Wednesday, June 14, 2017

Argovas, the Trade Prince

"It has been five years to the day that our fair town was founded, let us celebrate!"
  - last sober words of the day by Mayor Brimbol of Mudshire

Alternate Names: Ceapuna (halfling), Civimerc (gnome), Kereskizac (dwarf), Khudirgen (orc), Maswareid (elf)
Expanded Domains: Artifice, Community, Earth, Law, Metal, Nobility, Toil, Trade, Travel
Portfolio: affluence, alcohol, brewing, civilization, gold, rule of law, trade, wealth

Knowledge (religion) DC 10
Called the Trade Prince and Count of Coins, Argovas is one of the most widely revered of the deities in the Green Coast. Brewers and merchants from the Veridian Mere as far north as Sylvanor make regular offerings in his name for safe streets and good business. Taverns pour the first pint a night into a glass that isn't drunk to honor his gifts. Nobles make regular offerings of wealth to the Church to encourage their works.
     In art, Argovas is often depicted surprisingly simply. A clean-shaven human male working in the sun, torso bare. The priests of Argovas are called Laborers, the acolytes Tools, and the knights that swear their swords to him are called Coins.



Knowledge (religion) DC 15
The Church of Argovas has members in nearly every town and village throughout the Green Coast and Sylvanor, preaching to the people and serving as neutral parties in business disputes. Unlike many other churches or temples, the Church of Argovas very rarely deals with charities. When providing goods or services, they always demand payment of some kind. Often, when the parties involved cannot pay in coin, the Church will accept either reduced fees for the Laborers or payment in goods. If they cannot pay immediately then the Church will hire the Attoros to devise a contract for a payment plan.
     Often, the Church of Argovas doubles as banks. They provide the service of storing and protecting a person's money in exchange for an interest rate determined by how much is in the vaults and what the business of the vault's owner is. A struggling fisherman will receive a lower interest rate than a thriving merchant. In addition, they will provide loans for startup businesses with a low interest rate on the loan. If the business collapses, the Church will investigate and depending on the cause of the collapse may forgive the debt if it is determined that the business owner was not at fault.
     The majority of Laborers will prefer to shop at the small, local stores in their region. Some of the first teachings that they learn as Tools is that small businesses are to be encouraged as the best sign of a healthy economy. If they see someone trying to make a living without customers, they will often walk up and make a purchase, even if they do not need what they are buying. The purpose is to encourage the small business.

Knowledge (religion) DC 20
The primary holy book of the Church, the Szecpt'nyv, tells of two cities: Jamaros and Virag. Both cities were prosperous through trade and farming, with merchants reaching wealth unmatched by the nobles of the surrounding lands. Anyone that went to these cities could start a business and become wealthy if they were willing to work hard.
     Despite this, there were still homeless on the streets. They moaned that they were being oppressed, despite the fact that they were fired for laziness and not being willing to work. They shouting their blames of their misfortune at the top of their lungs, unwilling to accept that their misfortunes were brought about by their own actions. The children of the wealthy merchants heard these cries, and like all children felt bad for them.
     The children went to their parents and asked that they give money to the homeless on the streets. Some did, tossing a few coins as they passed by the homeless. It wasn't enough for them, upon realizing that by complaining they would be paid without having to work, why would they work? So they kept complaining, the children kept asking that their parents pay for those that would not work for themselves, and the cycle continued in a downward spiral.
     Within two decades, the cities of Jamaros and Virag collapsed in on themselves, all for the well meaning folly of thoughtless charity.

Knowledge (religion) DC 25
The Szecpt'nyv speaks of a time when Argovas walked the lands. He found the dwarves, lost and vulnerable, and took pity on them. He taught them to carve shelters out of stone, how to shape metal and gems. In return, all he asked is that they remember his teachings, to pass them on, and to never give in to the greatest of sins: sloth. Sloth is the crux of every collapsed empire, every fallen kingdom. Sloth tempts with short term pleasures at the cost of long term prosperity.

Organization: Brewer's Guild
"Making drink isn't just stomping on grapes or fermenting hops, there's more to it than that. The ingredients blending together to form a brew that tingles the senses and amazes the mind, it is an art form."
 - Master Brewer Tardon Longarm, of the Falcon's Dive Brewery

Founded by locals around the time of Chor Kolav's early gold rush, the Brewer's Guild was one of the first organizations that spread its reach out past the influence of the city-state. Buying members and recipes from merchants and miners that came to strike it rich, the guild made a fortune by selling various drinks to the miners. Many of the drinks brewed were recipes from their homes, helping those that were feeling homesick.
     Today the Brewer's Guild offers a discount to Tools, Laborers, and Coins, for the Church has been among their best and most frequent patrons. It is because of the Church that the Guild has agents so far north in Sylvanor that the forest vanishes and the winters have full weeks where the sun does not rise. Every guildsman is given a recipe book containing every recipe known to the guild, and is expected to add to it. A guildsman that doesn't experiment in his free time is seen as a disgrace, like an artist that doesn't sculpt or paint.
     It was the Brewer's Guild that first secured the regular trade between Glastig and the sea gnomes over mugs of the local guild master's latest experiment, dubbed Far Coast Wine in honor of the gnomes.

Code of Conduct: Paladins of Argovas
"I'm a holy knight sure, but show me where in the Scriptures it says I have to forsake drink!"
  - Sir Adelthil, paladin of Argovas
This code of conduct applies to those that would call themselves paladins of the faith, not just any follower of Argovas.
  - Always deal squarely. Whether it be in business or otherwise, only those of weak character need to resort to trickery to get out ahead.
  - Do not steal or give without receiving, if you take something then you must offer something in return of equal or greater value. This can be coin, goods, services, anything so long as it is accepted by both parties.
  - Never blame others for your own failings. If you make a mistake, own it and learn from it.
  - When possible, choose a weapon that doubles as a tool. Axes and hammers have functions beyond violence, where the sword does not.

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