The Merchant's Guild Tradehall

by Richter

Back to Last Chance Trading Post.

Richter2009-05-08 07:53:33
I came back to Lusternia partially because I had so much unfinished work to do that it was driving me a bit nuts. One of the areas I wanted to focus on was my manse, and the first part of that project was the Merchant's Guild tradehall. I'm pleased to say that I knocked out all the room descriptions at once, and added in some extra nice features.

I was going to post a pretty HTML log of me giving a tour to a member, but my computer decided to hiccup, so you get this!

As a bit of background, the Merchant's Guild was originally founded as the Black Market about four years ago, as a way to move goods around, and sell to enemies. The quickly changed to the guild, and allowed others to get services at reduced costs. Nowadays, it's simply a group of transcendent-only members who have a place to go talk about their craft. Since there is no more inherent benefit, I wanted to make sure that clan membership had something tangible, so I made Deepnight's tradehall a member's only affair.

To get to the hall, I send people off in search of a moonlit tenement. Easy enough, as it's found one room off of the fulcrux of Deepnight. Then, I tell them to search about the room, and touch the item we'd value the most. Neither instruction is very hard, but I like sending people on quests, so I'm omitting the item. When I touch it, I see:

CODE
You reach out and touch a ******* .
A sudden sensation of flying is brought on by a swirling, golden magic. After a
moment, the magic subsides and you realize that your surroundings have changed.


At that moment, you'll find that you are teleported inside the tradehall. Fancy, useful, and somewhat pricey. But worth it! Check out the map, and look for the green room with the key.



Now, since the item has permissions set on it, not everyone can just wander in, but if you -could- wander in, you'd see 13 very nicely-written rooms, complete with a forge, tailoring bench, garden, printing press, jewelry bench, and oven. In time, we hope to get a pentagram and alembic as well.

Each tradeskill has their own room, and I currently have a contest among my trademasters (another perk of the guild, being able to run one of our six cartels) that if they can bring in enough new members and submit enough new designs, I'll build them an office in the hall, as well as give them a number of credits.

Finally, when leaving the tradehall, you can either leave how you came in, or take the alternate, one-way exit. No more people sneaking up on you while you work!

If anyone has any questions or comments, post them here. And remember, we're always recruiting more transcendent merchants. We're elitists, and you can be too!
Richter2009-06-01 03:21:37
Enchanters rejoice! A pentagram has been added!
Celina2009-06-01 05:46:57
Sometimes I wonder what it'd be like to have so many credits, I could just build my own city.

So jealous
Unknown2009-06-01 11:02:32
I prefer the more portable credit solution.
Richter2009-06-05 18:30:56
4100 credits later, the tradehall is finished! It is available to any trans merchant, provided you join the guild.

Thanks somuch for all of the help over the years; there were some gigantic donations!
Arel2009-06-14 19:35:05
Amazingly cool smile.gif
Ilyarin2009-06-14 20:27:30
Incredible! Brilliant work! smile.gif
Mirami2009-06-15 00:41:18
I should have joined when I was still a trans tailor...

sad.gif

EDIT: I'll get those last 300 lessons and trans artisan sometime, I suppose. when theres a reason to (no real reason to, at the moment; I'm up to thrones now).
Richter2009-07-25 21:16:01
Rather than get myself a pretty aether contrivance, I've bought the guild a furnace. I figure in the long run, this will get me more hugs and chocolate. Not in-game though, I'm mean in-game! *brandish*