighters could be mercenaries and so forth
Posted: Sat Nov 03, 2001 7:01 am
by NeKr0mAnCeR
Friendly Arms Inn = cool
branching to other guilds = not so cool
that Vessel guy joining BotB = bad
Posted: Sat Nov 03, 2001 3:35 pm
by Nippy
Well, if thats what the people want, besides, we can get the armoursmithing feat anyway...

Posted: Sun Nov 04, 2001 3:53 am
by Tamerlane
Originally posted by NeKr0mAnCeR:
<STRONG>Friendly Arms Inn = cool
branching to other guilds = not so cool
that Vessel guy joining BotB = bad</STRONG>
I fully agree about with you about Vessel joining BotB. It defeats the sole purpose for establishing the blades. We are GameBanshee members and he/she/they are not.
It we as a group however do decide to ask him to join, please let it be after the game has been released.
Or we might have our cover blown and make a
lot of unnecessary enemies before even setting a foot into Argyle.
The Inn idea does have it's merits though.
Posted: Sun Nov 04, 2001 11:48 am
by Rob-hin
Originally posted by Tamerlane:
<STRONG>I fully agree about with you about Vessel joining BotB. It defeats the sole purpose for establishing the blades. We are GameBanshee members and he/she/they are not.
</STRONG>
Totally agree.
Making people register twice (gamebanshee and BotB) is an excellant way to get a good group of people together who won't go playerkilling.
Posted: Sun Nov 04, 2001 12:11 pm
by Craig
Why not branch guilds "in game"
Posted: Sun Nov 04, 2001 12:13 pm
by Xandax
Branch guilds? - how do you mean craig.
To divide the BoTB up in smaller parties? or to branch out into other worlds? or to brach out into other guilds and infiltrate these?
Posted: Sun Nov 04, 2001 1:09 pm
by CM
Originally posted by NeKr0mAnCeR:
<STRONG>Friendly Arms Inn = cool
branching to other guilds = not so cool
that Vessel guy joining BotB = bad</STRONG>
Agree 100%
Posted: Mon Nov 05, 2001 12:56 pm
by Saigo
How about this:
The Blades were all aprenti in a major mercenary mill, the Academy of the Banshees -- an academy devoted to training and marketing one of the most fearsome bands of mercenaries in the land, the Banshees. The Banshees provided a cadre of mercenaries that was instrumental in foiling the plans of some powerful, evil, high muckety-muck.
This entity got his revenge by concentrating all his remaining power on the destruction of the Banshees. Because the apprenti were not yet ready for such a battle, the masters sent them into seclusion for safety. The Academy was destroyed.
Now the aprenti, taking the name "Blades of the Banshee," must spread out to learn their trades as best they can, helping each other as much as possible by titheing their loot, donationg unwanted magic items, healing, and sharing knowledge. The goal is to eventually take revenge for their brothers (yes, and sisters) and to gain enough power to reform the academy. The forming of a formal guild, when possible, is a logical step along this path.
Our "trade" is mercenary services. Once we can formally establish a guild, we'll hire a blacksmith, alchemist, etc., and pay salaries out of the dues. We can sell their goods or use them to meet our own needs.
[ 11-05-2001: Message edited by: Saigo ]
Posted: Mon Nov 05, 2001 1:18 pm
by CM
I am ok with that, actually i like that plot story.
However how do paladins become merc?
I am a paladin so are a few people.
Posted: Mon Nov 05, 2001 1:34 pm
by Word
After the Blades are established in game why don't we just have seperate businesses for each of the wings, so alinements and such would not conflict. You could give these jobs to the officers to give them something to do, then all pay a set "tax" rate to the guild or something.
Posted: Mon Nov 05, 2001 1:48 pm
by Saigo
Originally posted by Fas:
<STRONG>I am ok with that, actually i like that plot story.
However how do paladins become merc?
I am a paladin so are a few people.</STRONG>
Sometimes holy orders (especially those without an army of their own) must defend their lands or their faith. Most leaders of holy orders would prefer a "religious" man -- a paladin -- at the head of the army. There's nothing to prevent the Academy from maintaining a holy cadre of clerics and paladin. A paladin might not be a mercenary for cash, but could accept donations of money, goods, or land to his guild.
In first edition rules, Paladin took vows of poverty, much like a priest. After buying what he needed, he kept enough money to live on and gave the rest away. He could easily give it to his guild if he thought its motives were worthy.
Another possibility is that your character found religion after the destruction of the academy. Maybe he took refuge in a temple. Now he has to balance his duty to his god with his duty to his brothers. Actually, I like this one because it adds depth to the character.

Posted: Mon Nov 05, 2001 2:07 pm
by CM
Saigo and Word i am ok with both ideas.
I personally like the option of becoming a paladin later on.
Plus i have to change my history anyway.
Posted: Mon Nov 05, 2001 4:40 pm
by NeKr0mAnCeR
saigo's and word's ideas = nice
