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	<entry>
		<id>https://gswiki.play.net/index.php?title=Visually_impaired_player_guide&amp;diff=88073</id>
		<title>Visually impaired player guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Visually_impaired_player_guide&amp;diff=88073"/>
		<updated>2017-03-11T01:12:59Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
&lt;br /&gt;
This guide is intended to help players who are visually impaired, especially those who use a text-to-speech screen reading program like Freedom Scientific&#039;s JAWS, connect to Gemstone IV and be successful in learning its various quirks. Currently only Simutronics&#039; Web FE is slightly accessible to the blind, though it does not provide the easiest experience overall. It is, however, possible to connect to the game using third-party fully-accessible MUD clients like GMA Games&#039; VIP MUD, which is covered in this guide.&lt;br /&gt;
&lt;br /&gt;
==Connecting to the Game==&lt;br /&gt;
&lt;br /&gt;
NOTE: These steps work best when you already have a character created on your account. When creating a new character slot, you may be automatically routed to the &lt;br /&gt;
Web FE initially. Do not be alarmed if this happens - the Web FE should be accessible enough to allow you to create your character. When your character leaves the character manager and enters the world at large, you can be free to close the Web FE and re-login in using this method to connect through VIP MUD.&lt;br /&gt;
&lt;br /&gt;
Recommended Browser: Mozilla Firefox&lt;br /&gt;
&lt;br /&gt;
* Visit play.net/gs4, enter your login credentials and hit the &#039;GO PLAY&#039; button. You will be logged in and redirected to the character selection page.&lt;br /&gt;
* Select the radio button that corresponds to the character you want to play.&lt;br /&gt;
* Select the radio button next to Storm Front in the section for front ends. If you do not see a Front End selection, you may have to find some clickable text that says something like &#039;Other Ways to Connect&#039; and hit the enter key on it to expand this list. (NOTE: Do not install Storm Front or any of the other software suggested here.)&lt;br /&gt;
* Hit the &#039;Go Play&#039; button.&lt;br /&gt;
* You should receive a dialog asking you to Open or Save a file with a &#039;.sal&#039; ending. It is usually named after the character you are trying to log in. Prompt this file to open in Notepad, Wordpad or any Word processor. (NOTE: Firefox is recommended due to the prompting of this file opening always happening using this browser and IE is less than reliable.)&lt;br /&gt;
* Find the host and port information in this file that you will need to create a profile for Gemstone IV on your mud client. They are listed after &#039;GAMEHOST=&#039; and &#039;GAMEPORT=&#039;.&lt;br /&gt;
* Move to the bottom of the &#039;.sal&#039; file and find the entry with the prefix &#039;KEY=&#039;. This is your login key. Select all these characters that appear after &#039;KEY=&#039;, except the equals sign, and copy it to your clipboard.&lt;br /&gt;
* Prompt your MUD client to connect to the host/port for Gemstone IV found above. You should see some text including the word &#039;MODE&#039; and the client will then appear to hang, as it is waiting for your input.&lt;br /&gt;
* Paste the login key you copied from the &#039;.sal&#039; file into your client and hit &#039;enter&#039; to send it to the MUD. The client will still appear to hang, but this is normal - it is waiting for one more piece of information, which is a line indicating what client you are using.&lt;br /&gt;
* Type&#039;&amp;gt;/FE:JAVA&#039; and hit enter. You should now be connected to the game and be receiving the login scroll.&lt;br /&gt;
* NOTE: If you receive an &#039;invalid login key&#039; message, you may have copied the login key from the &#039;.sal&#039; file incorrectly. Ensure you don&#039;t have any errant whitespace characters and have copied all characters /except/ for the &#039;KEY=&#039; at the beginning. If you still get this message, you can attempt to logout of the website completely using &#039;Full Logout&#039; and try again after re-logging in, as there may have been an error on the server&#039;s end.&lt;br /&gt;
&lt;br /&gt;
==Skils and Training==&lt;br /&gt;
If you&#039;ve already started to play and have begun to gain experience, you&#039;ll begin to notice messages telling you that you&#039;ve earned [[Training Points]]. These are great for spending on skills, though part of the message can be confusing to a player who is visually impaired and connecting through a third-party accessible client. The message mentions the [[GOALS]] verb, which will not work when using a third-party client due to the fact attempts to launch a web-based Skills Manager. A third-party client will not know how to properly launch this manager and the command will appear to hang.&lt;br /&gt;
&lt;br /&gt;
Skills, however, can successfully be trained completely in-game using the [[CHECK IN]] command at any local Inn. You can use [[DIR]] Inn to get directions to the nearest Inn that will allow you to [[CHECK IN]]. Be sure to find the &amp;quot;Front Desk&amp;quot; room within the Inn, as this is the room where you can use the [[CHECK IN]] verb. Follow the numbered prompts to &#039;Adjust Skill Goals&#039;, which will open a 2-column layout of skills available to train in. The amount of [[Training Points]] you have is listed at the bottom, along with a helpful list of commands and examples on how to raise or lower skills.&lt;br /&gt;
&lt;br /&gt;
The 2-column layout of this in-game Skills Manager is a bit clunky to get used to when using a screen reader, unfortunately, due to the contents of the first column needing to be read before you can hear the contents of the second column. The numbers corresponding to the skills never change, however, and it can be easy enough to keep a separate document listing which skills you need to train in each level and their corresponding numbers - before long, you&#039;ll have them memorized.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a bit of help to orient you to the 2-column layout. I like to think of each column being divided into 3 sections, so technically an uneven grid of 6 sections.&lt;br /&gt;
&lt;br /&gt;
* First column, top: Armor/Shield and Weapon Types&lt;br /&gt;
* First column, middle: Complimentary Physical Skills, such as Combat Maneuvers and Dodging&lt;br /&gt;
* First column, bottom: Tertiary Helper Skills like Climbing, Lockpicking and First Aid&lt;br /&gt;
* Second column, top: Generic Magical Skills like Spell Aiming, Magic Item Use and Mana Control&lt;br /&gt;
* Second column, top middle: Spell Circles/Spell Research&lt;br /&gt;
* Second column, middle and bottom: Lores, separated into sections&lt;br /&gt;
&lt;br /&gt;
[[category:Guides]][[category:New Player]]&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Visually_impaired_player_guide&amp;diff=88070</id>
		<title>Visually impaired player guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Visually_impaired_player_guide&amp;diff=88070"/>
		<updated>2017-03-11T00:48:09Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
&lt;br /&gt;
This guide is intended to help players who are visually impaired, especially those who use a text-to-speech screen reading program like Freedom Scientific&#039;s JAWS, connect to Gemstone IV and be successful in learning its various quirks. Currently only Simutronics&#039; Web FE is slightly accessible to the blind, though it does not provide the easiest experience overall. It is, however, possible to connect to the game using third-party fully-accessible MUD clients like GMA Games&#039; VIP MUD, which is covered in this guide.&lt;br /&gt;
&lt;br /&gt;
==Connecting to the Game==&lt;br /&gt;
&lt;br /&gt;
NOTE: These steps work best when you already have a character created on your account. When creating a new character slot, you may be automatically routed to the &lt;br /&gt;
Web FE initially. Do not be alarmed if this happens - the Web FE should be accessible enough to allow you to create your character. When your character leaves the character manager and enters the world at large, you can be free to close the Web FE and re-login in using this method to connect through VIP MUD.&lt;br /&gt;
&lt;br /&gt;
Recommended Browser: Mozilla Firefox&lt;br /&gt;
&lt;br /&gt;
* Visit play.net/gs4, enter your login credentials and hit the &#039;GO PLAY&#039; button. You will be logged in and redirected to the character selection page.&lt;br /&gt;
* Select the radio button that corresponds to the character you want to play.&lt;br /&gt;
* Select the radio button next to Storm Front in the section for front ends. If you do not see a Front End selection, you may have to find some clickable text that says something like &#039;Other Ways to Connect&#039; and hit the enter key on it to expand this list. (NOTE: Do not install Storm Front or any of the other software suggested here.)&lt;br /&gt;
* Hit the &#039;Go Play&#039; button.&lt;br /&gt;
* You should receive a dialog asking you to Open or Save a file with a &#039;.sal&#039; ending. It is usually named after the character you are trying to log in. Prompt this file to open in Notepad, Wordpad or any Word processor. (NOTE: Firefox is recommended due to the prompting of this file opening always happening using this browser and IE is less than reliable.)&lt;br /&gt;
* Find the host and port information in this file that you will need to create a profile for Gemstone IV on your mud client. They are listed after &#039;GAMEHOST=&#039; and &#039;GAMEPORT=&#039;.&lt;br /&gt;
* Move to the bottom of the &#039;.sal&#039; file and find the entry with the prefix &#039;KEY=&#039;. This is your login key. Select all these characters that appear after &#039;KEY=&#039;, except the equals sign, and copy it to your clipboard.&lt;br /&gt;
* Prompt your MUD client to connect to the host/port for Gemstone IV found above. You should see some text including the word &#039;MODE&#039; and the client will then appear to hang, as it is waiting for your input.&lt;br /&gt;
* Paste the login key you copied from the &#039;.sal&#039; file into your client and hit &#039;enter&#039; to send it o the MUD. The client will still appear to hang, but this is normal - it is waiting for one more piece of information, which is a line indicating what client you are using.&lt;br /&gt;
* Type&#039;&amp;gt;/FE:JAVA&#039; and hit enter. You should now be connected to the game and be receiving the login scroll.&lt;br /&gt;
* NOTE: If you receive an &#039;invalid login key&#039; message, you may have copied the login key from the &#039;.sal&#039; file incorrectly. Ensure you don&#039;t have any errant whitespace characters and have copied all characters /except/ for the &#039;KEY=&#039; at the beginning. If you still get this message, you can attempt to logout of the website completely using &#039;Full Logout&#039; and try again after re-logging in, as there may have been an error on the server&#039;s end.&lt;br /&gt;
&lt;br /&gt;
[[category:Guides]][[category:New Player]]&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Visually_impaired_player_guide&amp;diff=88068</id>
		<title>Visually impaired player guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Visually_impaired_player_guide&amp;diff=88068"/>
		<updated>2017-03-11T00:18:27Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: A guide to connecting to and playing Gemstone IV as a visually impaired player.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
&lt;br /&gt;
[[category:Guides]][[category:New Player]]&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Basingstoke&amp;diff=86580</id>
		<title>Basingstoke</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Basingstoke&amp;diff=86580"/>
		<updated>2017-01-28T01:45:34Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gnomes of &#039;&#039;&#039;Basingstoke&#039;&#039;&#039; bloodline see themselves as engaged in a lifelong struggle for survival.  &lt;br /&gt;
&lt;br /&gt;
Basingstoke gnomes think of themselves as the original gnomes because they live more closely to ancient traditions than any other group.  They tend to be conservative and haughty around gnomes of other bloodlines.  Basingstoke gnomes live in compounds in deep woods defended by traps and snares.  Being a semi-nomadic people, they move their compounds every three years.  The Basingstokes consider nature as a more hostile than benevolent force because of their relative size and strength.  Most Basingstoke gnomes worship [[Imaera]].&lt;br /&gt;
&lt;br /&gt;
The bloodmark of Basingstoke is unique among gnomes - one side of the neck bears the sign of Bloodline Basingstoke, a single straight line with an oak leaf and berry cluster at each side, while the other bears some mark from the slain foe of their Nemesis beast from their Zhadu’gno ceremony: a paw print, a claw mark, or a pattern of teeth.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/basingstoke.asp History of the Gnomes: Bloodline Basingstoke] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rosengift&amp;diff=86579</id>
		<title>Rosengift</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rosengift&amp;diff=86579"/>
		<updated>2017-01-28T01:33:49Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Rosengift&#039;&#039;&#039; were a bloodline of [[forest gnome]]s.&lt;br /&gt;
&lt;br /&gt;
Rosengift gnomes believed that they had a mandate to subject the forests to gnomish rule.  Descended from a group of rangers who hunted with poisoned arrows, Rosengift gnomes rarely followed any law but expediency and their own personal code.  They take particular delight in violating the so-called “laws of nature” and turning it to their own uses by cross-pollinating plants, breeding new varieties of animals, and tattooing their fitness-sculpted bodies.  They delight in sporting contests and competitions of every kind, and they rarely find time or inclination to marry.&lt;br /&gt;
&lt;br /&gt;
Rosengift alchemists reduce food products to powders which are ingested with water or wine. Rosengift gnomes are also&lt;br /&gt;
rarely content with the body that nature provides, seeking to alter their features in every way conceivable through body art and piercing, as well as sculpting through exercise. &lt;br /&gt;
&lt;br /&gt;
They are shunned by other gnomes for their use of poison in the hunt.&lt;br /&gt;
&lt;br /&gt;
The bloodmark of the Rosengift resembles a bundle of seven arrows.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wendwillow&amp;diff=86578</id>
		<title>Wendwillow</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wendwillow&amp;diff=86578"/>
		<updated>2017-01-28T01:30:28Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Endless wanderers of the forest, the &#039;&#039;&#039;Wendwillow&#039;&#039;&#039; bloodline of forest gnomes were known for their hospitality and diplomacy as well as their changeable personalities.&lt;br /&gt;
&lt;br /&gt;
Wendwillow gnomes were easy-going and good-natured.  They often stopped their wayfaring to heal environmental damage from fire or flood, and many are drawn to the healing profession.  Their fickle nature leads many of them to worship the goddess [[Zelia]].&lt;br /&gt;
&lt;br /&gt;
Wendwillow gnomes have no institution of marriage. They choose seasonal partners called Summer Loves and Winter Love. In some cases a couple renews&lt;br /&gt;
those relationships throughout their lives, but in most cases the dalliances are for one season only.&lt;br /&gt;
&lt;br /&gt;
Wendwillow artists are famous for working with sand. They blow glass, making wonderful colored objects for practical use and artistic design. At the end of a season, they are destroyed or hidden in the sand of a riverbank. Another unique art of the Wendwillow gnomes is sand painting. They use colored sand to create elaborate designs and realistic landscape paintings. They are created, enjoyed, then immediately destroyed.&lt;br /&gt;
&lt;br /&gt;
The bloodmark of the Wendwillow consists of six wavy lines, arranged like the limbs of&lt;br /&gt;
an ancient willow tree.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rosengift&amp;diff=86577</id>
		<title>Rosengift</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rosengift&amp;diff=86577"/>
		<updated>2017-01-28T01:26:00Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Rosengift&#039;&#039;&#039; were a bloodline of [[forest gnome]]s.&lt;br /&gt;
&lt;br /&gt;
Rosengift gnomes believed that they had a mandate to subject the forests to gnomish rule.  Descended from a group of rangers who hunted with poisoned arrows, Rosengift gnomes rarely followed any law but expediency and their own personal code.  They take particular delight in violating the so-called “laws of nature” and turning it to their own uses by cross-pollinating plants, breeding new varieties of animals, and tattooing their fitness-sculpted bodies.  They delight in sporting contests and competitions of every kind, and they rarely find time or inclination to marry.&lt;br /&gt;
&lt;br /&gt;
They are shunned by other gnomes for their use of poison in the hunt.&lt;br /&gt;
&lt;br /&gt;
The bloodmark of the Rosengift resembles a bundle of seven arrows.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Felcour&amp;diff=86576</id>
		<title>Felcour</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Felcour&amp;diff=86576"/>
		<updated>2017-01-28T01:21:19Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Felcour&#039;&#039;&#039; were a bloodline of [[forest gnome]]s.&lt;br /&gt;
&lt;br /&gt;
Felcour worship [[V&#039;tull]], and martial traditions define their cultural practice.  They value honor and physical strength above other virtues.  They mark every important decision with a blood oath, and wear vicious scars as reminders of the oaths they have taken and fulfilled.  In Felcour society, status is gained and lost through single combat against other gnomes or the beasts of the forest.  Rarely will a Felcour gnome admit to following any profession but that of war.&lt;br /&gt;
&lt;br /&gt;
Several pairs of Felcour dueling gauntlets were auctioned off at the [[Foehn&#039;s Promise]] auction in 5105.  These gauntlets were scripted to challenge other characters and each had a different set of abilities such as cold flares or spikes.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Angstholm&amp;diff=86575</id>
		<title>Angstholm</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Angstholm&amp;diff=86575"/>
		<updated>2017-01-28T01:18:20Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Angstholm&#039;&#039;&#039; were a bloodline of [[forest gnome]]s descended from the [[Wendwillow]] bloodline.  They are the most reclusive of all forest gnomes.&lt;br /&gt;
&lt;br /&gt;
In 4992, a compound of Wendwillow gnomes camping on an island at the confluence of three rivers in the lake country northwest of [[Ta&#039;Nalfein]] was lost to a rushing deluge. The few survivors who made their way back upriver vowed never to place themselves at the mercy of more powerful forces again. They named the island (and, later, their bloodline) Angstholm, fortified it with traps and other defensive mechanisms, and disappeared from history. It is rumored that Angstholm gnomes have built fortress compounds on other similarly located islands.&lt;br /&gt;
&lt;br /&gt;
The Angstholm rarely leave their island fortress home, and when they do they are notoriously private and shy among strangers.  They make acquaintance slowly, and even among their closest friends they say little about their homeland. The Angstholm gnomes remain dedicated to their founders’ pledge to tame the elements through the study of elemental magic.  They have long been disdainful of the [[Arkati]], whom they hold responsible for the flood.  Many have turned away from the Arkati altogether to worship the elements directly.&lt;br /&gt;
&lt;br /&gt;
The bloodmark of the Angstholm consists of two concentric pentagons with a wavy line representing floodwater coursing&lt;br /&gt;
over the top.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Greengair&amp;diff=86574</id>
		<title>Greengair</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Greengair&amp;diff=86574"/>
		<updated>2017-01-28T01:15:09Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Greengair&#039;&#039;&#039; bloodline forest gnomes live in balance and peace with nature in permanent settled compounds resembling parks and gardens.&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Greengair cultivate a balance with nature.  Because of their fixed location, Greengair gnomes tinker with the environment, domesticating useful plants to maximize yield.  Greengair alchemists produce natural compounds that have the ability to modify a person’s skills and characteristics.  Many Greengair gnomes are vegetarian.&lt;br /&gt;
&lt;br /&gt;
Greengair gnomes liken [[Basingstoke]] gnomes to a plague of locusts because of the Basingstokes&#039; nomadic nature.  They wholly approve of the [[Sylvan]]s&#039; relationship with the forest.&lt;br /&gt;
&lt;br /&gt;
The Greengair bloodmark consists of five straight lines arranged in a&lt;br /&gt;
pentagonal shape, like the briar-covered log fences that surround the greengairs.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/forestgnome.asp Races: Forest Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Greengair&amp;diff=86573</id>
		<title>Greengair</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Greengair&amp;diff=86573"/>
		<updated>2017-01-28T01:10:21Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Greengair&#039;&#039;&#039; bloodline forest gnomes live in balance and peace with nature in permanent settled compounds resembling parks and gardens.&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Greengair cultivate a balance with nature.  Because of their fixed location, Greengair gnomes tinker with the environment, domesticating useful plants to maximize yield.  Greengair alchemists produce natural compounds that have the ability to modify a person’s skills and characteristics.  Many Greengair gnomes are vegetarian.&lt;br /&gt;
&lt;br /&gt;
Greengair gnomes liken [[Basingstoke]] gnomes to a plague of locusts because of the Basingstokes&#039; nomadic nature.  They wholly approve of the [[Sylvan]]s&#039; relationship with the forest.&lt;br /&gt;
&lt;br /&gt;
The Greengair bloodmark consists of five straight lines arranged in a&lt;br /&gt;
pentagonal shape, like the briar-covered log fences that surround the greengairs.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
Official documentation is located at: http://www.play.net/gs4/info/races/cultures/forestgnome.asp&lt;br /&gt;
&lt;br /&gt;
[[Category:Forest Gnome Cultures]]&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86278</id>
		<title>Merchant Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86278"/>
		<updated>2017-01-14T01:10:03Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Customizing Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What Is A Merchant?==&lt;br /&gt;
&lt;br /&gt;
There are a couple different types of merchants in GemStone IV.&lt;br /&gt;
&lt;br /&gt;
The most common is the permanent, also known as [[NPC]] (Non-Player Character), [[merchant]] that you will find in the shops about most towns. Most of these permanent/NPC merchants work using the [[ORDER]] system. To purchase something from them click on the counter and select ORDER from the menu (or if you&#039;re in command mode, type ORDER), and follow the directions from there.&lt;br /&gt;
&lt;br /&gt;
The second type of merchant is the traveling merchant. A traveling merchant generally sets up a tent or wagon and waits for customers to find them. This type of merchant may have items for sale and/or offer a service, such as alterations, lightening, deepening or enchanting. Several times throughout the year traveling merchants group together in large numbers and this is called a festival. Normally festivals consist not only of dozens of traveling merchants, but also include games, attractions, contests and much, much more!&lt;br /&gt;
&lt;br /&gt;
==How Do I Buy That?==&lt;br /&gt;
&lt;br /&gt;
The commands you type in order to purchase something are different depending on the type of merchant you visit. When you visit a permanent (NPC) merchant, there will be a counter or some other object in the room that you can click on. When you click on it, select ORDER from the pop-up menu. (Or, if you&#039;re&lt;br /&gt;
in command mode, type ORDER when you are inside the shop.) A menu will appear with directions on how to purchase the various items the merchant provides.&lt;br /&gt;
&lt;br /&gt;
Purchasing items from traveling merchants is very different. Normally these merchants set up tables, chests, baskets and other various containers to display&lt;br /&gt;
their wares. &lt;br /&gt;
&lt;br /&gt;
Click on a container that is in the room. A pop-up menu will appear giving you the option to LOOK ON (or) IN (or) BEHIND (or) UNDER the container. For&lt;br /&gt;
example, if I click on the cloak rack and select LOOK ON the game will show the items on the rack like so: &lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
Click on the item you are interested in, then click on GET in the pop-up menu. You will then see something that looks like this:&lt;br /&gt;
&lt;br /&gt;
A sales clerk steps over to you and says, &amp;quot;Ah, a fine choice madam. The wool cloak sells for 5000 silvers. You can BUY the wool cloak if you like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To purchase the cloak, click on BUY.&lt;br /&gt;
&lt;br /&gt;
==Command Entry Users==&lt;br /&gt;
&lt;br /&gt;
To see what is in a container, type LOOK IN (or) ON &amp;lt;container name&amp;gt;. For example, if there is a cloak rack in the room, you would type LOOK ON RACK and&lt;br /&gt;
the game would list the rack&#039;s contents for you like so:&lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
How do you buy the silver-trim blue wool cloak instead of the green wool cloak? The first step is to see which position on the rack the cloak is listed&lt;br /&gt;
in, in relation to all other cloaks on the rack. The silver-trim blue wool cloak is the fourth one on the rack, so you would type GET FOURTH CLOAK. This&lt;br /&gt;
will give you the price. If you decide to purchase the silver-trim blue wool cloak, you would then type BUY FOURTH CLOAK. Be sure to specify the number,&lt;br /&gt;
if you just type BUY CLOAK you will end up with the soft ivory cotton cloak instead!&lt;br /&gt;
&lt;br /&gt;
Things get a little tricky when there is a cloak rack, plus a trunk also full of cloaks! In order to specify you want the silver-trim blue wool cloak,&lt;br /&gt;
you would need to make sure you told the game you wanted the fourth cloak on the cloak rack, not the fourth cloak in the trunk! To do that, you would type&lt;br /&gt;
GET FOURTH CLOAK ON RACK. &lt;br /&gt;
&lt;br /&gt;
If you see other folks buying something and you don&#039;t see where it is, try looking on, in, under, and behind everything. You should also look for a second&lt;br /&gt;
shelf or rack or hook. Some merchants are sly!&lt;br /&gt;
&lt;br /&gt;
==What Is An Alteration?==&lt;br /&gt;
&lt;br /&gt;
When a traveling merchant offers to alter your item, what does that mean? Here are some definitions that might help.&lt;br /&gt;
&lt;br /&gt;
* [[Alteration]]: Term used to define when a merchant will change the description of an item. [[Weapon]] types  may only be changed to acceptable similar weapon types and [[armor]]  may only be changed to similar armor types. Rare metals will not be included in the description, unless the adventurer has a suitable amount on hand for use. Descriptions must be in genre and acceptable to the merchant.&lt;br /&gt;
&lt;br /&gt;
* [[Lightening]]: Simply taking an item and reducing its encumbrance by a small percentage. For example, a backpack with an encumbrance of 18 pounds might be reduced to 15 pounds. &lt;br /&gt;
&lt;br /&gt;
* [[Deepening]]: Increasing the carrying capacity of a pocketed item.&lt;br /&gt;
&lt;br /&gt;
* [[Enchanting]]: A merchant or a player with the skills to do so can enchant any weapon, armor or shield item. Enchanting adds a &#039;plus&#039;, usually in increments of +5 to the item. This plus adds to your attack strength when you are hunting monsters. Enchantment to a shield or armor gives the wearer added protection.&lt;br /&gt;
&lt;br /&gt;
* [[Padding]]: Generally put into armor to increase its ability to effectively reduce damage done to the wearer during battle. Padding is very rare and hard to come by.&lt;br /&gt;
&lt;br /&gt;
==Alteration Tips==&lt;br /&gt;
&lt;br /&gt;
A merchant has decided to do an alteration for you! Now what?&lt;br /&gt;
&lt;br /&gt;
An alteration allows you to customize one of your items. This is an opportunity for you to adorn some of your belongings to fit your character&#039;s persona&lt;br /&gt;
or create a roleplaying tool. &lt;br /&gt;
&lt;br /&gt;
Being prepared is a big key to having a good experience at merchant event. Do you have an idea in mind for the item you would like worked on? Have you&lt;br /&gt;
pictured it in your mind&#039;s eye? You can leave the design up to the merchant, but you will have less say in how it turns out! It&#039;s always better to have&lt;br /&gt;
an idea or two for them to work with.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the signs posted at the merchant you are attending so that you understand what kind of work they do. Merchants who are enchanting weapons&lt;br /&gt;
usually won&#039;t change your item&#039;s appearance. An alteration merchant can do several things to your items. They can add or change the color, add an adornment,&lt;br /&gt;
or change the style.&lt;br /&gt;
&lt;br /&gt;
==Basic Item Information==&lt;br /&gt;
&lt;br /&gt;
All items have a &amp;quot;base&amp;quot; description. The [[base description]] is also called a &amp;quot;tap description&amp;quot; and it is what everyone sees when you move the item in and out of your backpack etc. It is called a &amp;quot;tap description&amp;quot; because when you tap your item, you will see a shortened version of what the item looks like.&lt;br /&gt;
The base description is limited in the total number of spaces used. The number of spaces allowed is commonly referred to as the [[15/15/15]] rule. The base&lt;br /&gt;
description is broken up into three sections: article, adjective, and noun. Each of those sections can be no longer than 15 spaces. Example: &amp;quot;a,red,cloak&amp;quot;&lt;br /&gt;
would be 1/3/5. Another example would be: &amp;quot;a pearl-hilted,vultite,longsword&amp;quot;, which amounts to 14,7,9. Spaces between letters count as part of the 15 allowed&lt;br /&gt;
per section, also the commas count as a space. The last 15 is reserved for the noun only. Example: a opal-clasped,spidersilk,traveling cloak&amp;quot; would not&lt;br /&gt;
work even though it fits 15/15/15 spaces. The reason why is because the noun is what you type when you want to get your item. If the noun was &amp;quot;traveling&lt;br /&gt;
cloak&amp;quot; you would have to type WEAR MY TRAVELING every time you wanted to wear your cloak.&lt;br /&gt;
&lt;br /&gt;
==Customizing Options==&lt;br /&gt;
&lt;br /&gt;
You have two options when customizing your items. You can opt for a [[show description]] or a [[long description]]. &lt;br /&gt;
&lt;br /&gt;
An item with a SHOW description has a regular base description as described above, but when you LOOK at your item or SHOW your item to someone, they will&lt;br /&gt;
see a much longer, very detailed description of your item. This is a perfect option to use if you want to add a lot of detail to your item. An example&lt;br /&gt;
of a show description is: &lt;br /&gt;
&lt;br /&gt;
You are wearing some side-laced black leather pants. &lt;br /&gt;
&lt;br /&gt;
Now, when you type LOOK AT MY PANTS or click on your pants and select LOOK AT you will see: &lt;br /&gt;
&lt;br /&gt;
Thick black cords lace these leather pants up the outside of each leg, revealing only a small amount of the wearer&#039;s skin. The side lacing helps procure&lt;br /&gt;
a tight, figure enhancing fit without hindering flexibility and movement. The low slung waistline has been carefully tailored to hide several small pockets&lt;br /&gt;
for stashing gems and other tiny items.&lt;br /&gt;
&lt;br /&gt;
A LONG description is different in that you don&#039;t have to look at or show your item in order to see the special details. For example, if I wanted less&lt;br /&gt;
detailed information about my leather pants, I would use a LONG description. So when someone looked at me, they would see:&lt;br /&gt;
&lt;br /&gt;
She is wearing some ebon leather pants laced up each side with thick black cords.&lt;br /&gt;
&lt;br /&gt;
An item cannot have both a long description and a show description.&lt;br /&gt;
&lt;br /&gt;
==Alteration Guidelines==&lt;br /&gt;
&lt;br /&gt;
OK, you understand the two types of alterations. Now here&#039;s the bad part: the rules.&lt;br /&gt;
&lt;br /&gt;
==Scripted Items==&lt;br /&gt;
A scripted item is an item that does something unusual when you activate it. For example, I have a normal rucksack. If I type PULL MY RUCKSACK I get a&lt;br /&gt;
message to the tune of &amp;quot;I&#039;m afraid that you can&#039;t pull that.&amp;quot; Now if my rucksack was scripted, it might do something cool when I pulled it like: &amp;quot;You pull&lt;br /&gt;
your rucksack closed and carefully latch the buckle.&amp;quot; Many scripted items can be altered, so feel free to ask a merchant if it&#039;s possible. If they say&lt;br /&gt;
no, it&#039;s not because they don&#039;t want to work for you, but because items that are scripted sometimes can break if they are altered. Many scripted items&lt;br /&gt;
that are allowed to be altered are listed in a special database. When you ANALYZE your item, it will tell you whether or not it is allowed to be altered.&lt;br /&gt;
&lt;br /&gt;
==Risque Items==&lt;br /&gt;
Sexy clothing is perfectly acceptable, but something truly offensive will not be permitted. Items like &amp;quot;a low-cut bodice&amp;quot; and &amp;quot;some fitted leather pants&amp;quot;&lt;br /&gt;
would be fine. Extremely risque lingerie and sex toys are not allowed. Also, keep in mind what the item looks like when it&#039;s NOT being worn. If you have&lt;br /&gt;
something altered to look like &amp;quot;a stunning red evening gown cut to reveal the soft skin beneath&amp;quot; looks very nice when you&#039;re wearing it, but extremely&lt;br /&gt;
disturbing when lying on the ground. &lt;br /&gt;
&lt;br /&gt;
==Mythical Creature Parts==&lt;br /&gt;
It&#039;s within the rules to make something shaped like a dragon, demon or unicorn - but you can not have an item made with parts from any of these creatures.&lt;br /&gt;
So, a unicorn figurine or dragon-shaped helm would be fine, but a set of dragon-scale armor or a unicorn horn sword would not be allowed.&lt;br /&gt;
&lt;br /&gt;
==Lettering on Items==&lt;br /&gt;
It&#039;s ok to have words and lettering in a SHOW description, but normally it&#039;s not acceptable in a LONG description. For example, &amp;quot;a silver broadsword&amp;quot; can&lt;br /&gt;
have a SHOW description of: Engraved on the hilt of this broadsword are the words, &amp;quot;Long Live the King.&amp;quot; But it&#039;s NOT ok to have a broadsword with a long&lt;br /&gt;
description of &amp;quot;a silver broadsword with &amp;quot;Long Live the King&amp;quot; engraved on the hilt.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Player Names on Items==&lt;br /&gt;
If the item in question is a gift, putting a player name is perfectly fine. An example of this would be a ring engraved with &amp;quot;To Valeria, love, Dagmar.&amp;quot;&lt;br /&gt;
But a player might get seriously offended if you made a shield with a SHOW description of &amp;quot;This shield depicts the image of Dagmar&#039;s severed head.&amp;quot; Therefore,&lt;br /&gt;
unless the item is obviously a gift or in otherwise good taste, player names are not allowed on items.&lt;br /&gt;
&lt;br /&gt;
==Active Adjectives==&lt;br /&gt;
Items don&#039;t glow, pulsate, vibrate, shake, rattle, squirm, giggle or emanate unless there&#039;s a really good reason for such based in the item&#039;s actual qualities.&lt;br /&gt;
For example, a gem-encrusted item might shimmer or scintillate, but for it to glow, it would need some kind of inner light of its own. This also means&lt;br /&gt;
you cannot have items like &amp;quot;a deathly black cloak that seems to have a life of its own&amp;quot; or &amp;quot;a vibrating black broadsword.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Items That Tell People What They Think==&lt;br /&gt;
Do not put words in your item descriptions that tell other players what they are thinking of feeling. For example, &amp;quot;a mysterious black broadsword that&lt;br /&gt;
makes you cringe in fear.&amp;quot; People like to come up with their own reactions to things, not be forced in to certain actions that don&#039;t go along with how&lt;br /&gt;
they roleplay their character.&lt;br /&gt;
&lt;br /&gt;
==Out-Of-Genre Items==&lt;br /&gt;
We will not create items that do not fit within our medieval fantasy genre. Examples of out-of-genre (OOG) items are guns, tuxedos, bowler hats, aluminum&lt;br /&gt;
items, plastic items, etc. &lt;br /&gt;
&lt;br /&gt;
==Essence of Your Item==&lt;br /&gt;
Do not change the basic essence of your item. This means, you can&#039;t change your skirt in to a cloak, or your falchion to an axe, or armor to a gown. Your&lt;br /&gt;
item has to basically remain the same type of item. So long as your item stays basically the same (ie: pants can be trousers, cloaks can be capes, etc)&lt;br /&gt;
it is acceptable to change the noun.&lt;br /&gt;
&lt;br /&gt;
==Racial Items==&lt;br /&gt;
Items with racial names are acceptable so long as they make sense. For example, an elven bow or a dwarven axe would be fine. Dark elf socks don&#039;t make&lt;br /&gt;
much sense though, and would probably be rejected.&lt;br /&gt;
&lt;br /&gt;
==Magical Metals==&lt;br /&gt;
The material of a weapon, armor or shield cannot be changed to another magical material. This would leave the properties of the weapon not matching its&lt;br /&gt;
outward appearance. Small bits of such metals added to the item are acceptable, such as &amp;quot;a mithril-banded shield&amp;quot; or &amp;quot;an ora-hilted sword&amp;quot;. Rare metal&lt;br /&gt;
should not be asked for unless you can provide it in sufficient quantities to the merchant.&lt;br /&gt;
&lt;br /&gt;
==Bloodstained Items==&lt;br /&gt;
Bloodstains are ok on items, so long as they make sense. Blood can stain clothes, but it would wipe off of metal easily - so it&#039;s ok to have bloodstained&lt;br /&gt;
robes, but a bloodstained sword would not be acceptable.&lt;br /&gt;
&lt;br /&gt;
==Etiquette at a Merchant Event==&lt;br /&gt;
&lt;br /&gt;
Be courteous when entering a merchant&#039;s shop. Look around for signs, notices, and placards to familiarize yourself with the rules or requests of the merchant.&lt;br /&gt;
Whisper any questions you may have to another adventurer in the room. It is impolite to cause everyone&#039;s screen to scroll by repetitive remarks or actions&lt;br /&gt;
and it disrupts the flow of conversation, work, or storytelling. Unless you are specifically asked to whisper to a merchant, please don&#039;t. Merchants are&lt;br /&gt;
usually multi-tasking and can&#039;t always see your questions. If you are disruptive, you may be warned or asked to leave by the merchant.&lt;br /&gt;
&lt;br /&gt;
If the merchant is performing a service, he or she can only do so for a limited number of people. Merchants use many methods to choose their customers.&lt;br /&gt;
Some use the room order method. This means that whoever arrived first in a room it first in line. Whoever arrived second after that person is second, and&lt;br /&gt;
so on. Other merchants use the spinner method. These merchants will usually have an item called a spinner which will randomly select one person in the&lt;br /&gt;
room. Another method used by merchants is the list method. A list will be posted in the merchant&#039;s tent, and when they decide to open the list you will&lt;br /&gt;
need to type JOIN LIST. If you join the list in time, you will get work done by the merchant! Morphing lists make things a little more difficult. These&lt;br /&gt;
are lists that change their noun every time someone joins. For example, if one person joins the list, it will turn in to a roster. So if you wanted to&lt;br /&gt;
join, now you would have to type JOIN ROSTER. Once the next person joins, it changes again. &lt;br /&gt;
&lt;br /&gt;
GameMasters choose a background and personality for each of their merchants. Some will work only on items from their own shops or and others will work&lt;br /&gt;
on only certain types of items. While the merchant must follow the alteration guidelines, they may also be roleplaying a character that does not like fluffy&lt;br /&gt;
things or perhaps sharp things. They may only do work that involves sewing and therefore cannot inset your armor with mithril spikes. The alteration you&lt;br /&gt;
want may not violate the guidelines, but that particular merchant may refuse to do it. In that case, accept the merchant&#039;s answer and offer another idea&lt;br /&gt;
-- or ask the merchant for ideas.&lt;br /&gt;
&lt;br /&gt;
==Some Helpful Hints==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a magical realm where thousands of real people come to experience the power of fantasy and friendship. Creating your character is much more&lt;br /&gt;
than coming up with a name and rolling up their stats in the character manager. To fully enjoy the magic you will want to roleplay your character. When&lt;br /&gt;
you are ready to create a character, give them a background. Where did they come from? What was their childhood like? What are their likes and dislikes?&lt;br /&gt;
What are their interests? Imagine what a &amp;quot;snapshot&amp;quot; of your character would look like, and then write out a description. When you get an opportunity for&lt;br /&gt;
an alteration keep that &amp;quot;snapshot&amp;quot; in mind. When you&#039;re feeling creative, design some ideas and put them on a wish list so you&#039;re prepared. &lt;br /&gt;
&lt;br /&gt;
Design your items so they coordinate with each other and give the overall feeling you want rather than being the exact same description with only a noun&lt;br /&gt;
change. Remember that less is sometimes more. A character with a few nice items that can be easily seen is much better than a character with hundreds of&lt;br /&gt;
items that are all identical. Using the hints and guidelines above should help you have a pleasant and fun merchant experience. Good luck!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Merchant]]&lt;br /&gt;
* [[Alter]]&lt;br /&gt;
* [[Alteration]]&lt;br /&gt;
* [[Order]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/merchantguide.asp Merchant Guide] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Merchant Services| ]]&lt;br /&gt;
[[category:New Player]]&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86277</id>
		<title>Merchant Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86277"/>
		<updated>2017-01-14T01:08:00Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Customizing Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What Is A Merchant?==&lt;br /&gt;
&lt;br /&gt;
There are a couple different types of merchants in GemStone IV.&lt;br /&gt;
&lt;br /&gt;
The most common is the permanent, also known as [[NPC]] (Non-Player Character), [[merchant]] that you will find in the shops about most towns. Most of these permanent/NPC merchants work using the [[ORDER]] system. To purchase something from them click on the counter and select ORDER from the menu (or if you&#039;re in command mode, type ORDER), and follow the directions from there.&lt;br /&gt;
&lt;br /&gt;
The second type of merchant is the traveling merchant. A traveling merchant generally sets up a tent or wagon and waits for customers to find them. This type of merchant may have items for sale and/or offer a service, such as alterations, lightening, deepening or enchanting. Several times throughout the year traveling merchants group together in large numbers and this is called a festival. Normally festivals consist not only of dozens of traveling merchants, but also include games, attractions, contests and much, much more!&lt;br /&gt;
&lt;br /&gt;
==How Do I Buy That?==&lt;br /&gt;
&lt;br /&gt;
The commands you type in order to purchase something are different depending on the type of merchant you visit. When you visit a permanent (NPC) merchant, there will be a counter or some other object in the room that you can click on. When you click on it, select ORDER from the pop-up menu. (Or, if you&#039;re&lt;br /&gt;
in command mode, type ORDER when you are inside the shop.) A menu will appear with directions on how to purchase the various items the merchant provides.&lt;br /&gt;
&lt;br /&gt;
Purchasing items from traveling merchants is very different. Normally these merchants set up tables, chests, baskets and other various containers to display&lt;br /&gt;
their wares. &lt;br /&gt;
&lt;br /&gt;
Click on a container that is in the room. A pop-up menu will appear giving you the option to LOOK ON (or) IN (or) BEHIND (or) UNDER the container. For&lt;br /&gt;
example, if I click on the cloak rack and select LOOK ON the game will show the items on the rack like so: &lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
Click on the item you are interested in, then click on GET in the pop-up menu. You will then see something that looks like this:&lt;br /&gt;
&lt;br /&gt;
A sales clerk steps over to you and says, &amp;quot;Ah, a fine choice madam. The wool cloak sells for 5000 silvers. You can BUY the wool cloak if you like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To purchase the cloak, click on BUY.&lt;br /&gt;
&lt;br /&gt;
==Command Entry Users==&lt;br /&gt;
&lt;br /&gt;
To see what is in a container, type LOOK IN (or) ON &amp;lt;container name&amp;gt;. For example, if there is a cloak rack in the room, you would type LOOK ON RACK and&lt;br /&gt;
the game would list the rack&#039;s contents for you like so:&lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
How do you buy the silver-trim blue wool cloak instead of the green wool cloak? The first step is to see which position on the rack the cloak is listed&lt;br /&gt;
in, in relation to all other cloaks on the rack. The silver-trim blue wool cloak is the fourth one on the rack, so you would type GET FOURTH CLOAK. This&lt;br /&gt;
will give you the price. If you decide to purchase the silver-trim blue wool cloak, you would then type BUY FOURTH CLOAK. Be sure to specify the number,&lt;br /&gt;
if you just type BUY CLOAK you will end up with the soft ivory cotton cloak instead!&lt;br /&gt;
&lt;br /&gt;
Things get a little tricky when there is a cloak rack, plus a trunk also full of cloaks! In order to specify you want the silver-trim blue wool cloak,&lt;br /&gt;
you would need to make sure you told the game you wanted the fourth cloak on the cloak rack, not the fourth cloak in the trunk! To do that, you would type&lt;br /&gt;
GET FOURTH CLOAK ON RACK. &lt;br /&gt;
&lt;br /&gt;
If you see other folks buying something and you don&#039;t see where it is, try looking on, in, under, and behind everything. You should also look for a second&lt;br /&gt;
shelf or rack or hook. Some merchants are sly!&lt;br /&gt;
&lt;br /&gt;
==What Is An Alteration?==&lt;br /&gt;
&lt;br /&gt;
When a traveling merchant offers to alter your item, what does that mean? Here are some definitions that might help.&lt;br /&gt;
&lt;br /&gt;
* [[Alteration]]: Term used to define when a merchant will change the description of an item. [[Weapon]] types  may only be changed to acceptable similar weapon types and [[armor]]  may only be changed to similar armor types. Rare metals will not be included in the description, unless the adventurer has a suitable amount on hand for use. Descriptions must be in genre and acceptable to the merchant.&lt;br /&gt;
&lt;br /&gt;
* [[Lightening]]: Simply taking an item and reducing its encumbrance by a small percentage. For example, a backpack with an encumbrance of 18 pounds might be reduced to 15 pounds. &lt;br /&gt;
&lt;br /&gt;
* [[Deepening]]: Increasing the carrying capacity of a pocketed item.&lt;br /&gt;
&lt;br /&gt;
* [[Enchanting]]: A merchant or a player with the skills to do so can enchant any weapon, armor or shield item. Enchanting adds a &#039;plus&#039;, usually in increments of +5 to the item. This plus adds to your attack strength when you are hunting monsters. Enchantment to a shield or armor gives the wearer added protection.&lt;br /&gt;
&lt;br /&gt;
* [[Padding]]: Generally put into armor to increase its ability to effectively reduce damage done to the wearer during battle. Padding is very rare and hard to come by.&lt;br /&gt;
&lt;br /&gt;
==Alteration Tips==&lt;br /&gt;
&lt;br /&gt;
A merchant has decided to do an alteration for you! Now what?&lt;br /&gt;
&lt;br /&gt;
An alteration allows you to customize one of your items. This is an opportunity for you to adorn some of your belongings to fit your character&#039;s persona&lt;br /&gt;
or create a roleplaying tool. &lt;br /&gt;
&lt;br /&gt;
Being prepared is a big key to having a good experience at merchant event. Do you have an idea in mind for the item you would like worked on? Have you&lt;br /&gt;
pictured it in your mind&#039;s eye? You can leave the design up to the merchant, but you will have less say in how it turns out! It&#039;s always better to have&lt;br /&gt;
an idea or two for them to work with.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the signs posted at the merchant you are attending so that you understand what kind of work they do. Merchants who are enchanting weapons&lt;br /&gt;
usually won&#039;t change your item&#039;s appearance. An alteration merchant can do several things to your items. They can add or change the color, add an adornment,&lt;br /&gt;
or change the style.&lt;br /&gt;
&lt;br /&gt;
==Basic Item Information==&lt;br /&gt;
&lt;br /&gt;
All items have a &amp;quot;base&amp;quot; description. The [[base description]] is also called a &amp;quot;tap description&amp;quot; and it is what everyone sees when you move the item in and out of your backpack etc. It is called a &amp;quot;tap description&amp;quot; because when you tap your item, you will see a shortened version of what the item looks like.&lt;br /&gt;
The base description is limited in the total number of spaces used. The number of spaces allowed is commonly referred to as the [[15/15/15]] rule. The base&lt;br /&gt;
description is broken up into three sections: article, adjective, and noun. Each of those sections can be no longer than 15 spaces. Example: &amp;quot;a,red,cloak&amp;quot;&lt;br /&gt;
would be 1/3/5. Another example would be: &amp;quot;a pearl-hilted,vultite,longsword&amp;quot;, which amounts to 14,7,9. Spaces between letters count as part of the 15 allowed&lt;br /&gt;
per section, also the commas count as a space. The last 15 is reserved for the noun only. Example: a opal-clasped,spidersilk,traveling cloak&amp;quot; would not&lt;br /&gt;
work even though it fits 15/15/15 spaces. The reason why is because the noun is what you type when you want to get your item. If the noun was &amp;quot;traveling&lt;br /&gt;
cloak&amp;quot; you would have to type WEAR MY TRAVELING every time you wanted to wear your cloak.&lt;br /&gt;
&lt;br /&gt;
==Customizing Options==&lt;br /&gt;
&lt;br /&gt;
You have two options when customizing your items. You can opt for a [[SHOW description]] or a [[LONG description]]. &lt;br /&gt;
&lt;br /&gt;
An item with a SHOW description has a regular base description as decribed above, but when you LOOK at your item or SHOW your item to someone, they will&lt;br /&gt;
see a much longer, very detailed description of your item. This is a perfect option to use if you want to add a lot of detail to your item. An example&lt;br /&gt;
of a show description is: &lt;br /&gt;
&lt;br /&gt;
You are wearing some side-laced black leather pants. &lt;br /&gt;
&lt;br /&gt;
Now, when you type LOOK AT MY PANTS or click on your pants and select LOOK AT you will see: &lt;br /&gt;
&lt;br /&gt;
Thick black cords lace these leather pants up the outside of each leg, revealing only a small amount of the wearer&#039;s skin. The side lacing helps procure&lt;br /&gt;
a tight, figure enhancing fit without hindering flexibility and movement. The low slung waistline has been carefully tailored to hide several small pockets&lt;br /&gt;
for stashing gems and other tiny items.&lt;br /&gt;
&lt;br /&gt;
A LONG description is different in that you don&#039;t have to look at or show your item in order to see the special details. For example, if I wanted less&lt;br /&gt;
detailed information about my leather pants, I would use a LONG description. So when someone looked at me, they would see:&lt;br /&gt;
&lt;br /&gt;
She is wearing some ebon leather pants laced up each side with thick black cords.&lt;br /&gt;
&lt;br /&gt;
An item cannot have both a long description and a show description.&lt;br /&gt;
&lt;br /&gt;
==Alteration Guidelines==&lt;br /&gt;
&lt;br /&gt;
OK, you understand the two types of alterations. Now here&#039;s the bad part: the rules.&lt;br /&gt;
&lt;br /&gt;
==Scripted Items==&lt;br /&gt;
A scripted item is an item that does something unusual when you activate it. For example, I have a normal rucksack. If I type PULL MY RUCKSACK I get a&lt;br /&gt;
message to the tune of &amp;quot;I&#039;m afraid that you can&#039;t pull that.&amp;quot; Now if my rucksack was scripted, it might do something cool when I pulled it like: &amp;quot;You pull&lt;br /&gt;
your rucksack closed and carefully latch the buckle.&amp;quot; Many scripted items can be altered, so feel free to ask a merchant if it&#039;s possible. If they say&lt;br /&gt;
no, it&#039;s not because they don&#039;t want to work for you, but because items that are scripted sometimes can break if they are altered. Many scripted items&lt;br /&gt;
that are allowed to be altered are listed in a special database. When you ANALYZE your item, it will tell you whether or not it is allowed to be altered.&lt;br /&gt;
&lt;br /&gt;
==Risque Items==&lt;br /&gt;
Sexy clothing is perfectly acceptable, but something truly offensive will not be permitted. Items like &amp;quot;a low-cut bodice&amp;quot; and &amp;quot;some fitted leather pants&amp;quot;&lt;br /&gt;
would be fine. Extremely risque lingerie and sex toys are not allowed. Also, keep in mind what the item looks like when it&#039;s NOT being worn. If you have&lt;br /&gt;
something altered to look like &amp;quot;a stunning red evening gown cut to reveal the soft skin beneath&amp;quot; looks very nice when you&#039;re wearing it, but extremely&lt;br /&gt;
disturbing when lying on the ground. &lt;br /&gt;
&lt;br /&gt;
==Mythical Creature Parts==&lt;br /&gt;
It&#039;s within the rules to make something shaped like a dragon, demon or unicorn - but you can not have an item made with parts from any of these creatures.&lt;br /&gt;
So, a unicorn figurine or dragon-shaped helm would be fine, but a set of dragon-scale armor or a unicorn horn sword would not be allowed.&lt;br /&gt;
&lt;br /&gt;
==Lettering on Items==&lt;br /&gt;
It&#039;s ok to have words and lettering in a SHOW description, but normally it&#039;s not acceptable in a LONG description. For example, &amp;quot;a silver broadsword&amp;quot; can&lt;br /&gt;
have a SHOW description of: Engraved on the hilt of this broadsword are the words, &amp;quot;Long Live the King.&amp;quot; But it&#039;s NOT ok to have a broadsword with a long&lt;br /&gt;
description of &amp;quot;a silver broadsword with &amp;quot;Long Live the King&amp;quot; engraved on the hilt.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Player Names on Items==&lt;br /&gt;
If the item in question is a gift, putting a player name is perfectly fine. An example of this would be a ring engraved with &amp;quot;To Valeria, love, Dagmar.&amp;quot;&lt;br /&gt;
But a player might get seriously offended if you made a shield with a SHOW description of &amp;quot;This shield depicts the image of Dagmar&#039;s severed head.&amp;quot; Therefore,&lt;br /&gt;
unless the item is obviously a gift or in otherwise good taste, player names are not allowed on items.&lt;br /&gt;
&lt;br /&gt;
==Active Adjectives==&lt;br /&gt;
Items don&#039;t glow, pulsate, vibrate, shake, rattle, squirm, giggle or emanate unless there&#039;s a really good reason for such based in the item&#039;s actual qualities.&lt;br /&gt;
For example, a gem-encrusted item might shimmer or scintillate, but for it to glow, it would need some kind of inner light of its own. This also means&lt;br /&gt;
you cannot have items like &amp;quot;a deathly black cloak that seems to have a life of its own&amp;quot; or &amp;quot;a vibrating black broadsword.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Items That Tell People What They Think==&lt;br /&gt;
Do not put words in your item descriptions that tell other players what they are thinking of feeling. For example, &amp;quot;a mysterious black broadsword that&lt;br /&gt;
makes you cringe in fear.&amp;quot; People like to come up with their own reactions to things, not be forced in to certain actions that don&#039;t go along with how&lt;br /&gt;
they roleplay their character.&lt;br /&gt;
&lt;br /&gt;
==Out-Of-Genre Items==&lt;br /&gt;
We will not create items that do not fit within our medieval fantasy genre. Examples of out-of-genre (OOG) items are guns, tuxedos, bowler hats, aluminum&lt;br /&gt;
items, plastic items, etc. &lt;br /&gt;
&lt;br /&gt;
==Essence of Your Item==&lt;br /&gt;
Do not change the basic essence of your item. This means, you can&#039;t change your skirt in to a cloak, or your falchion to an axe, or armor to a gown. Your&lt;br /&gt;
item has to basically remain the same type of item. So long as your item stays basically the same (ie: pants can be trousers, cloaks can be capes, etc)&lt;br /&gt;
it is acceptable to change the noun.&lt;br /&gt;
&lt;br /&gt;
==Racial Items==&lt;br /&gt;
Items with racial names are acceptable so long as they make sense. For example, an elven bow or a dwarven axe would be fine. Dark elf socks don&#039;t make&lt;br /&gt;
much sense though, and would probably be rejected.&lt;br /&gt;
&lt;br /&gt;
==Magical Metals==&lt;br /&gt;
The material of a weapon, armor or shield cannot be changed to another magical material. This would leave the properties of the weapon not matching its&lt;br /&gt;
outward appearance. Small bits of such metals added to the item are acceptable, such as &amp;quot;a mithril-banded shield&amp;quot; or &amp;quot;an ora-hilted sword&amp;quot;. Rare metal&lt;br /&gt;
should not be asked for unless you can provide it in sufficient quantities to the merchant.&lt;br /&gt;
&lt;br /&gt;
==Bloodstained Items==&lt;br /&gt;
Bloodstains are ok on items, so long as they make sense. Blood can stain clothes, but it would wipe off of metal easily - so it&#039;s ok to have bloodstained&lt;br /&gt;
robes, but a bloodstained sword would not be acceptable.&lt;br /&gt;
&lt;br /&gt;
==Etiquette at a Merchant Event==&lt;br /&gt;
&lt;br /&gt;
Be courteous when entering a merchant&#039;s shop. Look around for signs, notices, and placards to familiarize yourself with the rules or requests of the merchant.&lt;br /&gt;
Whisper any questions you may have to another adventurer in the room. It is impolite to cause everyone&#039;s screen to scroll by repetitive remarks or actions&lt;br /&gt;
and it disrupts the flow of conversation, work, or storytelling. Unless you are specifically asked to whisper to a merchant, please don&#039;t. Merchants are&lt;br /&gt;
usually multi-tasking and can&#039;t always see your questions. If you are disruptive, you may be warned or asked to leave by the merchant.&lt;br /&gt;
&lt;br /&gt;
If the merchant is performing a service, he or she can only do so for a limited number of people. Merchants use many methods to choose their customers.&lt;br /&gt;
Some use the room order method. This means that whoever arrived first in a room it first in line. Whoever arrived second after that person is second, and&lt;br /&gt;
so on. Other merchants use the spinner method. These merchants will usually have an item called a spinner which will randomly select one person in the&lt;br /&gt;
room. Another method used by merchants is the list method. A list will be posted in the merchant&#039;s tent, and when they decide to open the list you will&lt;br /&gt;
need to type JOIN LIST. If you join the list in time, you will get work done by the merchant! Morphing lists make things a little more difficult. These&lt;br /&gt;
are lists that change their noun every time someone joins. For example, if one person joins the list, it will turn in to a roster. So if you wanted to&lt;br /&gt;
join, now you would have to type JOIN ROSTER. Once the next person joins, it changes again. &lt;br /&gt;
&lt;br /&gt;
GameMasters choose a background and personality for each of their merchants. Some will work only on items from their own shops or and others will work&lt;br /&gt;
on only certain types of items. While the merchant must follow the alteration guidelines, they may also be roleplaying a character that does not like fluffy&lt;br /&gt;
things or perhaps sharp things. They may only do work that involves sewing and therefore cannot inset your armor with mithril spikes. The alteration you&lt;br /&gt;
want may not violate the guidelines, but that particular merchant may refuse to do it. In that case, accept the merchant&#039;s answer and offer another idea&lt;br /&gt;
-- or ask the merchant for ideas.&lt;br /&gt;
&lt;br /&gt;
==Some Helpful Hints==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a magical realm where thousands of real people come to experience the power of fantasy and friendship. Creating your character is much more&lt;br /&gt;
than coming up with a name and rolling up their stats in the character manager. To fully enjoy the magic you will want to roleplay your character. When&lt;br /&gt;
you are ready to create a character, give them a background. Where did they come from? What was their childhood like? What are their likes and dislikes?&lt;br /&gt;
What are their interests? Imagine what a &amp;quot;snapshot&amp;quot; of your character would look like, and then write out a description. When you get an opportunity for&lt;br /&gt;
an alteration keep that &amp;quot;snapshot&amp;quot; in mind. When you&#039;re feeling creative, design some ideas and put them on a wish list so you&#039;re prepared. &lt;br /&gt;
&lt;br /&gt;
Design your items so they coordinate with each other and give the overall feeling you want rather than being the exact same description with only a noun&lt;br /&gt;
change. Remember that less is sometimes more. A character with a few nice items that can be easily seen is much better than a character with hundreds of&lt;br /&gt;
items that are all identical. Using the hints and guidelines above should help you have a pleasant and fun merchant experience. Good luck!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Merchant]]&lt;br /&gt;
* [[Alter]]&lt;br /&gt;
* [[Alteration]]&lt;br /&gt;
* [[Order]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/merchantguide.asp Merchant Guide] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Merchant Services| ]]&lt;br /&gt;
[[category:New Player]]&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86276</id>
		<title>Merchant Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86276"/>
		<updated>2017-01-14T01:05:29Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Basic Item Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What Is A Merchant?==&lt;br /&gt;
&lt;br /&gt;
There are a couple different types of merchants in GemStone IV.&lt;br /&gt;
&lt;br /&gt;
The most common is the permanent, also known as [[NPC]] (Non-Player Character), [[merchant]] that you will find in the shops about most towns. Most of these permanent/NPC merchants work using the [[ORDER]] system. To purchase something from them click on the counter and select ORDER from the menu (or if you&#039;re in command mode, type ORDER), and follow the directions from there.&lt;br /&gt;
&lt;br /&gt;
The second type of merchant is the traveling merchant. A traveling merchant generally sets up a tent or wagon and waits for customers to find them. This type of merchant may have items for sale and/or offer a service, such as alterations, lightening, deepening or enchanting. Several times throughout the year traveling merchants group together in large numbers and this is called a festival. Normally festivals consist not only of dozens of traveling merchants, but also include games, attractions, contests and much, much more!&lt;br /&gt;
&lt;br /&gt;
==How Do I Buy That?==&lt;br /&gt;
&lt;br /&gt;
The commands you type in order to purchase something are different depending on the type of merchant you visit. When you visit a permanent (NPC) merchant, there will be a counter or some other object in the room that you can click on. When you click on it, select ORDER from the pop-up menu. (Or, if you&#039;re&lt;br /&gt;
in command mode, type ORDER when you are inside the shop.) A menu will appear with directions on how to purchase the various items the merchant provides.&lt;br /&gt;
&lt;br /&gt;
Purchasing items from traveling merchants is very different. Normally these merchants set up tables, chests, baskets and other various containers to display&lt;br /&gt;
their wares. &lt;br /&gt;
&lt;br /&gt;
Click on a container that is in the room. A pop-up menu will appear giving you the option to LOOK ON (or) IN (or) BEHIND (or) UNDER the container. For&lt;br /&gt;
example, if I click on the cloak rack and select LOOK ON the game will show the items on the rack like so: &lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
Click on the item you are interested in, then click on GET in the pop-up menu. You will then see something that looks like this:&lt;br /&gt;
&lt;br /&gt;
A sales clerk steps over to you and says, &amp;quot;Ah, a fine choice madam. The wool cloak sells for 5000 silvers. You can BUY the wool cloak if you like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To purchase the cloak, click on BUY.&lt;br /&gt;
&lt;br /&gt;
==Command Entry Users==&lt;br /&gt;
&lt;br /&gt;
To see what is in a container, type LOOK IN (or) ON &amp;lt;container name&amp;gt;. For example, if there is a cloak rack in the room, you would type LOOK ON RACK and&lt;br /&gt;
the game would list the rack&#039;s contents for you like so:&lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
How do you buy the silver-trim blue wool cloak instead of the green wool cloak? The first step is to see which position on the rack the cloak is listed&lt;br /&gt;
in, in relation to all other cloaks on the rack. The silver-trim blue wool cloak is the fourth one on the rack, so you would type GET FOURTH CLOAK. This&lt;br /&gt;
will give you the price. If you decide to purchase the silver-trim blue wool cloak, you would then type BUY FOURTH CLOAK. Be sure to specify the number,&lt;br /&gt;
if you just type BUY CLOAK you will end up with the soft ivory cotton cloak instead!&lt;br /&gt;
&lt;br /&gt;
Things get a little tricky when there is a cloak rack, plus a trunk also full of cloaks! In order to specify you want the silver-trim blue wool cloak,&lt;br /&gt;
you would need to make sure you told the game you wanted the fourth cloak on the cloak rack, not the fourth cloak in the trunk! To do that, you would type&lt;br /&gt;
GET FOURTH CLOAK ON RACK. &lt;br /&gt;
&lt;br /&gt;
If you see other folks buying something and you don&#039;t see where it is, try looking on, in, under, and behind everything. You should also look for a second&lt;br /&gt;
shelf or rack or hook. Some merchants are sly!&lt;br /&gt;
&lt;br /&gt;
==What Is An Alteration?==&lt;br /&gt;
&lt;br /&gt;
When a traveling merchant offers to alter your item, what does that mean? Here are some definitions that might help.&lt;br /&gt;
&lt;br /&gt;
* [[Alteration]]: Term used to define when a merchant will change the description of an item. [[Weapon]] types  may only be changed to acceptable similar weapon types and [[armor]]  may only be changed to similar armor types. Rare metals will not be included in the description, unless the adventurer has a suitable amount on hand for use. Descriptions must be in genre and acceptable to the merchant.&lt;br /&gt;
&lt;br /&gt;
* [[Lightening]]: Simply taking an item and reducing its encumbrance by a small percentage. For example, a backpack with an encumbrance of 18 pounds might be reduced to 15 pounds. &lt;br /&gt;
&lt;br /&gt;
* [[Deepening]]: Increasing the carrying capacity of a pocketed item.&lt;br /&gt;
&lt;br /&gt;
* [[Enchanting]]: A merchant or a player with the skills to do so can enchant any weapon, armor or shield item. Enchanting adds a &#039;plus&#039;, usually in increments of +5 to the item. This plus adds to your attack strength when you are hunting monsters. Enchantment to a shield or armor gives the wearer added protection.&lt;br /&gt;
&lt;br /&gt;
* [[Padding]]: Generally put into armor to increase its ability to effectively reduce damage done to the wearer during battle. Padding is very rare and hard to come by.&lt;br /&gt;
&lt;br /&gt;
==Alteration Tips==&lt;br /&gt;
&lt;br /&gt;
A merchant has decided to do an alteration for you! Now what?&lt;br /&gt;
&lt;br /&gt;
An alteration allows you to customize one of your items. This is an opportunity for you to adorn some of your belongings to fit your character&#039;s persona&lt;br /&gt;
or create a roleplaying tool. &lt;br /&gt;
&lt;br /&gt;
Being prepared is a big key to having a good experience at merchant event. Do you have an idea in mind for the item you would like worked on? Have you&lt;br /&gt;
pictured it in your mind&#039;s eye? You can leave the design up to the merchant, but you will have less say in how it turns out! It&#039;s always better to have&lt;br /&gt;
an idea or two for them to work with.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the signs posted at the merchant you are attending so that you understand what kind of work they do. Merchants who are enchanting weapons&lt;br /&gt;
usually won&#039;t change your item&#039;s appearance. An alteration merchant can do several things to your items. They can add or change the color, add an adornment,&lt;br /&gt;
or change the style.&lt;br /&gt;
&lt;br /&gt;
==Basic Item Information==&lt;br /&gt;
&lt;br /&gt;
All items have a &amp;quot;base&amp;quot; description. The [[base description]] is also called a &amp;quot;tap description&amp;quot; and it is what everyone sees when you move the item in and out of your backpack etc. It is called a &amp;quot;tap description&amp;quot; because when you tap your item, you will see a shortened version of what the item looks like.&lt;br /&gt;
The base description is limited in the total number of spaces used. The number of spaces allowed is commonly referred to as the [[15/15/15]] rule. The base&lt;br /&gt;
description is broken up into three sections: article, adjective, and noun. Each of those sections can be no longer than 15 spaces. Example: &amp;quot;a,red,cloak&amp;quot;&lt;br /&gt;
would be 1/3/5. Another example would be: &amp;quot;a pearl-hilted,vultite,longsword&amp;quot;, which amounts to 14,7,9. Spaces between letters count as part of the 15 allowed&lt;br /&gt;
per section, also the commas count as a space. The last 15 is reserved for the noun only. Example: a opal-clasped,spidersilk,traveling cloak&amp;quot; would not&lt;br /&gt;
work even though it fits 15/15/15 spaces. The reason why is because the noun is what you type when you want to get your item. If the noun was &amp;quot;traveling&lt;br /&gt;
cloak&amp;quot; you would have to type WEAR MY TRAVELING every time you wanted to wear your cloak.&lt;br /&gt;
&lt;br /&gt;
==Customizing Options==&lt;br /&gt;
&lt;br /&gt;
You have two options when customizing your items. You can opt for a SHOW description or a LONG description. &lt;br /&gt;
&lt;br /&gt;
An item with a SHOW description has a regular base description as decribed above, but when you LOOK at your item or SHOW your item to someone, they will&lt;br /&gt;
see a much longer, very detailed description of your item. This is a perfect option to use if you want to add a lot of detail to your item. An example&lt;br /&gt;
of a show description is: &lt;br /&gt;
&lt;br /&gt;
You are wearing some side-laced black leather pants. &lt;br /&gt;
&lt;br /&gt;
Now, when you type LOOK AT MY PANTS or click on your pants and select LOOK AT you will see: &lt;br /&gt;
&lt;br /&gt;
Thick black cords lace these leather pants up the outside of each leg, revealing only a small amount of the wearer&#039;s skin. The side lacing helps procure&lt;br /&gt;
a tight, figure enhancing fit without hindering flexibility and movement. The low slung waistline has been carefully tailored to hide several small pockets&lt;br /&gt;
for stashing gems and other tiny items.&lt;br /&gt;
&lt;br /&gt;
A LONG description is different in that you don&#039;t have to look at or show your item in order to see the special details. For example, if I wanted less&lt;br /&gt;
detailed information about my leather pants, I would use a LONG description. So when someone looked at me, they would see:&lt;br /&gt;
&lt;br /&gt;
She is wearing some ebon leather pants laced up each side with thick black cords.&lt;br /&gt;
&lt;br /&gt;
An item cannot have both a long description and a show description.&lt;br /&gt;
&lt;br /&gt;
==Alteration Guidelines==&lt;br /&gt;
&lt;br /&gt;
OK, you understand the two types of alterations. Now here&#039;s the bad part: the rules.&lt;br /&gt;
&lt;br /&gt;
==Scripted Items==&lt;br /&gt;
A scripted item is an item that does something unusual when you activate it. For example, I have a normal rucksack. If I type PULL MY RUCKSACK I get a&lt;br /&gt;
message to the tune of &amp;quot;I&#039;m afraid that you can&#039;t pull that.&amp;quot; Now if my rucksack was scripted, it might do something cool when I pulled it like: &amp;quot;You pull&lt;br /&gt;
your rucksack closed and carefully latch the buckle.&amp;quot; Many scripted items can be altered, so feel free to ask a merchant if it&#039;s possible. If they say&lt;br /&gt;
no, it&#039;s not because they don&#039;t want to work for you, but because items that are scripted sometimes can break if they are altered. Many scripted items&lt;br /&gt;
that are allowed to be altered are listed in a special database. When you ANALYZE your item, it will tell you whether or not it is allowed to be altered.&lt;br /&gt;
&lt;br /&gt;
==Risque Items==&lt;br /&gt;
Sexy clothing is perfectly acceptable, but something truly offensive will not be permitted. Items like &amp;quot;a low-cut bodice&amp;quot; and &amp;quot;some fitted leather pants&amp;quot;&lt;br /&gt;
would be fine. Extremely risque lingerie and sex toys are not allowed. Also, keep in mind what the item looks like when it&#039;s NOT being worn. If you have&lt;br /&gt;
something altered to look like &amp;quot;a stunning red evening gown cut to reveal the soft skin beneath&amp;quot; looks very nice when you&#039;re wearing it, but extremely&lt;br /&gt;
disturbing when lying on the ground. &lt;br /&gt;
&lt;br /&gt;
==Mythical Creature Parts==&lt;br /&gt;
It&#039;s within the rules to make something shaped like a dragon, demon or unicorn - but you can not have an item made with parts from any of these creatures.&lt;br /&gt;
So, a unicorn figurine or dragon-shaped helm would be fine, but a set of dragon-scale armor or a unicorn horn sword would not be allowed.&lt;br /&gt;
&lt;br /&gt;
==Lettering on Items==&lt;br /&gt;
It&#039;s ok to have words and lettering in a SHOW description, but normally it&#039;s not acceptable in a LONG description. For example, &amp;quot;a silver broadsword&amp;quot; can&lt;br /&gt;
have a SHOW description of: Engraved on the hilt of this broadsword are the words, &amp;quot;Long Live the King.&amp;quot; But it&#039;s NOT ok to have a broadsword with a long&lt;br /&gt;
description of &amp;quot;a silver broadsword with &amp;quot;Long Live the King&amp;quot; engraved on the hilt.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Player Names on Items==&lt;br /&gt;
If the item in question is a gift, putting a player name is perfectly fine. An example of this would be a ring engraved with &amp;quot;To Valeria, love, Dagmar.&amp;quot;&lt;br /&gt;
But a player might get seriously offended if you made a shield with a SHOW description of &amp;quot;This shield depicts the image of Dagmar&#039;s severed head.&amp;quot; Therefore,&lt;br /&gt;
unless the item is obviously a gift or in otherwise good taste, player names are not allowed on items.&lt;br /&gt;
&lt;br /&gt;
==Active Adjectives==&lt;br /&gt;
Items don&#039;t glow, pulsate, vibrate, shake, rattle, squirm, giggle or emanate unless there&#039;s a really good reason for such based in the item&#039;s actual qualities.&lt;br /&gt;
For example, a gem-encrusted item might shimmer or scintillate, but for it to glow, it would need some kind of inner light of its own. This also means&lt;br /&gt;
you cannot have items like &amp;quot;a deathly black cloak that seems to have a life of its own&amp;quot; or &amp;quot;a vibrating black broadsword.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Items That Tell People What They Think==&lt;br /&gt;
Do not put words in your item descriptions that tell other players what they are thinking of feeling. For example, &amp;quot;a mysterious black broadsword that&lt;br /&gt;
makes you cringe in fear.&amp;quot; People like to come up with their own reactions to things, not be forced in to certain actions that don&#039;t go along with how&lt;br /&gt;
they roleplay their character.&lt;br /&gt;
&lt;br /&gt;
==Out-Of-Genre Items==&lt;br /&gt;
We will not create items that do not fit within our medieval fantasy genre. Examples of out-of-genre (OOG) items are guns, tuxedos, bowler hats, aluminum&lt;br /&gt;
items, plastic items, etc. &lt;br /&gt;
&lt;br /&gt;
==Essence of Your Item==&lt;br /&gt;
Do not change the basic essence of your item. This means, you can&#039;t change your skirt in to a cloak, or your falchion to an axe, or armor to a gown. Your&lt;br /&gt;
item has to basically remain the same type of item. So long as your item stays basically the same (ie: pants can be trousers, cloaks can be capes, etc)&lt;br /&gt;
it is acceptable to change the noun.&lt;br /&gt;
&lt;br /&gt;
==Racial Items==&lt;br /&gt;
Items with racial names are acceptable so long as they make sense. For example, an elven bow or a dwarven axe would be fine. Dark elf socks don&#039;t make&lt;br /&gt;
much sense though, and would probably be rejected.&lt;br /&gt;
&lt;br /&gt;
==Magical Metals==&lt;br /&gt;
The material of a weapon, armor or shield cannot be changed to another magical material. This would leave the properties of the weapon not matching its&lt;br /&gt;
outward appearance. Small bits of such metals added to the item are acceptable, such as &amp;quot;a mithril-banded shield&amp;quot; or &amp;quot;an ora-hilted sword&amp;quot;. Rare metal&lt;br /&gt;
should not be asked for unless you can provide it in sufficient quantities to the merchant.&lt;br /&gt;
&lt;br /&gt;
==Bloodstained Items==&lt;br /&gt;
Bloodstains are ok on items, so long as they make sense. Blood can stain clothes, but it would wipe off of metal easily - so it&#039;s ok to have bloodstained&lt;br /&gt;
robes, but a bloodstained sword would not be acceptable.&lt;br /&gt;
&lt;br /&gt;
==Etiquette at a Merchant Event==&lt;br /&gt;
&lt;br /&gt;
Be courteous when entering a merchant&#039;s shop. Look around for signs, notices, and placards to familiarize yourself with the rules or requests of the merchant.&lt;br /&gt;
Whisper any questions you may have to another adventurer in the room. It is impolite to cause everyone&#039;s screen to scroll by repetitive remarks or actions&lt;br /&gt;
and it disrupts the flow of conversation, work, or storytelling. Unless you are specifically asked to whisper to a merchant, please don&#039;t. Merchants are&lt;br /&gt;
usually multi-tasking and can&#039;t always see your questions. If you are disruptive, you may be warned or asked to leave by the merchant.&lt;br /&gt;
&lt;br /&gt;
If the merchant is performing a service, he or she can only do so for a limited number of people. Merchants use many methods to choose their customers.&lt;br /&gt;
Some use the room order method. This means that whoever arrived first in a room it first in line. Whoever arrived second after that person is second, and&lt;br /&gt;
so on. Other merchants use the spinner method. These merchants will usually have an item called a spinner which will randomly select one person in the&lt;br /&gt;
room. Another method used by merchants is the list method. A list will be posted in the merchant&#039;s tent, and when they decide to open the list you will&lt;br /&gt;
need to type JOIN LIST. If you join the list in time, you will get work done by the merchant! Morphing lists make things a little more difficult. These&lt;br /&gt;
are lists that change their noun every time someone joins. For example, if one person joins the list, it will turn in to a roster. So if you wanted to&lt;br /&gt;
join, now you would have to type JOIN ROSTER. Once the next person joins, it changes again. &lt;br /&gt;
&lt;br /&gt;
GameMasters choose a background and personality for each of their merchants. Some will work only on items from their own shops or and others will work&lt;br /&gt;
on only certain types of items. While the merchant must follow the alteration guidelines, they may also be roleplaying a character that does not like fluffy&lt;br /&gt;
things or perhaps sharp things. They may only do work that involves sewing and therefore cannot inset your armor with mithril spikes. The alteration you&lt;br /&gt;
want may not violate the guidelines, but that particular merchant may refuse to do it. In that case, accept the merchant&#039;s answer and offer another idea&lt;br /&gt;
-- or ask the merchant for ideas.&lt;br /&gt;
&lt;br /&gt;
==Some Helpful Hints==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a magical realm where thousands of real people come to experience the power of fantasy and friendship. Creating your character is much more&lt;br /&gt;
than coming up with a name and rolling up their stats in the character manager. To fully enjoy the magic you will want to roleplay your character. When&lt;br /&gt;
you are ready to create a character, give them a background. Where did they come from? What was their childhood like? What are their likes and dislikes?&lt;br /&gt;
What are their interests? Imagine what a &amp;quot;snapshot&amp;quot; of your character would look like, and then write out a description. When you get an opportunity for&lt;br /&gt;
an alteration keep that &amp;quot;snapshot&amp;quot; in mind. When you&#039;re feeling creative, design some ideas and put them on a wish list so you&#039;re prepared. &lt;br /&gt;
&lt;br /&gt;
Design your items so they coordinate with each other and give the overall feeling you want rather than being the exact same description with only a noun&lt;br /&gt;
change. Remember that less is sometimes more. A character with a few nice items that can be easily seen is much better than a character with hundreds of&lt;br /&gt;
items that are all identical. Using the hints and guidelines above should help you have a pleasant and fun merchant experience. Good luck!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Merchant]]&lt;br /&gt;
* [[Alter]]&lt;br /&gt;
* [[Alteration]]&lt;br /&gt;
* [[Order]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/merchantguide.asp Merchant Guide] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Merchant Services| ]]&lt;br /&gt;
[[category:New Player]]&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86275</id>
		<title>Merchant Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86275"/>
		<updated>2017-01-14T01:02:22Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What Is A Merchant?==&lt;br /&gt;
&lt;br /&gt;
There are a couple different types of merchants in GemStone IV.&lt;br /&gt;
&lt;br /&gt;
The most common is the permanent, also known as [[NPC]] (Non-Player Character), [[merchant]] that you will find in the shops about most towns. Most of these permanent/NPC merchants work using the [[ORDER]] system. To purchase something from them click on the counter and select ORDER from the menu (or if you&#039;re in command mode, type ORDER), and follow the directions from there.&lt;br /&gt;
&lt;br /&gt;
The second type of merchant is the traveling merchant. A traveling merchant generally sets up a tent or wagon and waits for customers to find them. This type of merchant may have items for sale and/or offer a service, such as alterations, lightening, deepening or enchanting. Several times throughout the year traveling merchants group together in large numbers and this is called a festival. Normally festivals consist not only of dozens of traveling merchants, but also include games, attractions, contests and much, much more!&lt;br /&gt;
&lt;br /&gt;
==How Do I Buy That?==&lt;br /&gt;
&lt;br /&gt;
The commands you type in order to purchase something are different depending on the type of merchant you visit. When you visit a permanent (NPC) merchant, there will be a counter or some other object in the room that you can click on. When you click on it, select ORDER from the pop-up menu. (Or, if you&#039;re&lt;br /&gt;
in command mode, type ORDER when you are inside the shop.) A menu will appear with directions on how to purchase the various items the merchant provides.&lt;br /&gt;
&lt;br /&gt;
Purchasing items from traveling merchants is very different. Normally these merchants set up tables, chests, baskets and other various containers to display&lt;br /&gt;
their wares. &lt;br /&gt;
&lt;br /&gt;
Click on a container that is in the room. A pop-up menu will appear giving you the option to LOOK ON (or) IN (or) BEHIND (or) UNDER the container. For&lt;br /&gt;
example, if I click on the cloak rack and select LOOK ON the game will show the items on the rack like so: &lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
Click on the item you are interested in, then click on GET in the pop-up menu. You will then see something that looks like this:&lt;br /&gt;
&lt;br /&gt;
A sales clerk steps over to you and says, &amp;quot;Ah, a fine choice madam. The wool cloak sells for 5000 silvers. You can BUY the wool cloak if you like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To purchase the cloak, click on BUY.&lt;br /&gt;
&lt;br /&gt;
==Command Entry Users==&lt;br /&gt;
&lt;br /&gt;
To see what is in a container, type LOOK IN (or) ON &amp;lt;container name&amp;gt;. For example, if there is a cloak rack in the room, you would type LOOK ON RACK and&lt;br /&gt;
the game would list the rack&#039;s contents for you like so:&lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
How do you buy the silver-trim blue wool cloak instead of the green wool cloak? The first step is to see which position on the rack the cloak is listed&lt;br /&gt;
in, in relation to all other cloaks on the rack. The silver-trim blue wool cloak is the fourth one on the rack, so you would type GET FOURTH CLOAK. This&lt;br /&gt;
will give you the price. If you decide to purchase the silver-trim blue wool cloak, you would then type BUY FOURTH CLOAK. Be sure to specify the number,&lt;br /&gt;
if you just type BUY CLOAK you will end up with the soft ivory cotton cloak instead!&lt;br /&gt;
&lt;br /&gt;
Things get a little tricky when there is a cloak rack, plus a trunk also full of cloaks! In order to specify you want the silver-trim blue wool cloak,&lt;br /&gt;
you would need to make sure you told the game you wanted the fourth cloak on the cloak rack, not the fourth cloak in the trunk! To do that, you would type&lt;br /&gt;
GET FOURTH CLOAK ON RACK. &lt;br /&gt;
&lt;br /&gt;
If you see other folks buying something and you don&#039;t see where it is, try looking on, in, under, and behind everything. You should also look for a second&lt;br /&gt;
shelf or rack or hook. Some merchants are sly!&lt;br /&gt;
&lt;br /&gt;
==What Is An Alteration?==&lt;br /&gt;
&lt;br /&gt;
When a traveling merchant offers to alter your item, what does that mean? Here are some definitions that might help.&lt;br /&gt;
&lt;br /&gt;
* [[Alteration]]: Term used to define when a merchant will change the description of an item. [[Weapon]] types  may only be changed to acceptable similar weapon types and [[armor]]  may only be changed to similar armor types. Rare metals will not be included in the description, unless the adventurer has a suitable amount on hand for use. Descriptions must be in genre and acceptable to the merchant.&lt;br /&gt;
&lt;br /&gt;
* [[Lightening]]: Simply taking an item and reducing its encumbrance by a small percentage. For example, a backpack with an encumbrance of 18 pounds might be reduced to 15 pounds. &lt;br /&gt;
&lt;br /&gt;
* [[Deepening]]: Increasing the carrying capacity of a pocketed item.&lt;br /&gt;
&lt;br /&gt;
* [[Enchanting]]: A merchant or a player with the skills to do so can enchant any weapon, armor or shield item. Enchanting adds a &#039;plus&#039;, usually in increments of +5 to the item. This plus adds to your attack strength when you are hunting monsters. Enchantment to a shield or armor gives the wearer added protection.&lt;br /&gt;
&lt;br /&gt;
* [[Padding]]: Generally put into armor to increase its ability to effectively reduce damage done to the wearer during battle. Padding is very rare and hard to come by.&lt;br /&gt;
&lt;br /&gt;
==Alteration Tips==&lt;br /&gt;
&lt;br /&gt;
A merchant has decided to do an alteration for you! Now what?&lt;br /&gt;
&lt;br /&gt;
An alteration allows you to customize one of your items. This is an opportunity for you to adorn some of your belongings to fit your character&#039;s persona&lt;br /&gt;
or create a roleplaying tool. &lt;br /&gt;
&lt;br /&gt;
Being prepared is a big key to having a good experience at merchant event. Do you have an idea in mind for the item you would like worked on? Have you&lt;br /&gt;
pictured it in your mind&#039;s eye? You can leave the design up to the merchant, but you will have less say in how it turns out! It&#039;s always better to have&lt;br /&gt;
an idea or two for them to work with.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the signs posted at the merchant you are attending so that you understand what kind of work they do. Merchants who are enchanting weapons&lt;br /&gt;
usually won&#039;t change your item&#039;s appearance. An alteration merchant can do several things to your items. They can add or change the color, add an adornment,&lt;br /&gt;
or change the style.&lt;br /&gt;
&lt;br /&gt;
==Basic Item Information==&lt;br /&gt;
&lt;br /&gt;
All items have a &amp;quot;base&amp;quot; description. The base description is also called a &amp;quot;tap description&amp;quot; and it is what everyone sees when you move the item in and&lt;br /&gt;
out of your backpack etc. It is called a &amp;quot;tap description&amp;quot; because when you tap your item, you will see a shortened version of what the item looks like.&lt;br /&gt;
The base description is limited in the total number of spaces used. The number of spaces allowed is commonly referred to as the 15/15/15 rule. The base&lt;br /&gt;
description is broken up into three sections: article, adjective, and noun. Each of those sections can be no longer than 15 spaces. Example: &amp;quot;a,red,cloak&amp;quot;&lt;br /&gt;
would be 1/3/5. Another example would be: &amp;quot;a pearl-hilted,vultite,longsword&amp;quot;, which amounts to 14,7,9. Spaces between letters count as part of the 15 allowed&lt;br /&gt;
per section, also the commas count as a space. The last 15 is reserved for the noun only. Example: a opal-clasped,spidersilk,traveling cloak&amp;quot; would not&lt;br /&gt;
work even though it fits 15/15/15 spaces. The reason why is because the noun is what you type when you want to get your item. If the noun was &amp;quot;traveling&lt;br /&gt;
cloak&amp;quot; you would have to type WEAR MY TRAVELING every time you wanted to wear your cloak. &lt;br /&gt;
&lt;br /&gt;
==Customizing Options==&lt;br /&gt;
&lt;br /&gt;
You have two options when customizing your items. You can opt for a SHOW description or a LONG description. &lt;br /&gt;
&lt;br /&gt;
An item with a SHOW description has a regular base description as decribed above, but when you LOOK at your item or SHOW your item to someone, they will&lt;br /&gt;
see a much longer, very detailed description of your item. This is a perfect option to use if you want to add a lot of detail to your item. An example&lt;br /&gt;
of a show description is: &lt;br /&gt;
&lt;br /&gt;
You are wearing some side-laced black leather pants. &lt;br /&gt;
&lt;br /&gt;
Now, when you type LOOK AT MY PANTS or click on your pants and select LOOK AT you will see: &lt;br /&gt;
&lt;br /&gt;
Thick black cords lace these leather pants up the outside of each leg, revealing only a small amount of the wearer&#039;s skin. The side lacing helps procure&lt;br /&gt;
a tight, figure enhancing fit without hindering flexibility and movement. The low slung waistline has been carefully tailored to hide several small pockets&lt;br /&gt;
for stashing gems and other tiny items.&lt;br /&gt;
&lt;br /&gt;
A LONG description is different in that you don&#039;t have to look at or show your item in order to see the special details. For example, if I wanted less&lt;br /&gt;
detailed information about my leather pants, I would use a LONG description. So when someone looked at me, they would see:&lt;br /&gt;
&lt;br /&gt;
She is wearing some ebon leather pants laced up each side with thick black cords.&lt;br /&gt;
&lt;br /&gt;
An item cannot have both a long description and a show description.&lt;br /&gt;
&lt;br /&gt;
==Alteration Guidelines==&lt;br /&gt;
&lt;br /&gt;
OK, you understand the two types of alterations. Now here&#039;s the bad part: the rules.&lt;br /&gt;
&lt;br /&gt;
==Scripted Items==&lt;br /&gt;
A scripted item is an item that does something unusual when you activate it. For example, I have a normal rucksack. If I type PULL MY RUCKSACK I get a&lt;br /&gt;
message to the tune of &amp;quot;I&#039;m afraid that you can&#039;t pull that.&amp;quot; Now if my rucksack was scripted, it might do something cool when I pulled it like: &amp;quot;You pull&lt;br /&gt;
your rucksack closed and carefully latch the buckle.&amp;quot; Many scripted items can be altered, so feel free to ask a merchant if it&#039;s possible. If they say&lt;br /&gt;
no, it&#039;s not because they don&#039;t want to work for you, but because items that are scripted sometimes can break if they are altered. Many scripted items&lt;br /&gt;
that are allowed to be altered are listed in a special database. When you ANALYZE your item, it will tell you whether or not it is allowed to be altered.&lt;br /&gt;
&lt;br /&gt;
==Risque Items==&lt;br /&gt;
Sexy clothing is perfectly acceptable, but something truly offensive will not be permitted. Items like &amp;quot;a low-cut bodice&amp;quot; and &amp;quot;some fitted leather pants&amp;quot;&lt;br /&gt;
would be fine. Extremely risque lingerie and sex toys are not allowed. Also, keep in mind what the item looks like when it&#039;s NOT being worn. If you have&lt;br /&gt;
something altered to look like &amp;quot;a stunning red evening gown cut to reveal the soft skin beneath&amp;quot; looks very nice when you&#039;re wearing it, but extremely&lt;br /&gt;
disturbing when lying on the ground. &lt;br /&gt;
&lt;br /&gt;
==Mythical Creature Parts==&lt;br /&gt;
It&#039;s within the rules to make something shaped like a dragon, demon or unicorn - but you can not have an item made with parts from any of these creatures.&lt;br /&gt;
So, a unicorn figurine or dragon-shaped helm would be fine, but a set of dragon-scale armor or a unicorn horn sword would not be allowed.&lt;br /&gt;
&lt;br /&gt;
==Lettering on Items==&lt;br /&gt;
It&#039;s ok to have words and lettering in a SHOW description, but normally it&#039;s not acceptable in a LONG description. For example, &amp;quot;a silver broadsword&amp;quot; can&lt;br /&gt;
have a SHOW description of: Engraved on the hilt of this broadsword are the words, &amp;quot;Long Live the King.&amp;quot; But it&#039;s NOT ok to have a broadsword with a long&lt;br /&gt;
description of &amp;quot;a silver broadsword with &amp;quot;Long Live the King&amp;quot; engraved on the hilt.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Player Names on Items==&lt;br /&gt;
If the item in question is a gift, putting a player name is perfectly fine. An example of this would be a ring engraved with &amp;quot;To Valeria, love, Dagmar.&amp;quot;&lt;br /&gt;
But a player might get seriously offended if you made a shield with a SHOW description of &amp;quot;This shield depicts the image of Dagmar&#039;s severed head.&amp;quot; Therefore,&lt;br /&gt;
unless the item is obviously a gift or in otherwise good taste, player names are not allowed on items.&lt;br /&gt;
&lt;br /&gt;
==Active Adjectives==&lt;br /&gt;
Items don&#039;t glow, pulsate, vibrate, shake, rattle, squirm, giggle or emanate unless there&#039;s a really good reason for such based in the item&#039;s actual qualities.&lt;br /&gt;
For example, a gem-encrusted item might shimmer or scintillate, but for it to glow, it would need some kind of inner light of its own. This also means&lt;br /&gt;
you cannot have items like &amp;quot;a deathly black cloak that seems to have a life of its own&amp;quot; or &amp;quot;a vibrating black broadsword.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Items That Tell People What They Think==&lt;br /&gt;
Do not put words in your item descriptions that tell other players what they are thinking of feeling. For example, &amp;quot;a mysterious black broadsword that&lt;br /&gt;
makes you cringe in fear.&amp;quot; People like to come up with their own reactions to things, not be forced in to certain actions that don&#039;t go along with how&lt;br /&gt;
they roleplay their character.&lt;br /&gt;
&lt;br /&gt;
==Out-Of-Genre Items==&lt;br /&gt;
We will not create items that do not fit within our medieval fantasy genre. Examples of out-of-genre (OOG) items are guns, tuxedos, bowler hats, aluminum&lt;br /&gt;
items, plastic items, etc. &lt;br /&gt;
&lt;br /&gt;
==Essence of Your Item==&lt;br /&gt;
Do not change the basic essence of your item. This means, you can&#039;t change your skirt in to a cloak, or your falchion to an axe, or armor to a gown. Your&lt;br /&gt;
item has to basically remain the same type of item. So long as your item stays basically the same (ie: pants can be trousers, cloaks can be capes, etc)&lt;br /&gt;
it is acceptable to change the noun.&lt;br /&gt;
&lt;br /&gt;
==Racial Items==&lt;br /&gt;
Items with racial names are acceptable so long as they make sense. For example, an elven bow or a dwarven axe would be fine. Dark elf socks don&#039;t make&lt;br /&gt;
much sense though, and would probably be rejected.&lt;br /&gt;
&lt;br /&gt;
==Magical Metals==&lt;br /&gt;
The material of a weapon, armor or shield cannot be changed to another magical material. This would leave the properties of the weapon not matching its&lt;br /&gt;
outward appearance. Small bits of such metals added to the item are acceptable, such as &amp;quot;a mithril-banded shield&amp;quot; or &amp;quot;an ora-hilted sword&amp;quot;. Rare metal&lt;br /&gt;
should not be asked for unless you can provide it in sufficient quantities to the merchant.&lt;br /&gt;
&lt;br /&gt;
==Bloodstained Items==&lt;br /&gt;
Bloodstains are ok on items, so long as they make sense. Blood can stain clothes, but it would wipe off of metal easily - so it&#039;s ok to have bloodstained&lt;br /&gt;
robes, but a bloodstained sword would not be acceptable.&lt;br /&gt;
&lt;br /&gt;
==Etiquette at a Merchant Event==&lt;br /&gt;
&lt;br /&gt;
Be courteous when entering a merchant&#039;s shop. Look around for signs, notices, and placards to familiarize yourself with the rules or requests of the merchant.&lt;br /&gt;
Whisper any questions you may have to another adventurer in the room. It is impolite to cause everyone&#039;s screen to scroll by repetitive remarks or actions&lt;br /&gt;
and it disrupts the flow of conversation, work, or storytelling. Unless you are specifically asked to whisper to a merchant, please don&#039;t. Merchants are&lt;br /&gt;
usually multi-tasking and can&#039;t always see your questions. If you are disruptive, you may be warned or asked to leave by the merchant.&lt;br /&gt;
&lt;br /&gt;
If the merchant is performing a service, he or she can only do so for a limited number of people. Merchants use many methods to choose their customers.&lt;br /&gt;
Some use the room order method. This means that whoever arrived first in a room it first in line. Whoever arrived second after that person is second, and&lt;br /&gt;
so on. Other merchants use the spinner method. These merchants will usually have an item called a spinner which will randomly select one person in the&lt;br /&gt;
room. Another method used by merchants is the list method. A list will be posted in the merchant&#039;s tent, and when they decide to open the list you will&lt;br /&gt;
need to type JOIN LIST. If you join the list in time, you will get work done by the merchant! Morphing lists make things a little more difficult. These&lt;br /&gt;
are lists that change their noun every time someone joins. For example, if one person joins the list, it will turn in to a roster. So if you wanted to&lt;br /&gt;
join, now you would have to type JOIN ROSTER. Once the next person joins, it changes again. &lt;br /&gt;
&lt;br /&gt;
GameMasters choose a background and personality for each of their merchants. Some will work only on items from their own shops or and others will work&lt;br /&gt;
on only certain types of items. While the merchant must follow the alteration guidelines, they may also be roleplaying a character that does not like fluffy&lt;br /&gt;
things or perhaps sharp things. They may only do work that involves sewing and therefore cannot inset your armor with mithril spikes. The alteration you&lt;br /&gt;
want may not violate the guidelines, but that particular merchant may refuse to do it. In that case, accept the merchant&#039;s answer and offer another idea&lt;br /&gt;
-- or ask the merchant for ideas.&lt;br /&gt;
&lt;br /&gt;
==Some Helpful Hints==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a magical realm where thousands of real people come to experience the power of fantasy and friendship. Creating your character is much more&lt;br /&gt;
than coming up with a name and rolling up their stats in the character manager. To fully enjoy the magic you will want to roleplay your character. When&lt;br /&gt;
you are ready to create a character, give them a background. Where did they come from? What was their childhood like? What are their likes and dislikes?&lt;br /&gt;
What are their interests? Imagine what a &amp;quot;snapshot&amp;quot; of your character would look like, and then write out a description. When you get an opportunity for&lt;br /&gt;
an alteration keep that &amp;quot;snapshot&amp;quot; in mind. When you&#039;re feeling creative, design some ideas and put them on a wish list so you&#039;re prepared. &lt;br /&gt;
&lt;br /&gt;
Design your items so they coordinate with each other and give the overall feeling you want rather than being the exact same description with only a noun&lt;br /&gt;
change. Remember that less is sometimes more. A character with a few nice items that can be easily seen is much better than a character with hundreds of&lt;br /&gt;
items that are all identical. Using the hints and guidelines above should help you have a pleasant and fun merchant experience. Good luck!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Merchant]]&lt;br /&gt;
* [[Alter]]&lt;br /&gt;
* [[Alteration]]&lt;br /&gt;
* [[Order]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/merchantguide.asp Merchant Guide] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Merchant Services| ]]&lt;br /&gt;
[[category:New Player]]&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86274</id>
		<title>Merchant Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86274"/>
		<updated>2017-01-14T00:57:37Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What Is A Merchant?==&lt;br /&gt;
&lt;br /&gt;
There are a couple different types of merchants in GemStone IV.&lt;br /&gt;
&lt;br /&gt;
The most common is the permanent, also known as [[NPC]] (Non-Player Character), [[merchant]] that you will find in the shops about most towns. Most of these permanent/NPC merchants work using the [[ORDER]] system. To purchase something from them click on the counter and select ORDER from the menu (or if you&#039;re in command mode, type ORDER), and follow the directions from there.&lt;br /&gt;
&lt;br /&gt;
The second type of merchant is the traveling merchant. A traveling merchant generally sets up a tent or wagon and waits for customers to find them. This type of merchant may have items for sale and/or offer a service, such as alterations, lightening, deepening or enchanting. Several times throughout the year traveling merchants group together in large numbers and this is called a festival. Normally festivals consist not only of dozens of traveling merchants, but also include games, attractions, contests and much, much more!&lt;br /&gt;
&lt;br /&gt;
==How Do I Buy That?==&lt;br /&gt;
&lt;br /&gt;
The commands you type in order to purchase something are different depending on the type of merchant you visit. When you visit a permanent (NPC) merchant, there will be a counter or some other object in the room that you can click on. When you click on it, select ORDER from the pop-up menu. (Or, if you&#039;re&lt;br /&gt;
in command mode, type ORDER when you are inside the shop.) A menu will appear with directions on how to purchase the various items the merchant provides.&lt;br /&gt;
&lt;br /&gt;
Purchasing items from traveling merchants is very different. Normally these merchants set up tables, chests, baskets and other various containers to display&lt;br /&gt;
their wares. &lt;br /&gt;
&lt;br /&gt;
Click on a container that is in the room. A pop-up menu will appear giving you the option to LOOK ON (or) IN (or) BEHIND (or) UNDER the container. For&lt;br /&gt;
example, if I click on the cloak rack and select LOOK ON the game will show the items on the rack like so: &lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
Click on the item you are interested in, then click on GET in the pop-up menu. You will then see something that looks like this:&lt;br /&gt;
&lt;br /&gt;
A sales clerk steps over to you and says, &amp;quot;Ah, a fine choice madam. The wool cloak sells for 5000 silvers. You can BUY the wool cloak if you like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To purchase the cloak, click on BUY.&lt;br /&gt;
&lt;br /&gt;
==Command Entry Users==&lt;br /&gt;
&lt;br /&gt;
To see what is in a container, type LOOK IN (or) ON &amp;lt;container name&amp;gt;. For example, if there is a cloak rack in the room, you would type LOOK ON RACK and&lt;br /&gt;
the game would list the rack&#039;s contents for you like so:&lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
How do you buy the silver-trim blue wool cloak instead of the green wool cloak? The first step is to see which position on the rack the cloak is listed&lt;br /&gt;
in, in relation to all other cloaks on the rack. The silver-trim blue wool cloak is the fourth one on the rack, so you would type GET FOURTH CLOAK. This&lt;br /&gt;
will give you the price. If you decide to purchase the silver-trim blue wool cloak, you would then type BUY FOURTH CLOAK. Be sure to specify the number,&lt;br /&gt;
if you just type BUY CLOAK you will end up with the soft ivory cotton cloak instead!&lt;br /&gt;
&lt;br /&gt;
Things get a little tricky when there is a cloak rack, plus a trunk also full of cloaks! In order to specify you want the silver-trim blue wool cloak,&lt;br /&gt;
you would need to make sure you told the game you wanted the fourth cloak on the cloak rack, not the fourth cloak in the trunk! To do that, you would type&lt;br /&gt;
GET FOURTH CLOAK ON RACK. &lt;br /&gt;
&lt;br /&gt;
If you see other folks buying something and you don&#039;t see where it is, try looking on, in, under, and behind everything. You should also look for a second&lt;br /&gt;
shelf or rack or hook. Some merchants are sly!&lt;br /&gt;
&lt;br /&gt;
==What Is An Alteration?==&lt;br /&gt;
&lt;br /&gt;
When a traveling merchant offers to alter your item, what does that mean? Here are some definitions that might help.&lt;br /&gt;
&lt;br /&gt;
* Alteration: Term used to define when a merchant will change the description of an item. [[Weapon]] types  may only be changed to acceptable similar weapon types and [[armor]]  may only be changed to similar armor types. Rare metals will not be included in the description, unless the adventurer has a suitable amount on hand for use. Descriptions must be in genre and acceptable to the merchant.&lt;br /&gt;
&lt;br /&gt;
* Lightening: Simply taking an item and reducing its encumbrance by a small percentage. For example, a backpack with an encumbrance of 18 pounds might be reduced to 15 pounds. &lt;br /&gt;
&lt;br /&gt;
* Deepening: Increasing the carrying capacity of a pocketed item.&lt;br /&gt;
&lt;br /&gt;
* Enchanting: A merchant or a player with the skills to do so can enchant any weapon, armor or shield item. Enchanting adds a &#039;plus&#039;, usually in increments of +5 to the item. This plus adds to your attack strength when you are hunting monsters. Enchantment to a shield or armor gives the wearer added protection.&lt;br /&gt;
&lt;br /&gt;
* Padding: Generally put into armor to increase its ability to effectively reduce damage done to the wearer during battle. Padding is very rare and hard to come by.&lt;br /&gt;
&lt;br /&gt;
==Alteration Tips==&lt;br /&gt;
&lt;br /&gt;
A merchant has decided to do an alteration for you! Now what?&lt;br /&gt;
&lt;br /&gt;
An alteration allows you to customize one of your items. This is an opportunity for you to adorn some of your belongings to fit your character&#039;s persona&lt;br /&gt;
or create a roleplaying tool. &lt;br /&gt;
&lt;br /&gt;
Being prepared is a big key to having a good experience at merchant event. Do you have an idea in mind for the item you would like worked on? Have you&lt;br /&gt;
pictured it in your mind&#039;s eye? You can leave the design up to the merchant, but you will have less say in how it turns out! It&#039;s always better to have&lt;br /&gt;
an idea or two for them to work with.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the signs posted at the merchant you are attending so that you understand what kind of work they do. Merchants who are enchanting weapons&lt;br /&gt;
usually won&#039;t change your item&#039;s appearance. An alteration merchant can do several things to your items. They can add or change the color, add an adornment,&lt;br /&gt;
or change the style.&lt;br /&gt;
&lt;br /&gt;
==Basic Item Information==&lt;br /&gt;
&lt;br /&gt;
All items have a &amp;quot;base&amp;quot; description. The base description is also called a &amp;quot;tap description&amp;quot; and it is what everyone sees when you move the item in and&lt;br /&gt;
out of your backpack etc. It is called a &amp;quot;tap description&amp;quot; because when you tap your item, you will see a shortened version of what the item looks like.&lt;br /&gt;
The base description is limited in the total number of spaces used. The number of spaces allowed is commonly referred to as the 15/15/15 rule. The base&lt;br /&gt;
description is broken up into three sections: article, adjective, and noun. Each of those sections can be no longer than 15 spaces. Example: &amp;quot;a,red,cloak&amp;quot;&lt;br /&gt;
would be 1/3/5. Another example would be: &amp;quot;a pearl-hilted,vultite,longsword&amp;quot;, which amounts to 14,7,9. Spaces between letters count as part of the 15 allowed&lt;br /&gt;
per section, also the commas count as a space. The last 15 is reserved for the noun only. Example: a opal-clasped,spidersilk,traveling cloak&amp;quot; would not&lt;br /&gt;
work even though it fits 15/15/15 spaces. The reason why is because the noun is what you type when you want to get your item. If the noun was &amp;quot;traveling&lt;br /&gt;
cloak&amp;quot; you would have to type WEAR MY TRAVELING every time you wanted to wear your cloak. &lt;br /&gt;
&lt;br /&gt;
==Customizing Options==&lt;br /&gt;
&lt;br /&gt;
You have two options when customizing your items. You can opt for a SHOW description or a LONG description. &lt;br /&gt;
&lt;br /&gt;
An item with a SHOW description has a regular base description as decribed above, but when you LOOK at your item or SHOW your item to someone, they will&lt;br /&gt;
see a much longer, very detailed description of your item. This is a perfect option to use if you want to add a lot of detail to your item. An example&lt;br /&gt;
of a show description is: &lt;br /&gt;
&lt;br /&gt;
You are wearing some side-laced black leather pants. &lt;br /&gt;
&lt;br /&gt;
Now, when you type LOOK AT MY PANTS or click on your pants and select LOOK AT you will see: &lt;br /&gt;
&lt;br /&gt;
Thick black cords lace these leather pants up the outside of each leg, revealing only a small amount of the wearer&#039;s skin. The side lacing helps procure&lt;br /&gt;
a tight, figure enhancing fit without hindering flexibility and movement. The low slung waistline has been carefully tailored to hide several small pockets&lt;br /&gt;
for stashing gems and other tiny items.&lt;br /&gt;
&lt;br /&gt;
A LONG description is different in that you don&#039;t have to look at or show your item in order to see the special details. For example, if I wanted less&lt;br /&gt;
detailed information about my leather pants, I would use a LONG description. So when someone looked at me, they would see:&lt;br /&gt;
&lt;br /&gt;
She is wearing some ebon leather pants laced up each side with thick black cords.&lt;br /&gt;
&lt;br /&gt;
An item cannot have both a long description and a show description.&lt;br /&gt;
&lt;br /&gt;
==Alteration Guidelines==&lt;br /&gt;
&lt;br /&gt;
OK, you understand the two types of alterations. Now here&#039;s the bad part: the rules.&lt;br /&gt;
&lt;br /&gt;
==Scripted Items==&lt;br /&gt;
A scripted item is an item that does something unusual when you activate it. For example, I have a normal rucksack. If I type PULL MY RUCKSACK I get a&lt;br /&gt;
message to the tune of &amp;quot;I&#039;m afraid that you can&#039;t pull that.&amp;quot; Now if my rucksack was scripted, it might do something cool when I pulled it like: &amp;quot;You pull&lt;br /&gt;
your rucksack closed and carefully latch the buckle.&amp;quot; Many scripted items can be altered, so feel free to ask a merchant if it&#039;s possible. If they say&lt;br /&gt;
no, it&#039;s not because they don&#039;t want to work for you, but because items that are scripted sometimes can break if they are altered. Many scripted items&lt;br /&gt;
that are allowed to be altered are listed in a special database. When you ANALYZE your item, it will tell you whether or not it is allowed to be altered.&lt;br /&gt;
&lt;br /&gt;
==Risque Items==&lt;br /&gt;
Sexy clothing is perfectly acceptable, but something truly offensive will not be permitted. Items like &amp;quot;a low-cut bodice&amp;quot; and &amp;quot;some fitted leather pants&amp;quot;&lt;br /&gt;
would be fine. Extremely risque lingerie and sex toys are not allowed. Also, keep in mind what the item looks like when it&#039;s NOT being worn. If you have&lt;br /&gt;
something altered to look like &amp;quot;a stunning red evening gown cut to reveal the soft skin beneath&amp;quot; looks very nice when you&#039;re wearing it, but extremely&lt;br /&gt;
disturbing when lying on the ground. &lt;br /&gt;
&lt;br /&gt;
==Mythical Creature Parts==&lt;br /&gt;
It&#039;s within the rules to make something shaped like a dragon, demon or unicorn - but you can not have an item made with parts from any of these creatures.&lt;br /&gt;
So, a unicorn figurine or dragon-shaped helm would be fine, but a set of dragon-scale armor or a unicorn horn sword would not be allowed.&lt;br /&gt;
&lt;br /&gt;
==Lettering on Items==&lt;br /&gt;
It&#039;s ok to have words and lettering in a SHOW description, but normally it&#039;s not acceptable in a LONG description. For example, &amp;quot;a silver broadsword&amp;quot; can&lt;br /&gt;
have a SHOW description of: Engraved on the hilt of this broadsword are the words, &amp;quot;Long Live the King.&amp;quot; But it&#039;s NOT ok to have a broadsword with a long&lt;br /&gt;
description of &amp;quot;a silver broadsword with &amp;quot;Long Live the King&amp;quot; engraved on the hilt.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Player Names on Items==&lt;br /&gt;
If the item in question is a gift, putting a player name is perfectly fine. An example of this would be a ring engraved with &amp;quot;To Valeria, love, Dagmar.&amp;quot;&lt;br /&gt;
But a player might get seriously offended if you made a shield with a SHOW description of &amp;quot;This shield depicts the image of Dagmar&#039;s severed head.&amp;quot; Therefore,&lt;br /&gt;
unless the item is obviously a gift or in otherwise good taste, player names are not allowed on items.&lt;br /&gt;
&lt;br /&gt;
==Active Adjectives==&lt;br /&gt;
Items don&#039;t glow, pulsate, vibrate, shake, rattle, squirm, giggle or emanate unless there&#039;s a really good reason for such based in the item&#039;s actual qualities.&lt;br /&gt;
For example, a gem-encrusted item might shimmer or scintillate, but for it to glow, it would need some kind of inner light of its own. This also means&lt;br /&gt;
you cannot have items like &amp;quot;a deathly black cloak that seems to have a life of its own&amp;quot; or &amp;quot;a vibrating black broadsword.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Items That Tell People What They Think==&lt;br /&gt;
Do not put words in your item descriptions that tell other players what they are thinking of feeling. For example, &amp;quot;a mysterious black broadsword that&lt;br /&gt;
makes you cringe in fear.&amp;quot; People like to come up with their own reactions to things, not be forced in to certain actions that don&#039;t go along with how&lt;br /&gt;
they roleplay their character.&lt;br /&gt;
&lt;br /&gt;
==Out-Of-Genre Items==&lt;br /&gt;
We will not create items that do not fit within our medieval fantasy genre. Examples of out-of-genre (OOG) items are guns, tuxedos, bowler hats, aluminum&lt;br /&gt;
items, plastic items, etc. &lt;br /&gt;
&lt;br /&gt;
==Essence of Your Item==&lt;br /&gt;
Do not change the basic essence of your item. This means, you can&#039;t change your skirt in to a cloak, or your falchion to an axe, or armor to a gown. Your&lt;br /&gt;
item has to basically remain the same type of item. So long as your item stays basically the same (ie: pants can be trousers, cloaks can be capes, etc)&lt;br /&gt;
it is acceptable to change the noun.&lt;br /&gt;
&lt;br /&gt;
==Racial Items==&lt;br /&gt;
Items with racial names are acceptable so long as they make sense. For example, an elven bow or a dwarven axe would be fine. Dark elf socks don&#039;t make&lt;br /&gt;
much sense though, and would probably be rejected.&lt;br /&gt;
&lt;br /&gt;
==Magical Metals==&lt;br /&gt;
The material of a weapon, armor or shield cannot be changed to another magical material. This would leave the properties of the weapon not matching its&lt;br /&gt;
outward appearance. Small bits of such metals added to the item are acceptable, such as &amp;quot;a mithril-banded shield&amp;quot; or &amp;quot;an ora-hilted sword&amp;quot;. Rare metal&lt;br /&gt;
should not be asked for unless you can provide it in sufficient quantities to the merchant.&lt;br /&gt;
&lt;br /&gt;
==Bloodstained Items==&lt;br /&gt;
Bloodstains are ok on items, so long as they make sense. Blood can stain clothes, but it would wipe off of metal easily - so it&#039;s ok to have bloodstained&lt;br /&gt;
robes, but a bloodstained sword would not be acceptable.&lt;br /&gt;
&lt;br /&gt;
==Etiquette at a Merchant Event==&lt;br /&gt;
&lt;br /&gt;
Be courteous when entering a merchant&#039;s shop. Look around for signs, notices, and placards to familiarize yourself with the rules or requests of the merchant.&lt;br /&gt;
Whisper any questions you may have to another adventurer in the room. It is impolite to cause everyone&#039;s screen to scroll by repetitive remarks or actions&lt;br /&gt;
and it disrupts the flow of conversation, work, or storytelling. Unless you are specifically asked to whisper to a merchant, please don&#039;t. Merchants are&lt;br /&gt;
usually multi-tasking and can&#039;t always see your questions. If you are disruptive, you may be warned or asked to leave by the merchant.&lt;br /&gt;
&lt;br /&gt;
If the merchant is performing a service, he or she can only do so for a limited number of people. Merchants use many methods to choose their customers.&lt;br /&gt;
Some use the room order method. This means that whoever arrived first in a room it first in line. Whoever arrived second after that person is second, and&lt;br /&gt;
so on. Other merchants use the spinner method. These merchants will usually have an item called a spinner which will randomly select one person in the&lt;br /&gt;
room. Another method used by merchants is the list method. A list will be posted in the merchant&#039;s tent, and when they decide to open the list you will&lt;br /&gt;
need to type JOIN LIST. If you join the list in time, you will get work done by the merchant! Morphing lists make things a little more difficult. These&lt;br /&gt;
are lists that change their noun every time someone joins. For example, if one person joins the list, it will turn in to a roster. So if you wanted to&lt;br /&gt;
join, now you would have to type JOIN ROSTER. Once the next person joins, it changes again. &lt;br /&gt;
&lt;br /&gt;
GameMasters choose a background and personality for each of their merchants. Some will work only on items from their own shops or and others will work&lt;br /&gt;
on only certain types of items. While the merchant must follow the alteration guidelines, they may also be roleplaying a character that does not like fluffy&lt;br /&gt;
things or perhaps sharp things. They may only do work that involves sewing and therefore cannot inset your armor with mithril spikes. The alteration you&lt;br /&gt;
want may not violate the guidelines, but that particular merchant may refuse to do it. In that case, accept the merchant&#039;s answer and offer another idea&lt;br /&gt;
-- or ask the merchant for ideas.&lt;br /&gt;
&lt;br /&gt;
==Some Helpful Hints==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a magical realm where thousands of real people come to experience the power of fantasy and friendship. Creating your character is much more&lt;br /&gt;
than coming up with a name and rolling up their stats in the character manager. To fully enjoy the magic you will want to roleplay your character. When&lt;br /&gt;
you are ready to create a character, give them a background. Where did they come from? What was their childhood like? What are their likes and dislikes?&lt;br /&gt;
What are their interests? Imagine what a &amp;quot;snapshot&amp;quot; of your character would look like, and then write out a description. When you get an opportunity for&lt;br /&gt;
an alteration keep that &amp;quot;snapshot&amp;quot; in mind. When you&#039;re feeling creative, design some ideas and put them on a wish list so you&#039;re prepared. &lt;br /&gt;
&lt;br /&gt;
Design your items so they coordinate with each other and give the overall feeling you want rather than being the exact same description with only a noun&lt;br /&gt;
change. Remember that less is sometimes more. A character with a few nice items that can be easily seen is much better than a character with hundreds of&lt;br /&gt;
items that are all identical. Using the hints and guidelines above should help you have a pleasant and fun merchant experience. Good luck!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Merchant]]&lt;br /&gt;
* [[Alter]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/merchantguide.asp Merchant Guide] on play.net&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86273</id>
		<title>Merchant Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86273"/>
		<updated>2017-01-14T00:55:00Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What Is A Merchant?==&lt;br /&gt;
&lt;br /&gt;
There are a couple different types of merchants in GemStone IV.&lt;br /&gt;
&lt;br /&gt;
The most common is the permanent, also known as NPC (Non-Player Character), [[merchant]] that you will find in the shops about most towns. Most of these permanent/NPC&lt;br /&gt;
merchants work using the ORDER system. To purchase something from them click on the counter and select ORDER from the menu (or if you&#039;re in command mode,&lt;br /&gt;
type ORDER), and follow the directions from there.&lt;br /&gt;
&lt;br /&gt;
The second type of merchant is the traveling merchant. A traveling merchant generally sets up a tent or wagon and waits for customers to find them. This&lt;br /&gt;
type of merchant may have items for sale and/or offer a service, such as alterations, lightening, deepening or enchanting. Several times throughout the&lt;br /&gt;
year traveling merchants group together in large numbers and this is called a festival. Normally festivals consist not only of dozens of traveling merchants,&lt;br /&gt;
but also include games, attractions, contests and much, much more!&lt;br /&gt;
&lt;br /&gt;
==How Do I Buy That?==&lt;br /&gt;
&lt;br /&gt;
The commands you type in order to purchase something are different depending on the type of merchant you visit. When you visit a permanent (NPC) merchant,&lt;br /&gt;
there will be a counter or some other object in the room that you can click on. When you click on it, select ORDER from the pop-up menu. (Or, if you&#039;re&lt;br /&gt;
in command mode, type ORDER when you are inside the shop.) A menu will appear with directions on how to purchase the various items the merchant provides.&lt;br /&gt;
&lt;br /&gt;
Purchasing items from traveling merchants is very different. Normally these merchants set up tables, chests, baskets and other various containers to display&lt;br /&gt;
their wares. &lt;br /&gt;
&lt;br /&gt;
Click on a container that is in the room. A pop-up menu will appear giving you the option to LOOK ON (or) IN (or) BEHIND (or) UNDER the container. For&lt;br /&gt;
example, if I click on the cloak rack and select LOOK ON the game will show the items on the rack like so: &lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
Click on the item you are interested in, then click on GET in the pop-up menu. You will then see something that looks like this:&lt;br /&gt;
&lt;br /&gt;
A sales clerk steps over to you and says, &amp;quot;Ah, a fine choice madam. The wool cloak sells for 5000 silvers. You can BUY the wool cloak if you like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To purchase the cloak, click on BUY.&lt;br /&gt;
&lt;br /&gt;
==Command Entry Users==&lt;br /&gt;
&lt;br /&gt;
To see what is in a container, type LOOK IN (or) ON &amp;lt;container name&amp;gt;. For example, if there is a cloak rack in the room, you would type LOOK ON RACK and&lt;br /&gt;
the game would list the rack&#039;s contents for you like so:&lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
How do you buy the silver-trim blue wool cloak instead of the green wool cloak? The first step is to see which position on the rack the cloak is listed&lt;br /&gt;
in, in relation to all other cloaks on the rack. The silver-trim blue wool cloak is the fourth one on the rack, so you would type GET FOURTH CLOAK. This&lt;br /&gt;
will give you the price. If you decide to purchase the silver-trim blue wool cloak, you would then type BUY FOURTH CLOAK. Be sure to specify the number,&lt;br /&gt;
if you just type BUY CLOAK you will end up with the soft ivory cotton cloak instead!&lt;br /&gt;
&lt;br /&gt;
Things get a little tricky when there is a cloak rack, plus a trunk also full of cloaks! In order to specify you want the silver-trim blue wool cloak,&lt;br /&gt;
you would need to make sure you told the game you wanted the fourth cloak on the cloak rack, not the fourth cloak in the trunk! To do that, you would type&lt;br /&gt;
GET FOURTH CLOAK ON RACK. &lt;br /&gt;
&lt;br /&gt;
If you see other folks buying something and you don&#039;t see where it is, try looking on, in, under, and behind everything. You should also look for a second&lt;br /&gt;
shelf or rack or hook. Some merchants are sly!&lt;br /&gt;
&lt;br /&gt;
==What Is An Alteration?==&lt;br /&gt;
&lt;br /&gt;
When a traveling merchant offers to alter your item, what does that mean? Here are some definitions that might help.&lt;br /&gt;
&lt;br /&gt;
* Alteration: Term used to define when a merchant will change the description of an item. [[Weapon]] types  may only be changed to acceptable similar weapon types and [[armor]]  may only be changed to similar armor types. Rare metals will not be included in the description, unless the adventurer has a suitable amount on hand for use. Descriptions must be in genre and acceptable to the merchant.&lt;br /&gt;
&lt;br /&gt;
* Lightening: Simply taking an item and reducing its encumbrance by a small percentage. For example, a backpack with an encumbrance of 18 pounds might be reduced to 15 pounds. &lt;br /&gt;
&lt;br /&gt;
* Deepening: Increasing the carrying capacity of a pocketed item.&lt;br /&gt;
&lt;br /&gt;
* Enchanting: A merchant or a player with the skills to do so can enchant any weapon, armor or shield item. Enchanting adds a &#039;plus&#039;, usually in increments of +5 to the item. This plus adds to your attack strength when you are hunting monsters. Enchantment to a shield or armor gives the wearer added protection.&lt;br /&gt;
&lt;br /&gt;
* Padding: Generally put into armor to increase its ability to effectively reduce damage done to the wearer during battle. Padding is very rare and hard to come by.&lt;br /&gt;
&lt;br /&gt;
==Alteration Tips==&lt;br /&gt;
&lt;br /&gt;
A merchant has decided to do an alteration for you! Now what?&lt;br /&gt;
&lt;br /&gt;
An alteration allows you to customize one of your items. This is an opportunity for you to adorn some of your belongings to fit your character&#039;s persona&lt;br /&gt;
or create a roleplaying tool. &lt;br /&gt;
&lt;br /&gt;
Being prepared is a big key to having a good experience at merchant event. Do you have an idea in mind for the item you would like worked on? Have you&lt;br /&gt;
pictured it in your mind&#039;s eye? You can leave the design up to the merchant, but you will have less say in how it turns out! It&#039;s always better to have&lt;br /&gt;
an idea or two for them to work with.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the signs posted at the merchant you are attending so that you understand what kind of work they do. Merchants who are enchanting weapons&lt;br /&gt;
usually won&#039;t change your item&#039;s appearance. An alteration merchant can do several things to your items. They can add or change the color, add an adornment,&lt;br /&gt;
or change the style.&lt;br /&gt;
&lt;br /&gt;
==Basic Item Information==&lt;br /&gt;
&lt;br /&gt;
All items have a &amp;quot;base&amp;quot; description. The base description is also called a &amp;quot;tap description&amp;quot; and it is what everyone sees when you move the item in and&lt;br /&gt;
out of your backpack etc. It is called a &amp;quot;tap description&amp;quot; because when you tap your item, you will see a shortened version of what the item looks like.&lt;br /&gt;
The base description is limited in the total number of spaces used. The number of spaces allowed is commonly referred to as the 15/15/15 rule. The base&lt;br /&gt;
description is broken up into three sections: article, adjective, and noun. Each of those sections can be no longer than 15 spaces. Example: &amp;quot;a,red,cloak&amp;quot;&lt;br /&gt;
would be 1/3/5. Another example would be: &amp;quot;a pearl-hilted,vultite,longsword&amp;quot;, which amounts to 14,7,9. Spaces between letters count as part of the 15 allowed&lt;br /&gt;
per section, also the commas count as a space. The last 15 is reserved for the noun only. Example: a opal-clasped,spidersilk,traveling cloak&amp;quot; would not&lt;br /&gt;
work even though it fits 15/15/15 spaces. The reason why is because the noun is what you type when you want to get your item. If the noun was &amp;quot;traveling&lt;br /&gt;
cloak&amp;quot; you would have to type WEAR MY TRAVELING every time you wanted to wear your cloak. &lt;br /&gt;
&lt;br /&gt;
==Customizing Options==&lt;br /&gt;
&lt;br /&gt;
You have two options when customizing your items. You can opt for a SHOW description or a LONG description. &lt;br /&gt;
&lt;br /&gt;
An item with a SHOW description has a regular base description as decribed above, but when you LOOK at your item or SHOW your item to someone, they will&lt;br /&gt;
see a much longer, very detailed description of your item. This is a perfect option to use if you want to add a lot of detail to your item. An example&lt;br /&gt;
of a show description is: &lt;br /&gt;
&lt;br /&gt;
You are wearing some side-laced black leather pants. &lt;br /&gt;
&lt;br /&gt;
Now, when you type LOOK AT MY PANTS or click on your pants and select LOOK AT you will see: &lt;br /&gt;
&lt;br /&gt;
Thick black cords lace these leather pants up the outside of each leg, revealing only a small amount of the wearer&#039;s skin. The side lacing helps procure&lt;br /&gt;
a tight, figure enhancing fit without hindering flexibility and movement. The low slung waistline has been carefully tailored to hide several small pockets&lt;br /&gt;
for stashing gems and other tiny items.&lt;br /&gt;
&lt;br /&gt;
A LONG description is different in that you don&#039;t have to look at or show your item in order to see the special details. For example, if I wanted less&lt;br /&gt;
detailed information about my leather pants, I would use a LONG description. So when someone looked at me, they would see:&lt;br /&gt;
&lt;br /&gt;
She is wearing some ebon leather pants laced up each side with thick black cords.&lt;br /&gt;
&lt;br /&gt;
An item cannot have both a long description and a show description.&lt;br /&gt;
&lt;br /&gt;
==Alteration Guidelines==&lt;br /&gt;
&lt;br /&gt;
OK, you understand the two types of alterations. Now here&#039;s the bad part: the rules.&lt;br /&gt;
&lt;br /&gt;
==Scripted Items==&lt;br /&gt;
A scripted item is an item that does something unusual when you activate it. For example, I have a normal rucksack. If I type PULL MY RUCKSACK I get a&lt;br /&gt;
message to the tune of &amp;quot;I&#039;m afraid that you can&#039;t pull that.&amp;quot; Now if my rucksack was scripted, it might do something cool when I pulled it like: &amp;quot;You pull&lt;br /&gt;
your rucksack closed and carefully latch the buckle.&amp;quot; Many scripted items can be altered, so feel free to ask a merchant if it&#039;s possible. If they say&lt;br /&gt;
no, it&#039;s not because they don&#039;t want to work for you, but because items that are scripted sometimes can break if they are altered. Many scripted items&lt;br /&gt;
that are allowed to be altered are listed in a special database. When you ANALYZE your item, it will tell you whether or not it is allowed to be altered.&lt;br /&gt;
&lt;br /&gt;
==Risque Items==&lt;br /&gt;
Sexy clothing is perfectly acceptable, but something truly offensive will not be permitted. Items like &amp;quot;a low-cut bodice&amp;quot; and &amp;quot;some fitted leather pants&amp;quot;&lt;br /&gt;
would be fine. Extremely risque lingerie and sex toys are not allowed. Also, keep in mind what the item looks like when it&#039;s NOT being worn. If you have&lt;br /&gt;
something altered to look like &amp;quot;a stunning red evening gown cut to reveal the soft skin beneath&amp;quot; looks very nice when you&#039;re wearing it, but extremely&lt;br /&gt;
disturbing when lying on the ground. &lt;br /&gt;
&lt;br /&gt;
==Mythical Creature Parts==&lt;br /&gt;
It&#039;s within the rules to make something shaped like a dragon, demon or unicorn - but you can not have an item made with parts from any of these creatures.&lt;br /&gt;
So, a unicorn figurine or dragon-shaped helm would be fine, but a set of dragon-scale armor or a unicorn horn sword would not be allowed.&lt;br /&gt;
&lt;br /&gt;
==Lettering on Items==&lt;br /&gt;
It&#039;s ok to have words and lettering in a SHOW description, but normally it&#039;s not acceptable in a LONG description. For example, &amp;quot;a silver broadsword&amp;quot; can&lt;br /&gt;
have a SHOW description of: Engraved on the hilt of this broadsword are the words, &amp;quot;Long Live the King.&amp;quot; But it&#039;s NOT ok to have a broadsword with a long&lt;br /&gt;
description of &amp;quot;a silver broadsword with &amp;quot;Long Live the King&amp;quot; engraved on the hilt.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Player Names on Items==&lt;br /&gt;
If the item in question is a gift, putting a player name is perfectly fine. An example of this would be a ring engraved with &amp;quot;To Valeria, love, Dagmar.&amp;quot;&lt;br /&gt;
But a player might get seriously offended if you made a shield with a SHOW description of &amp;quot;This shield depicts the image of Dagmar&#039;s severed head.&amp;quot; Therefore,&lt;br /&gt;
unless the item is obviously a gift or in otherwise good taste, player names are not allowed on items.&lt;br /&gt;
&lt;br /&gt;
==Active Adjectives==&lt;br /&gt;
Items don&#039;t glow, pulsate, vibrate, shake, rattle, squirm, giggle or emanate unless there&#039;s a really good reason for such based in the item&#039;s actual qualities.&lt;br /&gt;
For example, a gem-encrusted item might shimmer or scintillate, but for it to glow, it would need some kind of inner light of its own. This also means&lt;br /&gt;
you cannot have items like &amp;quot;a deathly black cloak that seems to have a life of its own&amp;quot; or &amp;quot;a vibrating black broadsword.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Items That Tell People What They Think==&lt;br /&gt;
Do not put words in your item descriptions that tell other players what they are thinking of feeling. For example, &amp;quot;a mysterious black broadsword that&lt;br /&gt;
makes you cringe in fear.&amp;quot; People like to come up with their own reactions to things, not be forced in to certain actions that don&#039;t go along with how&lt;br /&gt;
they roleplay their character.&lt;br /&gt;
&lt;br /&gt;
==Out-Of-Genre Items==&lt;br /&gt;
We will not create items that do not fit within our medieval fantasy genre. Examples of out-of-genre (OOG) items are guns, tuxedos, bowler hats, aluminum&lt;br /&gt;
items, plastic items, etc. &lt;br /&gt;
&lt;br /&gt;
==Essence of Your Item==&lt;br /&gt;
Do not change the basic essence of your item. This means, you can&#039;t change your skirt in to a cloak, or your falchion to an axe, or armor to a gown. Your&lt;br /&gt;
item has to basically remain the same type of item. So long as your item stays basically the same (ie: pants can be trousers, cloaks can be capes, etc)&lt;br /&gt;
it is acceptable to change the noun.&lt;br /&gt;
&lt;br /&gt;
==Racial Items==&lt;br /&gt;
Items with racial names are acceptable so long as they make sense. For example, an elven bow or a dwarven axe would be fine. Dark elf socks don&#039;t make&lt;br /&gt;
much sense though, and would probably be rejected.&lt;br /&gt;
&lt;br /&gt;
==Magical Metals==&lt;br /&gt;
The material of a weapon, armor or shield cannot be changed to another magical material. This would leave the properties of the weapon not matching its&lt;br /&gt;
outward appearance. Small bits of such metals added to the item are acceptable, such as &amp;quot;a mithril-banded shield&amp;quot; or &amp;quot;an ora-hilted sword&amp;quot;. Rare metal&lt;br /&gt;
should not be asked for unless you can provide it in sufficient quantities to the merchant.&lt;br /&gt;
&lt;br /&gt;
==Bloodstained Items==&lt;br /&gt;
Bloodstains are ok on items, so long as they make sense. Blood can stain clothes, but it would wipe off of metal easily - so it&#039;s ok to have bloodstained&lt;br /&gt;
robes, but a bloodstained sword would not be acceptable.&lt;br /&gt;
&lt;br /&gt;
==Etiquette at a Merchant Event==&lt;br /&gt;
&lt;br /&gt;
Be courteous when entering a merchant&#039;s shop. Look around for signs, notices, and placards to familiarize yourself with the rules or requests of the merchant.&lt;br /&gt;
Whisper any questions you may have to another adventurer in the room. It is impolite to cause everyone&#039;s screen to scroll by repetitive remarks or actions&lt;br /&gt;
and it disrupts the flow of conversation, work, or storytelling. Unless you are specifically asked to whisper to a merchant, please don&#039;t. Merchants are&lt;br /&gt;
usually multi-tasking and can&#039;t always see your questions. If you are disruptive, you may be warned or asked to leave by the merchant.&lt;br /&gt;
&lt;br /&gt;
If the merchant is performing a service, he or she can only do so for a limited number of people. Merchants use many methods to choose their customers.&lt;br /&gt;
Some use the room order method. This means that whoever arrived first in a room it first in line. Whoever arrived second after that person is second, and&lt;br /&gt;
so on. Other merchants use the spinner method. These merchants will usually have an item called a spinner which will randomly select one person in the&lt;br /&gt;
room. Another method used by merchants is the list method. A list will be posted in the merchant&#039;s tent, and when they decide to open the list you will&lt;br /&gt;
need to type JOIN LIST. If you join the list in time, you will get work done by the merchant! Morphing lists make things a little more difficult. These&lt;br /&gt;
are lists that change their noun every time someone joins. For example, if one person joins the list, it will turn in to a roster. So if you wanted to&lt;br /&gt;
join, now you would have to type JOIN ROSTER. Once the next person joins, it changes again. &lt;br /&gt;
&lt;br /&gt;
GameMasters choose a background and personality for each of their merchants. Some will work only on items from their own shops or and others will work&lt;br /&gt;
on only certain types of items. While the merchant must follow the alteration guidelines, they may also be roleplaying a character that does not like fluffy&lt;br /&gt;
things or perhaps sharp things. They may only do work that involves sewing and therefore cannot inset your armor with mithril spikes. The alteration you&lt;br /&gt;
want may not violate the guidelines, but that particular merchant may refuse to do it. In that case, accept the merchant&#039;s answer and offer another idea&lt;br /&gt;
-- or ask the merchant for ideas.&lt;br /&gt;
&lt;br /&gt;
==Some Helpful Hints==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a magical realm where thousands of real people come to experience the power of fantasy and friendship. Creating your character is much more&lt;br /&gt;
than coming up with a name and rolling up their stats in the character manager. To fully enjoy the magic you will want to roleplay your character. When&lt;br /&gt;
you are ready to create a character, give them a background. Where did they come from? What was their childhood like? What are their likes and dislikes?&lt;br /&gt;
What are their interests? Imagine what a &amp;quot;snapshot&amp;quot; of your character would look like, and then write out a description. When you get an opportunity for&lt;br /&gt;
an alteration keep that &amp;quot;snapshot&amp;quot; in mind. When you&#039;re feeling creative, design some ideas and put them on a wish list so you&#039;re prepared. &lt;br /&gt;
&lt;br /&gt;
Design your items so they coordinate with each other and give the overall feeling you want rather than being the exact same description with only a noun&lt;br /&gt;
change. Remember that less is sometimes more. A character with a few nice items that can be easily seen is much better than a character with hundreds of&lt;br /&gt;
items that are all identical. Using the hints and guidelines above should help you have a pleasant and fun merchant experience. Good luck!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Merchant]]&lt;br /&gt;
* [[Alter]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/merchantguide.asp Merchant Guide] on play.net&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86272</id>
		<title>Merchant Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86272"/>
		<updated>2017-01-14T00:51:05Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What Is A Merchant?==&lt;br /&gt;
&lt;br /&gt;
There are a couple different types of merchants in GemStone IV.&lt;br /&gt;
&lt;br /&gt;
The most common is the permanent, also known as NPC (Non-Player Character), [[merchant]] that you will find in the shops about most towns. Most of these permanent/NPC&lt;br /&gt;
merchants work using the ORDER system. To purchase something from them click on the counter and select ORDER from the menu (or if you&#039;re in command mode,&lt;br /&gt;
type ORDER), and follow the directions from there.&lt;br /&gt;
&lt;br /&gt;
The second type of merchant is the traveling merchant. A traveling merchant generally sets up a tent or wagon and waits for customers to find them. This&lt;br /&gt;
type of merchant may have items for sale and/or offer a service, such as alterations, lightening, deepening or enchanting. Several times throughout the&lt;br /&gt;
year traveling merchants group together in large numbers and this is called a festival. Normally festivals consist not only of dozens of traveling merchants,&lt;br /&gt;
but also include games, attractions, contests and much, much more!&lt;br /&gt;
&lt;br /&gt;
==How Do I Buy That?==&lt;br /&gt;
&lt;br /&gt;
The commands you type in order to purchase something are different depending on the type of merchant you visit. When you visit a permanent (NPC) merchant,&lt;br /&gt;
there will be a counter or some other object in the room that you can click on. When you click on it, select ORDER from the pop-up menu. (Or, if you&#039;re&lt;br /&gt;
in command mode, type ORDER when you are inside the shop.) A menu will appear with directions on how to purchase the various items the merchant provides.&lt;br /&gt;
&lt;br /&gt;
Purchasing items from traveling merchants is very different. Normally these merchants set up tables, chests, baskets and other various containers to display&lt;br /&gt;
their wares. &lt;br /&gt;
&lt;br /&gt;
Click on a container that is in the room. A pop-up menu will appear giving you the option to LOOK ON (or) IN (or) BEHIND (or) UNDER the container. For&lt;br /&gt;
example, if I click on the cloak rack and select LOOK ON the game will show the items on the rack like so: &lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
Click on the item you are interested in, then click on GET in the pop-up menu. You will then see something that looks like this:&lt;br /&gt;
&lt;br /&gt;
A sales clerk steps over to you and says, &amp;quot;Ah, a fine choice madam. The wool cloak sells for 5000 silvers. You can BUY the wool cloak if you like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To purchase the cloak, click on BUY.&lt;br /&gt;
&lt;br /&gt;
==Command Entry Users==&lt;br /&gt;
&lt;br /&gt;
To see what is in a container, type LOOK IN (or) ON &amp;lt;container name&amp;gt;. For example, if there is a cloak rack in the room, you would type LOOK ON RACK and&lt;br /&gt;
the game would list the rack&#039;s contents for you like so:&lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
How do you buy the silver-trim blue wool cloak instead of the green wool cloak? The first step is to see which position on the rack the cloak is listed&lt;br /&gt;
in, in relation to all other cloaks on the rack. The silver-trim blue wool cloak is the fourth one on the rack, so you would type GET FOURTH CLOAK. This&lt;br /&gt;
will give you the price. If you decide to purchase the silver-trim blue wool cloak, you would then type BUY FOURTH CLOAK. Be sure to specify the number,&lt;br /&gt;
if you just type BUY CLOAK you will end up with the soft ivory cotton cloak instead!&lt;br /&gt;
&lt;br /&gt;
Things get a little tricky when there is a cloak rack, plus a trunk also full of cloaks! In order to specify you want the silver-trim blue wool cloak,&lt;br /&gt;
you would need to make sure you told the game you wanted the fourth cloak on the cloak rack, not the fourth cloak in the trunk! To do that, you would type&lt;br /&gt;
GET FOURTH CLOAK ON RACK. &lt;br /&gt;
&lt;br /&gt;
If you see other folks buying something and you don&#039;t see where it is, try looking on, in, under, and behind everything. You should also look for a second&lt;br /&gt;
shelf or rack or hook. Some merchants are sly!&lt;br /&gt;
&lt;br /&gt;
==What Is An Alteration?==&lt;br /&gt;
&lt;br /&gt;
When a traveling merchant offers to alter your item, what does that mean? Here are some definitions that might help.&lt;br /&gt;
&lt;br /&gt;
* Alteration&lt;br /&gt;
Term used to define when a merchant will change the description of an item. [[Weapon]] types&lt;br /&gt;
 may only be changed to acceptable similar weapon types and [[armor]]&lt;br /&gt;
 may only be changed to similar armor types. Rare metals will not be included in the description, unless the adventurer has a suitable amount on hand for use. Descriptions must be in genre and acceptable to the merchant.&lt;br /&gt;
&lt;br /&gt;
* Lightening&lt;br /&gt;
Simply taking an item and reducing its encumbrance by a small percentage. For example, a backpack with an encumbrance of 18 pounds might be reduced to&lt;br /&gt;
15 pounds. &lt;br /&gt;
&lt;br /&gt;
* Deepening&lt;br /&gt;
Increasing the carrying capacity of a pocketed item.&lt;br /&gt;
&lt;br /&gt;
* Enchanting&lt;br /&gt;
A merchant or a player with the skills to do so can enchant any weapon, armor or shield item. Enchanting adds a &#039;plus&#039;, usually in increments of +5 to&lt;br /&gt;
the item. This plus adds to your attack strength when you are hunting monsters. Enchantment to a shield or armor gives the wearer added protection.&lt;br /&gt;
&lt;br /&gt;
* Padding&lt;br /&gt;
Generally put into armor to increase its ability to effectively reduce damage done to the wearer during battle. Padding is very rare and hard to come by.&lt;br /&gt;
&lt;br /&gt;
==Alteration Tips==&lt;br /&gt;
&lt;br /&gt;
A merchant has decided to do an alteration for you! Now what?&lt;br /&gt;
&lt;br /&gt;
An alteration allows you to customize one of your items. This is an opportunity for you to adorn some of your belongings to fit your character&#039;s persona&lt;br /&gt;
or create a roleplaying tool. &lt;br /&gt;
&lt;br /&gt;
Being prepared is a big key to having a good experience at merchant event. Do you have an idea in mind for the item you would like worked on? Have you&lt;br /&gt;
pictured it in your mind&#039;s eye? You can leave the design up to the merchant, but you will have less say in how it turns out! It&#039;s always better to have&lt;br /&gt;
an idea or two for them to work with.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the signs posted at the merchant you are attending so that you understand what kind of work they do. Merchants who are enchanting weapons&lt;br /&gt;
usually won&#039;t change your item&#039;s appearance. An alteration merchant can do several things to your items. They can add or change the color, add an adornment,&lt;br /&gt;
or change the style.&lt;br /&gt;
&lt;br /&gt;
==Basic Item Information==&lt;br /&gt;
&lt;br /&gt;
All items have a &amp;quot;base&amp;quot; description. The base description is also called a &amp;quot;tap description&amp;quot; and it is what everyone sees when you move the item in and&lt;br /&gt;
out of your backpack etc. It is called a &amp;quot;tap description&amp;quot; because when you tap your item, you will see a shortened version of what the item looks like.&lt;br /&gt;
The base description is limited in the total number of spaces used. The number of spaces allowed is commonly referred to as the 15/15/15 rule. The base&lt;br /&gt;
description is broken up into three sections: article, adjective, and noun. Each of those sections can be no longer than 15 spaces. Example: &amp;quot;a,red,cloak&amp;quot;&lt;br /&gt;
would be 1/3/5. Another example would be: &amp;quot;a pearl-hilted,vultite,longsword&amp;quot;, which amounts to 14,7,9. Spaces between letters count as part of the 15 allowed&lt;br /&gt;
per section, also the commas count as a space. The last 15 is reserved for the noun only. Example: a opal-clasped,spidersilk,traveling cloak&amp;quot; would not&lt;br /&gt;
work even though it fits 15/15/15 spaces. The reason why is because the noun is what you type when you want to get your item. If the noun was &amp;quot;traveling&lt;br /&gt;
cloak&amp;quot; you would have to type WEAR MY TRAVELING every time you wanted to wear your cloak. &lt;br /&gt;
&lt;br /&gt;
==Customizing Options==&lt;br /&gt;
&lt;br /&gt;
You have two options when customizing your items. You can opt for a SHOW description or a LONG description. &lt;br /&gt;
&lt;br /&gt;
An item with a SHOW description has a regular base description as decribed above, but when you LOOK at your item or SHOW your item to someone, they will&lt;br /&gt;
see a much longer, very detailed description of your item. This is a perfect option to use if you want to add a lot of detail to your item. An example&lt;br /&gt;
of a show description is: &lt;br /&gt;
&lt;br /&gt;
You are wearing some side-laced black leather pants. &lt;br /&gt;
&lt;br /&gt;
Now, when you type LOOK AT MY PANTS or click on your pants and select LOOK AT you will see: &lt;br /&gt;
&lt;br /&gt;
Thick black cords lace these leather pants up the outside of each leg, revealing only a small amount of the wearer&#039;s skin. The side lacing helps procure&lt;br /&gt;
a tight, figure enhancing fit without hindering flexibility and movement. The low slung waistline has been carefully tailored to hide several small pockets&lt;br /&gt;
for stashing gems and other tiny items.&lt;br /&gt;
&lt;br /&gt;
A LONG description is different in that you don&#039;t have to look at or show your item in order to see the special details. For example, if I wanted less&lt;br /&gt;
detailed information about my leather pants, I would use a LONG description. So when someone looked at me, they would see:&lt;br /&gt;
&lt;br /&gt;
She is wearing some ebon leather pants laced up each side with thick black cords.&lt;br /&gt;
&lt;br /&gt;
An item cannot have both a long description and a show description.&lt;br /&gt;
&lt;br /&gt;
==Alteration Guidelines==&lt;br /&gt;
&lt;br /&gt;
OK, you understand the two types of alterations. Now here&#039;s the bad part: the rules.&lt;br /&gt;
&lt;br /&gt;
==Scripted Items==&lt;br /&gt;
A scripted item is an item that does something unusual when you activate it. For example, I have a normal rucksack. If I type PULL MY RUCKSACK I get a&lt;br /&gt;
message to the tune of &amp;quot;I&#039;m afraid that you can&#039;t pull that.&amp;quot; Now if my rucksack was scripted, it might do something cool when I pulled it like: &amp;quot;You pull&lt;br /&gt;
your rucksack closed and carefully latch the buckle.&amp;quot; Many scripted items can be altered, so feel free to ask a merchant if it&#039;s possible. If they say&lt;br /&gt;
no, it&#039;s not because they don&#039;t want to work for you, but because items that are scripted sometimes can break if they are altered. Many scripted items&lt;br /&gt;
that are allowed to be altered are listed in a special database. When you ANALYZE your item, it will tell you whether or not it is allowed to be altered.&lt;br /&gt;
&lt;br /&gt;
==Risque Items==&lt;br /&gt;
Sexy clothing is perfectly acceptable, but something truly offensive will not be permitted. Items like &amp;quot;a low-cut bodice&amp;quot; and &amp;quot;some fitted leather pants&amp;quot;&lt;br /&gt;
would be fine. Extremely risque lingerie and sex toys are not allowed. Also, keep in mind what the item looks like when it&#039;s NOT being worn. If you have&lt;br /&gt;
something altered to look like &amp;quot;a stunning red evening gown cut to reveal the soft skin beneath&amp;quot; looks very nice when you&#039;re wearing it, but extremely&lt;br /&gt;
disturbing when lying on the ground. &lt;br /&gt;
&lt;br /&gt;
==Mythical Creature Parts==&lt;br /&gt;
It&#039;s within the rules to make something shaped like a dragon, demon or unicorn - but you can not have an item made with parts from any of these creatures.&lt;br /&gt;
So, a unicorn figurine or dragon-shaped helm would be fine, but a set of dragon-scale armor or a unicorn horn sword would not be allowed.&lt;br /&gt;
&lt;br /&gt;
==Lettering on Items==&lt;br /&gt;
It&#039;s ok to have words and lettering in a SHOW description, but normally it&#039;s not acceptable in a LONG description. For example, &amp;quot;a silver broadsword&amp;quot; can&lt;br /&gt;
have a SHOW description of: Engraved on the hilt of this broadsword are the words, &amp;quot;Long Live the King.&amp;quot; But it&#039;s NOT ok to have a broadsword with a long&lt;br /&gt;
description of &amp;quot;a silver broadsword with &amp;quot;Long Live the King&amp;quot; engraved on the hilt.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Player Names on Items==&lt;br /&gt;
If the item in question is a gift, putting a player name is perfectly fine. An example of this would be a ring engraved with &amp;quot;To Valeria, love, Dagmar.&amp;quot;&lt;br /&gt;
But a player might get seriously offended if you made a shield with a SHOW description of &amp;quot;This shield depicts the image of Dagmar&#039;s severed head.&amp;quot; Therefore,&lt;br /&gt;
unless the item is obviously a gift or in otherwise good taste, player names are not allowed on items.&lt;br /&gt;
&lt;br /&gt;
==Active Adjectives==&lt;br /&gt;
Items don&#039;t glow, pulsate, vibrate, shake, rattle, squirm, giggle or emanate unless there&#039;s a really good reason for such based in the item&#039;s actual qualities.&lt;br /&gt;
For example, a gem-encrusted item might shimmer or scintillate, but for it to glow, it would need some kind of inner light of its own. This also means&lt;br /&gt;
you cannot have items like &amp;quot;a deathly black cloak that seems to have a life of its own&amp;quot; or &amp;quot;a vibrating black broadsword.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Items That Tell People What They Think==&lt;br /&gt;
Do not put words in your item descriptions that tell other players what they are thinking of feeling. For example, &amp;quot;a mysterious black broadsword that&lt;br /&gt;
makes you cringe in fear.&amp;quot; People like to come up with their own reactions to things, not be forced in to certain actions that don&#039;t go along with how&lt;br /&gt;
they roleplay their character.&lt;br /&gt;
&lt;br /&gt;
==Out-Of-Genre Items==&lt;br /&gt;
We will not create items that do not fit within our medieval fantasy genre. Examples of out-of-genre (OOG) items are guns, tuxedos, bowler hats, aluminum&lt;br /&gt;
items, plastic items, etc. &lt;br /&gt;
&lt;br /&gt;
==Essence of Your Item==&lt;br /&gt;
Do not change the basic essence of your item. This means, you can&#039;t change your skirt in to a cloak, or your falchion to an axe, or armor to a gown. Your&lt;br /&gt;
item has to basically remain the same type of item. So long as your item stays basically the same (ie: pants can be trousers, cloaks can be capes, etc)&lt;br /&gt;
it is acceptable to change the noun.&lt;br /&gt;
&lt;br /&gt;
==Racial Items==&lt;br /&gt;
Items with racial names are acceptable so long as they make sense. For example, an elven bow or a dwarven axe would be fine. Dark elf socks don&#039;t make&lt;br /&gt;
much sense though, and would probably be rejected.&lt;br /&gt;
&lt;br /&gt;
==Magical Metals==&lt;br /&gt;
The material of a weapon, armor or shield cannot be changed to another magical material. This would leave the properties of the weapon not matching its&lt;br /&gt;
outward appearance. Small bits of such metals added to the item are acceptable, such as &amp;quot;a mithril-banded shield&amp;quot; or &amp;quot;an ora-hilted sword&amp;quot;. Rare metal&lt;br /&gt;
should not be asked for unless you can provide it in sufficient quantities to the merchant.&lt;br /&gt;
&lt;br /&gt;
==Bloodstained Items==&lt;br /&gt;
Bloodstains are ok on items, so long as they make sense. Blood can stain clothes, but it would wipe off of metal easily - so it&#039;s ok to have bloodstained&lt;br /&gt;
robes, but a bloodstained sword would not be acceptable.&lt;br /&gt;
&lt;br /&gt;
==Etiquette at a Merchant Event==&lt;br /&gt;
&lt;br /&gt;
Be courteous when entering a merchant&#039;s shop. Look around for signs, notices, and placards to familiarize yourself with the rules or requests of the merchant.&lt;br /&gt;
Whisper any questions you may have to another adventurer in the room. It is impolite to cause everyone&#039;s screen to scroll by repetitive remarks or actions&lt;br /&gt;
and it disrupts the flow of conversation, work, or storytelling. Unless you are specifically asked to whisper to a merchant, please don&#039;t. Merchants are&lt;br /&gt;
usually multi-tasking and can&#039;t always see your questions. If you are disruptive, you may be warned or asked to leave by the merchant.&lt;br /&gt;
&lt;br /&gt;
If the merchant is performing a service, he or she can only do so for a limited number of people. Merchants use many methods to choose their customers.&lt;br /&gt;
Some use the room order method. This means that whoever arrived first in a room it first in line. Whoever arrived second after that person is second, and&lt;br /&gt;
so on. Other merchants use the spinner method. These merchants will usually have an item called a spinner which will randomly select one person in the&lt;br /&gt;
room. Another method used by merchants is the list method. A list will be posted in the merchant&#039;s tent, and when they decide to open the list you will&lt;br /&gt;
need to type JOIN LIST. If you join the list in time, you will get work done by the merchant! Morphing lists make things a little more difficult. These&lt;br /&gt;
are lists that change their noun every time someone joins. For example, if one person joins the list, it will turn in to a roster. So if you wanted to&lt;br /&gt;
join, now you would have to type JOIN ROSTER. Once the next person joins, it changes again. &lt;br /&gt;
&lt;br /&gt;
GameMasters choose a background and personality for each of their merchants. Some will work only on items from their own shops or and others will work&lt;br /&gt;
on only certain types of items. While the merchant must follow the alteration guidelines, they may also be roleplaying a character that does not like fluffy&lt;br /&gt;
things or perhaps sharp things. They may only do work that involves sewing and therefore cannot inset your armor with mithril spikes. The alteration you&lt;br /&gt;
want may not violate the guidelines, but that particular merchant may refuse to do it. In that case, accept the merchant&#039;s answer and offer another idea&lt;br /&gt;
-- or ask the merchant for ideas.&lt;br /&gt;
&lt;br /&gt;
==Some Helpful Hints==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a magical realm where thousands of real people come to experience the power of fantasy and friendship. Creating your character is much more&lt;br /&gt;
than coming up with a name and rolling up their stats in the character manager. To fully enjoy the magic you will want to roleplay your character. When&lt;br /&gt;
you are ready to create a character, give them a background. Where did they come from? What was their childhood like? What are their likes and dislikes?&lt;br /&gt;
What are their interests? Imagine what a &amp;quot;snapshot&amp;quot; of your character would look like, and then write out a description. When you get an opportunity for&lt;br /&gt;
an alteration keep that &amp;quot;snapshot&amp;quot; in mind. When you&#039;re feeling creative, design some ideas and put them on a wish list so you&#039;re prepared. &lt;br /&gt;
&lt;br /&gt;
Design your items so they coordinate with each other and give the overall feeling you want rather than being the exact same description with only a noun&lt;br /&gt;
change. Remember that less is sometimes more. A character with a few nice items that can be easily seen is much better than a character with hundreds of&lt;br /&gt;
items that are all identical. Using the hints and guidelines above should help you have a pleasant and fun merchant experience. Good luck!&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Merchant]]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/merchantguide.asp Merchant Guide] on play.net&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86271</id>
		<title>Merchant Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86271"/>
		<updated>2017-01-14T00:44:57Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* What Is A Merchant? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What Is A Merchant?==&lt;br /&gt;
&lt;br /&gt;
There are a couple different types of merchants in GemStone IV.&lt;br /&gt;
&lt;br /&gt;
The most common is the permanent, also known as NPC (Non-Player Character), merchant that you will find in the shops about most towns. Most of these permanent/NPC&lt;br /&gt;
merchants work using the ORDER system. To purchase something from them click on the counter and select ORDER from the menu (or if you&#039;re in command mode,&lt;br /&gt;
type ORDER), and follow the directions from there.&lt;br /&gt;
&lt;br /&gt;
The second type of merchant is the traveling merchant. A traveling merchant generally sets up a tent or wagon and waits for customers to find them. This&lt;br /&gt;
type of merchant may have items for sale and/or offer a service, such as alterations, lightening, deepening or enchanting. Several times throughout the&lt;br /&gt;
year traveling merchants group together in large numbers and this is called a festival. Normally festivals consist not only of dozens of traveling merchants,&lt;br /&gt;
but also include games, attractions, contests and much, much more!&lt;br /&gt;
&lt;br /&gt;
==How Do I Buy That?==&lt;br /&gt;
&lt;br /&gt;
The commands you type in order to purchase something are different depending on the type of merchant you visit. When you visit a permanent (NPC) merchant,&lt;br /&gt;
there will be a counter or some other object in the room that you can click on. When you click on it, select ORDER from the pop-up menu. (Or, if you&#039;re&lt;br /&gt;
in command mode, type ORDER when you are inside the shop.) A menu will appear with directions on how to purchase the various items the merchant provides.&lt;br /&gt;
&lt;br /&gt;
Purchasing items from traveling merchants is very different. Normally these merchants set up tables, chests, baskets and other various containers to display&lt;br /&gt;
their wares. &lt;br /&gt;
&lt;br /&gt;
Click on a container that is in the room. A pop-up menu will appear giving you the option to LOOK ON (or) IN (or) BEHIND (or) UNDER the container. For&lt;br /&gt;
example, if I click on the cloak rack and select LOOK ON the game will show the items on the rack like so: &lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
Click on the item you are interested in, then click on GET in the pop-up menu. You will then see something that looks like this:&lt;br /&gt;
&lt;br /&gt;
A sales clerk steps over to you and says, &amp;quot;Ah, a fine choice madam. The wool cloak sells for 5000 silvers. You can BUY the wool cloak if you like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To purchase the cloak, click on BUY.&lt;br /&gt;
&lt;br /&gt;
==Command Entry Users==&lt;br /&gt;
&lt;br /&gt;
To see what is in a container, type LOOK IN (or) ON &amp;lt;container name&amp;gt;. For example, if there is a cloak rack in the room, you would type LOOK ON RACK and&lt;br /&gt;
the game would list the rack&#039;s contents for you like so:&lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
How do you buy the silver-trim blue wool cloak instead of the green wool cloak? The first step is to see which position on the rack the cloak is listed&lt;br /&gt;
in, in relation to all other cloaks on the rack. The silver-trim blue wool cloak is the fourth one on the rack, so you would type GET FOURTH CLOAK. This&lt;br /&gt;
will give you the price. If you decide to purchase the silver-trim blue wool cloak, you would then type BUY FOURTH CLOAK. Be sure to specify the number,&lt;br /&gt;
if you just type BUY CLOAK you will end up with the soft ivory cotton cloak instead!&lt;br /&gt;
&lt;br /&gt;
Things get a little tricky when there is a cloak rack, plus a trunk also full of cloaks! In order to specify you want the silver-trim blue wool cloak,&lt;br /&gt;
you would need to make sure you told the game you wanted the fourth cloak on the cloak rack, not the fourth cloak in the trunk! To do that, you would type&lt;br /&gt;
GET FOURTH CLOAK ON RACK. &lt;br /&gt;
&lt;br /&gt;
If you see other folks buying something and you don&#039;t see where it is, try looking on, in, under, and behind everything. You should also look for a second&lt;br /&gt;
shelf or rack or hook. Some merchants are sly!&lt;br /&gt;
&lt;br /&gt;
==What Is An Alteration?==&lt;br /&gt;
&lt;br /&gt;
When a traveling merchant offers to alter your item, what does that mean? Here are some definitions that might help.&lt;br /&gt;
&lt;br /&gt;
* Alteration&lt;br /&gt;
Term used to define when a merchant will change the description of an item. &lt;br /&gt;
Weapon types&lt;br /&gt;
 may only be changed to acceptable similar weapon types and &lt;br /&gt;
armor&lt;br /&gt;
 may only be changed to similar armor types. &lt;br /&gt;
Rare metals &lt;br /&gt;
will not be included in the description, unless the adventurer has a suitable amount on hand for use. Descriptions must be in genre and acceptable to the&lt;br /&gt;
merchant.&lt;br /&gt;
&lt;br /&gt;
* Lightening&lt;br /&gt;
Simply taking an item and reducing its encumbrance by a small percentage. For example, a backpack with an encumbrance of 18 pounds might be reduced to&lt;br /&gt;
15 pounds. &lt;br /&gt;
&lt;br /&gt;
* Deepening&lt;br /&gt;
Increasing the carrying capacity of a pocketed item.&lt;br /&gt;
&lt;br /&gt;
* Enchanting&lt;br /&gt;
A merchant or a player with the skills to do so can enchant any weapon, armor or shield item. Enchanting adds a &#039;plus&#039;, usually in increments of +5 to&lt;br /&gt;
the item. This plus adds to your attack strength when you are hunting monsters. Enchantment to a shield or armor gives the wearer added protection.&lt;br /&gt;
&lt;br /&gt;
* Padding&lt;br /&gt;
Generally put into armor to increase its ability to effectively reduce damage done to the wearer during battle. Padding is very rare and hard to come by.&lt;br /&gt;
&lt;br /&gt;
==Alteration Tips==&lt;br /&gt;
&lt;br /&gt;
A merchant has decided to do an alteration for you! Now what?&lt;br /&gt;
&lt;br /&gt;
An alteration allows you to customize one of your items. This is an opportunity for you to adorn some of your belongings to fit your character&#039;s persona&lt;br /&gt;
or create a roleplaying tool. &lt;br /&gt;
&lt;br /&gt;
Being prepared is a big key to having a good experience at merchant event. Do you have an idea in mind for the item you would like worked on? Have you&lt;br /&gt;
pictured it in your mind&#039;s eye? You can leave the design up to the merchant, but you will have less say in how it turns out! It&#039;s always better to have&lt;br /&gt;
an idea or two for them to work with.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the signs posted at the merchant you are attending so that you understand what kind of work they do. Merchants who are enchanting weapons&lt;br /&gt;
usually won&#039;t change your item&#039;s appearance. An alteration merchant can do several things to your items. They can add or change the color, add an adornment,&lt;br /&gt;
or change the style.&lt;br /&gt;
&lt;br /&gt;
==Basic Item Information==&lt;br /&gt;
&lt;br /&gt;
All items have a &amp;quot;base&amp;quot; description. The base description is also called a &amp;quot;tap description&amp;quot; and it is what everyone sees when you move the item in and&lt;br /&gt;
out of your backpack etc. It is called a &amp;quot;tap description&amp;quot; because when you tap your item, you will see a shortened version of what the item looks like.&lt;br /&gt;
The base description is limited in the total number of spaces used. The number of spaces allowed is commonly referred to as the 15/15/15 rule. The base&lt;br /&gt;
description is broken up into three sections: article, adjective, and noun. Each of those sections can be no longer than 15 spaces. Example: &amp;quot;a,red,cloak&amp;quot;&lt;br /&gt;
would be 1/3/5. Another example would be: &amp;quot;a pearl-hilted,vultite,longsword&amp;quot;, which amounts to 14,7,9. Spaces between letters count as part of the 15 allowed&lt;br /&gt;
per section, also the commas count as a space. The last 15 is reserved for the noun only. Example: a opal-clasped,spidersilk,traveling cloak&amp;quot; would not&lt;br /&gt;
work even though it fits 15/15/15 spaces. The reason why is because the noun is what you type when you want to get your item. If the noun was &amp;quot;traveling&lt;br /&gt;
cloak&amp;quot; you would have to type WEAR MY TRAVELING every time you wanted to wear your cloak. &lt;br /&gt;
&lt;br /&gt;
==Customizing Options==&lt;br /&gt;
&lt;br /&gt;
You have two options when customizing your items. You can opt for a SHOW description or a LONG description. &lt;br /&gt;
&lt;br /&gt;
An item with a SHOW description has a regular base description as decribed above, but when you LOOK at your item or SHOW your item to someone, they will&lt;br /&gt;
see a much longer, very detailed description of your item. This is a perfect option to use if you want to add a lot of detail to your item. An example&lt;br /&gt;
of a show description is: &lt;br /&gt;
&lt;br /&gt;
You are wearing some side-laced black leather pants. &lt;br /&gt;
&lt;br /&gt;
Now, when you type LOOK AT MY PANTS or click on your pants and select LOOK AT you will see: &lt;br /&gt;
&lt;br /&gt;
Thick black cords lace these leather pants up the outside of each leg, revealing only a small amount of the wearer&#039;s skin. The side lacing helps procure&lt;br /&gt;
a tight, figure enhancing fit without hindering flexibility and movement. The low slung waistline has been carefully tailored to hide several small pockets&lt;br /&gt;
for stashing gems and other tiny items.&lt;br /&gt;
&lt;br /&gt;
A LONG description is different in that you don&#039;t have to look at or show your item in order to see the special details. For example, if I wanted less&lt;br /&gt;
detailed information about my leather pants, I would use a LONG description. So when someone looked at me, they would see:&lt;br /&gt;
&lt;br /&gt;
She is wearing some ebon leather pants laced up each side with thick black cords.&lt;br /&gt;
&lt;br /&gt;
An item cannot have both a long description and a show description.&lt;br /&gt;
&lt;br /&gt;
==Alteration Guidelines==&lt;br /&gt;
&lt;br /&gt;
OK, you understand the two types of alterations. Now here&#039;s the bad part: the rules.&lt;br /&gt;
&lt;br /&gt;
==Scripted Items==&lt;br /&gt;
A scripted item is an item that does something unusual when you activate it. For example, I have a normal rucksack. If I type PULL MY RUCKSACK I get a&lt;br /&gt;
message to the tune of &amp;quot;I&#039;m afraid that you can&#039;t pull that.&amp;quot; Now if my rucksack was scripted, it might do something cool when I pulled it like: &amp;quot;You pull&lt;br /&gt;
your rucksack closed and carefully latch the buckle.&amp;quot; Many scripted items can be altered, so feel free to ask a merchant if it&#039;s possible. If they say&lt;br /&gt;
no, it&#039;s not because they don&#039;t want to work for you, but because items that are scripted sometimes can break if they are altered. Many scripted items&lt;br /&gt;
that are allowed to be altered are listed in a special database. When you ANALYZE your item, it will tell you whether or not it is allowed to be altered.&lt;br /&gt;
&lt;br /&gt;
==Risque Items==&lt;br /&gt;
Sexy clothing is perfectly acceptable, but something truly offensive will not be permitted. Items like &amp;quot;a low-cut bodice&amp;quot; and &amp;quot;some fitted leather pants&amp;quot;&lt;br /&gt;
would be fine. Extremely risque lingerie and sex toys are not allowed. Also, keep in mind what the item looks like when it&#039;s NOT being worn. If you have&lt;br /&gt;
something altered to look like &amp;quot;a stunning red evening gown cut to reveal the soft skin beneath&amp;quot; looks very nice when you&#039;re wearing it, but extremely&lt;br /&gt;
disturbing when lying on the ground. &lt;br /&gt;
&lt;br /&gt;
==Mythical Creature Parts==&lt;br /&gt;
It&#039;s within the rules to make something shaped like a dragon, demon or unicorn - but you can not have an item made with parts from any of these creatures.&lt;br /&gt;
So, a unicorn figurine or dragon-shaped helm would be fine, but a set of dragon-scale armor or a unicorn horn sword would not be allowed.&lt;br /&gt;
&lt;br /&gt;
==Lettering on Items==&lt;br /&gt;
It&#039;s ok to have words and lettering in a SHOW description, but normally it&#039;s not acceptable in a LONG description. For example, &amp;quot;a silver broadsword&amp;quot; can&lt;br /&gt;
have a SHOW description of: Engraved on the hilt of this broadsword are the words, &amp;quot;Long Live the King.&amp;quot; But it&#039;s NOT ok to have a broadsword with a long&lt;br /&gt;
description of &amp;quot;a silver broadsword with &amp;quot;Long Live the King&amp;quot; engraved on the hilt.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Player Names on Items==&lt;br /&gt;
If the item in question is a gift, putting a player name is perfectly fine. An example of this would be a ring engraved with &amp;quot;To Valeria, love, Dagmar.&amp;quot;&lt;br /&gt;
But a player might get seriously offended if you made a shield with a SHOW description of &amp;quot;This shield depicts the image of Dagmar&#039;s severed head.&amp;quot; Therefore,&lt;br /&gt;
unless the item is obviously a gift or in otherwise good taste, player names are not allowed on items.&lt;br /&gt;
&lt;br /&gt;
==Active Adjectives==&lt;br /&gt;
Items don&#039;t glow, pulsate, vibrate, shake, rattle, squirm, giggle or emanate unless there&#039;s a really good reason for such based in the item&#039;s actual qualities.&lt;br /&gt;
For example, a gem-encrusted item might shimmer or scintillate, but for it to glow, it would need some kind of inner light of its own. This also means&lt;br /&gt;
you cannot have items like &amp;quot;a deathly black cloak that seems to have a life of its own&amp;quot; or &amp;quot;a vibrating black broadsword.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Items That Tell People What They Think==&lt;br /&gt;
Do not put words in your item descriptions that tell other players what they are thinking of feeling. For example, &amp;quot;a mysterious black broadsword that&lt;br /&gt;
makes you cringe in fear.&amp;quot; People like to come up with their own reactions to things, not be forced in to certain actions that don&#039;t go along with how&lt;br /&gt;
they roleplay their character.&lt;br /&gt;
&lt;br /&gt;
==Out-Of-Genre Items==&lt;br /&gt;
We will not create items that do not fit within our medieval fantasy genre. Examples of out-of-genre (OOG) items are guns, tuxedos, bowler hats, aluminum&lt;br /&gt;
items, plastic items, etc. &lt;br /&gt;
&lt;br /&gt;
==Essence of Your Item==&lt;br /&gt;
Do not change the basic essence of your item. This means, you can&#039;t change your skirt in to a cloak, or your falchion to an axe, or armor to a gown. Your&lt;br /&gt;
item has to basically remain the same type of item. So long as your item stays basically the same (ie: pants can be trousers, cloaks can be capes, etc)&lt;br /&gt;
it is acceptable to change the noun.&lt;br /&gt;
&lt;br /&gt;
==Racial Items==&lt;br /&gt;
Items with racial names are acceptable so long as they make sense. For example, an elven bow or a dwarven axe would be fine. Dark elf socks don&#039;t make&lt;br /&gt;
much sense though, and would probably be rejected.&lt;br /&gt;
&lt;br /&gt;
==Magical Metals==&lt;br /&gt;
The material of a weapon, armor or shield cannot be changed to another magical material. This would leave the properties of the weapon not matching its&lt;br /&gt;
outward appearance. Small bits of such metals added to the item are acceptable, such as &amp;quot;a mithril-banded shield&amp;quot; or &amp;quot;an ora-hilted sword&amp;quot;. Rare metal&lt;br /&gt;
should not be asked for unless you can provide it in sufficient quantities to the merchant.&lt;br /&gt;
&lt;br /&gt;
==Bloodstained Items==&lt;br /&gt;
Bloodstains are ok on items, so long as they make sense. Blood can stain clothes, but it would wipe off of metal easily - so it&#039;s ok to have bloodstained&lt;br /&gt;
robes, but a bloodstained sword would not be acceptable.&lt;br /&gt;
&lt;br /&gt;
==Etiquette at a Merchant Event==&lt;br /&gt;
&lt;br /&gt;
Be courteous when entering a merchant&#039;s shop. Look around for signs, notices, and placards to familiarize yourself with the rules or requests of the merchant.&lt;br /&gt;
Whisper any questions you may have to another adventurer in the room. It is impolite to cause everyone&#039;s screen to scroll by repetitive remarks or actions&lt;br /&gt;
and it disrupts the flow of conversation, work, or storytelling. Unless you are specifically asked to whisper to a merchant, please don&#039;t. Merchants are&lt;br /&gt;
usually multi-tasking and can&#039;t always see your questions. If you are disruptive, you may be warned or asked to leave by the merchant.&lt;br /&gt;
&lt;br /&gt;
If the merchant is performing a service, he or she can only do so for a limited number of people. Merchants use many methods to choose their customers.&lt;br /&gt;
Some use the room order method. This means that whoever arrived first in a room it first in line. Whoever arrived second after that person is second, and&lt;br /&gt;
so on. Other merchants use the spinner method. These merchants will usually have an item called a spinner which will randomly select one person in the&lt;br /&gt;
room. Another method used by merchants is the list method. A list will be posted in the merchant&#039;s tent, and when they decide to open the list you will&lt;br /&gt;
need to type JOIN LIST. If you join the list in time, you will get work done by the merchant! Morphing lists make things a little more difficult. These&lt;br /&gt;
are lists that change their noun every time someone joins. For example, if one person joins the list, it will turn in to a roster. So if you wanted to&lt;br /&gt;
join, now you would have to type JOIN ROSTER. Once the next person joins, it changes again. &lt;br /&gt;
&lt;br /&gt;
GameMasters choose a background and personality for each of their merchants. Some will work only on items from their own shops or and others will work&lt;br /&gt;
on only certain types of items. While the merchant must follow the alteration guidelines, they may also be roleplaying a character that does not like fluffy&lt;br /&gt;
things or perhaps sharp things. They may only do work that involves sewing and therefore cannot inset your armor with mithril spikes. The alteration you&lt;br /&gt;
want may not violate the guidelines, but that particular merchant may refuse to do it. In that case, accept the merchant&#039;s answer and offer another idea&lt;br /&gt;
-- or ask the merchant for ideas.&lt;br /&gt;
&lt;br /&gt;
==Some Helpful Hints==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a magical realm where thousands of real people come to experience the power of fantasy and friendship. Creating your character is much more&lt;br /&gt;
than coming up with a name and rolling up their stats in the character manager. To fully enjoy the magic you will want to roleplay your character. When&lt;br /&gt;
you are ready to create a character, give them a background. Where did they come from? What was their childhood like? What are their likes and dislikes?&lt;br /&gt;
What are their interests? Imagine what a &amp;quot;snapshot&amp;quot; of your character would look like, and then write out a description. When you get an opportunity for&lt;br /&gt;
an alteration keep that &amp;quot;snapshot&amp;quot; in mind. When you&#039;re feeling creative, design some ideas and put them on a wish list so you&#039;re prepared. &lt;br /&gt;
&lt;br /&gt;
Design your items so they coordinate with each other and give the overall feeling you want rather than being the exact same description with only a noun&lt;br /&gt;
change. Remember that less is sometimes more. A character with a few nice items that can be easily seen is much better than a character with hundreds of&lt;br /&gt;
items that are all identical. Using the hints and guidelines above should help you have a pleasant and fun merchant experience. Good luck!&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/merchantguide.asp Merchant Guide] on play.net&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86270</id>
		<title>Merchant Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86270"/>
		<updated>2017-01-14T00:43:32Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What Is A Merchant?==&lt;br /&gt;
&lt;br /&gt;
There are a couple different types of merchants in GemStone IV.&lt;br /&gt;
&lt;br /&gt;
The most common is the permanent, also known as NPC (Non-Player Character), merchant that you will find in the shops about most towns. Most of these permanent/NPC&lt;br /&gt;
merchants work using the ORDER system. To purchase something from them click on the counter and select ORDER from the menu (or if you&#039;re in command mode,&lt;br /&gt;
type ORDER), and follow the directions from there.&lt;br /&gt;
&lt;br /&gt;
The second type of merchant is the traveling merchant. A traveling merchant generally sets up a tent or wagon and waits for customers to find them. This&lt;br /&gt;
type of merchant may have items for sale and/or offer a service, such as alterations, lightening, sharpening or enchanting. Several times throughout the&lt;br /&gt;
year traveling merchants group together in large numbers and this is called a festival. Normally festivals consist not only of dozens of traveling merchants,&lt;br /&gt;
but also include games, attractions, contests and much, much more!&lt;br /&gt;
==How Do I Buy That?==&lt;br /&gt;
&lt;br /&gt;
The commands you type in order to purchase something are different depending on the type of merchant you visit. When you visit a permanent (NPC) merchant,&lt;br /&gt;
there will be a counter or some other object in the room that you can click on. When you click on it, select ORDER from the pop-up menu. (Or, if you&#039;re&lt;br /&gt;
in command mode, type ORDER when you are inside the shop.) A menu will appear with directions on how to purchase the various items the merchant provides.&lt;br /&gt;
&lt;br /&gt;
Purchasing items from traveling merchants is very different. Normally these merchants set up tables, chests, baskets and other various containers to display&lt;br /&gt;
their wares. &lt;br /&gt;
&lt;br /&gt;
Click on a container that is in the room. A pop-up menu will appear giving you the option to LOOK ON (or) IN (or) BEHIND (or) UNDER the container. For&lt;br /&gt;
example, if I click on the cloak rack and select LOOK ON the game will show the items on the rack like so: &lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
Click on the item you are interested in, then click on GET in the pop-up menu. You will then see something that looks like this:&lt;br /&gt;
&lt;br /&gt;
A sales clerk steps over to you and says, &amp;quot;Ah, a fine choice madam. The wool cloak sells for 5000 silvers. You can BUY the wool cloak if you like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To purchase the cloak, click on BUY.&lt;br /&gt;
&lt;br /&gt;
==Command Entry Users==&lt;br /&gt;
&lt;br /&gt;
To see what is in a container, type LOOK IN (or) ON &amp;lt;container name&amp;gt;. For example, if there is a cloak rack in the room, you would type LOOK ON RACK and&lt;br /&gt;
the game would list the rack&#039;s contents for you like so:&lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
How do you buy the silver-trim blue wool cloak instead of the green wool cloak? The first step is to see which position on the rack the cloak is listed&lt;br /&gt;
in, in relation to all other cloaks on the rack. The silver-trim blue wool cloak is the fourth one on the rack, so you would type GET FOURTH CLOAK. This&lt;br /&gt;
will give you the price. If you decide to purchase the silver-trim blue wool cloak, you would then type BUY FOURTH CLOAK. Be sure to specify the number,&lt;br /&gt;
if you just type BUY CLOAK you will end up with the soft ivory cotton cloak instead!&lt;br /&gt;
&lt;br /&gt;
Things get a little tricky when there is a cloak rack, plus a trunk also full of cloaks! In order to specify you want the silver-trim blue wool cloak,&lt;br /&gt;
you would need to make sure you told the game you wanted the fourth cloak on the cloak rack, not the fourth cloak in the trunk! To do that, you would type&lt;br /&gt;
GET FOURTH CLOAK ON RACK. &lt;br /&gt;
&lt;br /&gt;
If you see other folks buying something and you don&#039;t see where it is, try looking on, in, under, and behind everything. You should also look for a second&lt;br /&gt;
shelf or rack or hook. Some merchants are sly!&lt;br /&gt;
&lt;br /&gt;
==What Is An Alteration?==&lt;br /&gt;
&lt;br /&gt;
When a traveling merchant offers to alter your item, what does that mean? Here are some definitions that might help.&lt;br /&gt;
&lt;br /&gt;
* Alteration&lt;br /&gt;
Term used to define when a merchant will change the description of an item. &lt;br /&gt;
Weapon types&lt;br /&gt;
 may only be changed to acceptable similar weapon types and &lt;br /&gt;
armor&lt;br /&gt;
 may only be changed to similar armor types. &lt;br /&gt;
Rare metals &lt;br /&gt;
will not be included in the description, unless the adventurer has a suitable amount on hand for use. Descriptions must be in genre and acceptable to the&lt;br /&gt;
merchant.&lt;br /&gt;
&lt;br /&gt;
* Lightening&lt;br /&gt;
Simply taking an item and reducing its encumbrance by a small percentage. For example, a backpack with an encumbrance of 18 pounds might be reduced to&lt;br /&gt;
15 pounds. &lt;br /&gt;
&lt;br /&gt;
* Deepening&lt;br /&gt;
Increasing the carrying capacity of a pocketed item.&lt;br /&gt;
&lt;br /&gt;
* Enchanting&lt;br /&gt;
A merchant or a player with the skills to do so can enchant any weapon, armor or shield item. Enchanting adds a &#039;plus&#039;, usually in increments of +5 to&lt;br /&gt;
the item. This plus adds to your attack strength when you are hunting monsters. Enchantment to a shield or armor gives the wearer added protection.&lt;br /&gt;
&lt;br /&gt;
* Padding&lt;br /&gt;
Generally put into armor to increase its ability to effectively reduce damage done to the wearer during battle. Padding is very rare and hard to come by.&lt;br /&gt;
&lt;br /&gt;
==Alteration Tips==&lt;br /&gt;
&lt;br /&gt;
A merchant has decided to do an alteration for you! Now what?&lt;br /&gt;
&lt;br /&gt;
An alteration allows you to customize one of your items. This is an opportunity for you to adorn some of your belongings to fit your character&#039;s persona&lt;br /&gt;
or create a roleplaying tool. &lt;br /&gt;
&lt;br /&gt;
Being prepared is a big key to having a good experience at merchant event. Do you have an idea in mind for the item you would like worked on? Have you&lt;br /&gt;
pictured it in your mind&#039;s eye? You can leave the design up to the merchant, but you will have less say in how it turns out! It&#039;s always better to have&lt;br /&gt;
an idea or two for them to work with.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the signs posted at the merchant you are attending so that you understand what kind of work they do. Merchants who are enchanting weapons&lt;br /&gt;
usually won&#039;t change your item&#039;s appearance. An alteration merchant can do several things to your items. They can add or change the color, add an adornment,&lt;br /&gt;
or change the style.&lt;br /&gt;
&lt;br /&gt;
==Basic Item Information==&lt;br /&gt;
&lt;br /&gt;
All items have a &amp;quot;base&amp;quot; description. The base description is also called a &amp;quot;tap description&amp;quot; and it is what everyone sees when you move the item in and&lt;br /&gt;
out of your backpack etc. It is called a &amp;quot;tap description&amp;quot; because when you tap your item, you will see a shortened version of what the item looks like.&lt;br /&gt;
The base description is limited in the total number of spaces used. The number of spaces allowed is commonly referred to as the 15/15/15 rule. The base&lt;br /&gt;
description is broken up into three sections: article, adjective, and noun. Each of those sections can be no longer than 15 spaces. Example: &amp;quot;a,red,cloak&amp;quot;&lt;br /&gt;
would be 1/3/5. Another example would be: &amp;quot;a pearl-hilted,vultite,longsword&amp;quot;, which amounts to 14,7,9. Spaces between letters count as part of the 15 allowed&lt;br /&gt;
per section, also the commas count as a space. The last 15 is reserved for the noun only. Example: a opal-clasped,spidersilk,traveling cloak&amp;quot; would not&lt;br /&gt;
work even though it fits 15/15/15 spaces. The reason why is because the noun is what you type when you want to get your item. If the noun was &amp;quot;traveling&lt;br /&gt;
cloak&amp;quot; you would have to type WEAR MY TRAVELING every time you wanted to wear your cloak. &lt;br /&gt;
&lt;br /&gt;
==Customizing Options==&lt;br /&gt;
&lt;br /&gt;
You have two options when customizing your items. You can opt for a SHOW description or a LONG description. &lt;br /&gt;
&lt;br /&gt;
An item with a SHOW description has a regular base description as decribed above, but when you LOOK at your item or SHOW your item to someone, they will&lt;br /&gt;
see a much longer, very detailed description of your item. This is a perfect option to use if you want to add a lot of detail to your item. An example&lt;br /&gt;
of a show description is: &lt;br /&gt;
&lt;br /&gt;
You are wearing some side-laced black leather pants. &lt;br /&gt;
&lt;br /&gt;
Now, when you type LOOK AT MY PANTS or click on your pants and select LOOK AT you will see: &lt;br /&gt;
&lt;br /&gt;
Thick black cords lace these leather pants up the outside of each leg, revealing only a small amount of the wearer&#039;s skin. The side lacing helps procure&lt;br /&gt;
a tight, figure enhancing fit without hindering flexibility and movement. The low slung waistline has been carefully tailored to hide several small pockets&lt;br /&gt;
for stashing gems and other tiny items.&lt;br /&gt;
&lt;br /&gt;
A LONG description is different in that you don&#039;t have to look at or show your item in order to see the special details. For example, if I wanted less&lt;br /&gt;
detailed information about my leather pants, I would use a LONG description. So when someone looked at me, they would see:&lt;br /&gt;
&lt;br /&gt;
She is wearing some ebon leather pants laced up each side with thick black cords.&lt;br /&gt;
&lt;br /&gt;
An item cannot have both a long description and a show description.&lt;br /&gt;
&lt;br /&gt;
==Alteration Guidelines==&lt;br /&gt;
&lt;br /&gt;
OK, you understand the two types of alterations. Now here&#039;s the bad part: the rules.&lt;br /&gt;
&lt;br /&gt;
==Scripted Items==&lt;br /&gt;
A scripted item is an item that does something unusual when you activate it. For example, I have a normal rucksack. If I type PULL MY RUCKSACK I get a&lt;br /&gt;
message to the tune of &amp;quot;I&#039;m afraid that you can&#039;t pull that.&amp;quot; Now if my rucksack was scripted, it might do something cool when I pulled it like: &amp;quot;You pull&lt;br /&gt;
your rucksack closed and carefully latch the buckle.&amp;quot; Many scripted items can be altered, so feel free to ask a merchant if it&#039;s possible. If they say&lt;br /&gt;
no, it&#039;s not because they don&#039;t want to work for you, but because items that are scripted sometimes can break if they are altered. Many scripted items&lt;br /&gt;
that are allowed to be altered are listed in a special database. When you ANALYZE your item, it will tell you whether or not it is allowed to be altered.&lt;br /&gt;
&lt;br /&gt;
==Risque Items==&lt;br /&gt;
Sexy clothing is perfectly acceptable, but something truly offensive will not be permitted. Items like &amp;quot;a low-cut bodice&amp;quot; and &amp;quot;some fitted leather pants&amp;quot;&lt;br /&gt;
would be fine. Extremely risque lingerie and sex toys are not allowed. Also, keep in mind what the item looks like when it&#039;s NOT being worn. If you have&lt;br /&gt;
something altered to look like &amp;quot;a stunning red evening gown cut to reveal the soft skin beneath&amp;quot; looks very nice when you&#039;re wearing it, but extremely&lt;br /&gt;
disturbing when lying on the ground. &lt;br /&gt;
&lt;br /&gt;
==Mythical Creature Parts==&lt;br /&gt;
It&#039;s within the rules to make something shaped like a dragon, demon or unicorn - but you can not have an item made with parts from any of these creatures.&lt;br /&gt;
So, a unicorn figurine or dragon-shaped helm would be fine, but a set of dragon-scale armor or a unicorn horn sword would not be allowed.&lt;br /&gt;
&lt;br /&gt;
==Lettering on Items==&lt;br /&gt;
It&#039;s ok to have words and lettering in a SHOW description, but normally it&#039;s not acceptable in a LONG description. For example, &amp;quot;a silver broadsword&amp;quot; can&lt;br /&gt;
have a SHOW description of: Engraved on the hilt of this broadsword are the words, &amp;quot;Long Live the King.&amp;quot; But it&#039;s NOT ok to have a broadsword with a long&lt;br /&gt;
description of &amp;quot;a silver broadsword with &amp;quot;Long Live the King&amp;quot; engraved on the hilt.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Player Names on Items==&lt;br /&gt;
If the item in question is a gift, putting a player name is perfectly fine. An example of this would be a ring engraved with &amp;quot;To Valeria, love, Dagmar.&amp;quot;&lt;br /&gt;
But a player might get seriously offended if you made a shield with a SHOW description of &amp;quot;This shield depicts the image of Dagmar&#039;s severed head.&amp;quot; Therefore,&lt;br /&gt;
unless the item is obviously a gift or in otherwise good taste, player names are not allowed on items.&lt;br /&gt;
&lt;br /&gt;
==Active Adjectives==&lt;br /&gt;
Items don&#039;t glow, pulsate, vibrate, shake, rattle, squirm, giggle or emanate unless there&#039;s a really good reason for such based in the item&#039;s actual qualities.&lt;br /&gt;
For example, a gem-encrusted item might shimmer or scintillate, but for it to glow, it would need some kind of inner light of its own. This also means&lt;br /&gt;
you cannot have items like &amp;quot;a deathly black cloak that seems to have a life of its own&amp;quot; or &amp;quot;a vibrating black broadsword.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Items That Tell People What They Think==&lt;br /&gt;
Do not put words in your item descriptions that tell other players what they are thinking of feeling. For example, &amp;quot;a mysterious black broadsword that&lt;br /&gt;
makes you cringe in fear.&amp;quot; People like to come up with their own reactions to things, not be forced in to certain actions that don&#039;t go along with how&lt;br /&gt;
they roleplay their character.&lt;br /&gt;
&lt;br /&gt;
==Out-Of-Genre Items==&lt;br /&gt;
We will not create items that do not fit within our medieval fantasy genre. Examples of out-of-genre (OOG) items are guns, tuxedos, bowler hats, aluminum&lt;br /&gt;
items, plastic items, etc. &lt;br /&gt;
&lt;br /&gt;
==Essence of Your Item==&lt;br /&gt;
Do not change the basic essence of your item. This means, you can&#039;t change your skirt in to a cloak, or your falchion to an axe, or armor to a gown. Your&lt;br /&gt;
item has to basically remain the same type of item. So long as your item stays basically the same (ie: pants can be trousers, cloaks can be capes, etc)&lt;br /&gt;
it is acceptable to change the noun.&lt;br /&gt;
&lt;br /&gt;
==Racial Items==&lt;br /&gt;
Items with racial names are acceptable so long as they make sense. For example, an elven bow or a dwarven axe would be fine. Dark elf socks don&#039;t make&lt;br /&gt;
much sense though, and would probably be rejected.&lt;br /&gt;
&lt;br /&gt;
==Magical Metals==&lt;br /&gt;
The material of a weapon, armor or shield cannot be changed to another magical material. This would leave the properties of the weapon not matching its&lt;br /&gt;
outward appearance. Small bits of such metals added to the item are acceptable, such as &amp;quot;a mithril-banded shield&amp;quot; or &amp;quot;an ora-hilted sword&amp;quot;. Rare metal&lt;br /&gt;
should not be asked for unless you can provide it in sufficient quantities to the merchant.&lt;br /&gt;
&lt;br /&gt;
==Bloodstained Items==&lt;br /&gt;
Bloodstains are ok on items, so long as they make sense. Blood can stain clothes, but it would wipe off of metal easily - so it&#039;s ok to have bloodstained&lt;br /&gt;
robes, but a bloodstained sword would not be acceptable.&lt;br /&gt;
&lt;br /&gt;
==Etiquette at a Merchant Event==&lt;br /&gt;
&lt;br /&gt;
Be courteous when entering a merchant&#039;s shop. Look around for signs, notices, and placards to familiarize yourself with the rules or requests of the merchant.&lt;br /&gt;
Whisper any questions you may have to another adventurer in the room. It is impolite to cause everyone&#039;s screen to scroll by repetitive remarks or actions&lt;br /&gt;
and it disrupts the flow of conversation, work, or storytelling. Unless you are specifically asked to whisper to a merchant, please don&#039;t. Merchants are&lt;br /&gt;
usually multi-tasking and can&#039;t always see your questions. If you are disruptive, you may be warned or asked to leave by the merchant.&lt;br /&gt;
&lt;br /&gt;
If the merchant is performing a service, he or she can only do so for a limited number of people. Merchants use many methods to choose their customers.&lt;br /&gt;
Some use the room order method. This means that whoever arrived first in a room it first in line. Whoever arrived second after that person is second, and&lt;br /&gt;
so on. Other merchants use the spinner method. These merchants will usually have an item called a spinner which will randomly select one person in the&lt;br /&gt;
room. Another method used by merchants is the list method. A list will be posted in the merchant&#039;s tent, and when they decide to open the list you will&lt;br /&gt;
need to type JOIN LIST. If you join the list in time, you will get work done by the merchant! Morphing lists make things a little more difficult. These&lt;br /&gt;
are lists that change their noun every time someone joins. For example, if one person joins the list, it will turn in to a roster. So if you wanted to&lt;br /&gt;
join, now you would have to type JOIN ROSTER. Once the next person joins, it changes again. &lt;br /&gt;
&lt;br /&gt;
GameMasters choose a background and personality for each of their merchants. Some will work only on items from their own shops or and others will work&lt;br /&gt;
on only certain types of items. While the merchant must follow the alteration guidelines, they may also be roleplaying a character that does not like fluffy&lt;br /&gt;
things or perhaps sharp things. They may only do work that involves sewing and therefore cannot inset your armor with mithril spikes. The alteration you&lt;br /&gt;
want may not violate the guidelines, but that particular merchant may refuse to do it. In that case, accept the merchant&#039;s answer and offer another idea&lt;br /&gt;
-- or ask the merchant for ideas.&lt;br /&gt;
&lt;br /&gt;
==Some Helpful Hints==&lt;br /&gt;
&lt;br /&gt;
GemStone IV is a magical realm where thousands of real people come to experience the power of fantasy and friendship. Creating your character is much more&lt;br /&gt;
than coming up with a name and rolling up their stats in the character manager. To fully enjoy the magic you will want to roleplay your character. When&lt;br /&gt;
you are ready to create a character, give them a background. Where did they come from? What was their childhood like? What are their likes and dislikes?&lt;br /&gt;
What are their interests? Imagine what a &amp;quot;snapshot&amp;quot; of your character would look like, and then write out a description. When you get an opportunity for&lt;br /&gt;
an alteration keep that &amp;quot;snapshot&amp;quot; in mind. When you&#039;re feeling creative, design some ideas and put them on a wish list so you&#039;re prepared. &lt;br /&gt;
&lt;br /&gt;
Design your items so they coordinate with each other and give the overall feeling you want rather than being the exact same description with only a noun&lt;br /&gt;
change. Remember that less is sometimes more. A character with a few nice items that can be easily seen is much better than a character with hundreds of&lt;br /&gt;
items that are all identical. Using the hints and guidelines above should help you have a pleasant and fun merchant experience. Good luck!&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/merchantguide.asp Merchant Guide] on play.net&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86269</id>
		<title>Merchant Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Merchant_Guide&amp;diff=86269"/>
		<updated>2017-01-14T00:34:29Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: Created page with &amp;quot;What Is A Merchant?   There are a couple different types of merchants in GemStone IV.  The most common is the permanent, also known as NPC (Non-Player Character), merchant tha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What Is A Merchant? &lt;br /&gt;
&lt;br /&gt;
There are a couple different types of merchants in GemStone IV.&lt;br /&gt;
&lt;br /&gt;
The most common is the permanent, also known as NPC (Non-Player Character), merchant that you will find in the shops about most towns. Most of these permanent/NPC&lt;br /&gt;
merchants work using the ORDER system. To purchase something from them click on the counter and select ORDER from the menu (or if you&#039;re in command mode,&lt;br /&gt;
type ORDER), and follow the directions from there.&lt;br /&gt;
&lt;br /&gt;
The second type of merchant is the traveling merchant. A traveling merchant generally sets up a tent or wagon and waits for customers to find them. This&lt;br /&gt;
type of merchant may have items for sale and/or offer a service, such as alterations, lightening, sharpening or enchanting. Several times throughout the&lt;br /&gt;
year traveling merchants group together in large numbers and this is called a festival. Normally festivals consist not only of dozens of traveling merchants,&lt;br /&gt;
but also include games, attractions, contests and much, much more!&lt;br /&gt;
&lt;br /&gt;
How Do I Buy That?&lt;br /&gt;
&lt;br /&gt;
The commands you type in order to purchase something are different depending on the type of merchant you visit. When you visit a permanent (NPC) merchant,&lt;br /&gt;
there will be a counter or some other object in the room that you can click on. When you click on it, select ORDER from the pop-up menu. (Or, if you&#039;re&lt;br /&gt;
in command mode, type ORDER when you are inside the shop.) A menu will appear with directions on how to purchase the various items the merchant provides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Purchasing items from traveling merchants is very different. Normally these merchants set up tables, chests, baskets and other various containers to display&lt;br /&gt;
their wares. &lt;br /&gt;
&lt;br /&gt;
Click on a container that is in the room. A pop-up menu will appear giving you the option to LOOK ON (or) IN (or) BEHIND (or) UNDER the container. For&lt;br /&gt;
example, if I click on the cloak rack and select LOOK ON the game will show the items on the rack like so: &lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
Click on the item you are interested in, then click on GET in the pop-up menu. You will then see something that looks like this:&lt;br /&gt;
&lt;br /&gt;
A sales clerk steps over to you and says, &amp;quot;Ah, a fine choice madam. The wool cloak sells for 5000 silvers. You can BUY the wool cloak if you like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To purchase the cloak, click on BUY.&lt;br /&gt;
&lt;br /&gt;
Command Entry Users&lt;br /&gt;
&lt;br /&gt;
To see what is in a container, type LOOK IN (or) ON &amp;lt;container name&amp;gt;. For example, if there is a cloak rack in the room, you would type LOOK ON RACK and&lt;br /&gt;
the game would list the rack&#039;s contents for you like so:&lt;br /&gt;
&lt;br /&gt;
On the cloak rack you see a soft ivory cotton cloak, a grey wolf-hide cloak, a green wool cloak and a silver-trim blue wool cloak.&lt;br /&gt;
&lt;br /&gt;
How do you buy the silver-trim blue wool cloak instead of the green wool cloak? The first step is to see which position on the rack the cloak is listed&lt;br /&gt;
in, in relation to all other cloaks on the rack. The silver-trim blue wool cloak is the fourth one on the rack, so you would type GET FOURTH CLOAK. This&lt;br /&gt;
will give you the price. If you decide to purchase the silver-trim blue wool cloak, you would then type BUY FOURTH CLOAK. Be sure to specify the number,&lt;br /&gt;
if you just type BUY CLOAK you will end up with the soft ivory cotton cloak instead!&lt;br /&gt;
&lt;br /&gt;
Things get a little tricky when there is a cloak rack, plus a trunk also full of cloaks! In order to specify you want the silver-trim blue wool cloak,&lt;br /&gt;
you would need to make sure you told the game you wanted the fourth cloak on the cloak rack, not the fourth cloak in the trunk! To do that, you would type&lt;br /&gt;
GET FOURTH CLOAK ON RACK. &lt;br /&gt;
&lt;br /&gt;
If you see other folks buying something and you don&#039;t see where it is, try looking on, in, under, and behind everything. You should also look for a second&lt;br /&gt;
shelf or rack or hook. Some merchants are sly!&lt;br /&gt;
&lt;br /&gt;
What Is An Alteration?&lt;br /&gt;
&lt;br /&gt;
When a traveling merchant offers to alter your item, what does that mean? Here are some definitions that might help.&lt;br /&gt;
&lt;br /&gt;
Alteration&lt;br /&gt;
Term used to define when a merchant will change the description of an item. &lt;br /&gt;
Weapon types&lt;br /&gt;
 may only be changed to acceptable similar weapon types and &lt;br /&gt;
armor&lt;br /&gt;
 may only be changed to similar armor types. &lt;br /&gt;
Rare metals &lt;br /&gt;
will not be included in the description, unless the adventurer has a suitable amount on hand for use. Descriptions must be in genre and acceptable to the&lt;br /&gt;
merchant.&lt;br /&gt;
&lt;br /&gt;
Lightening&lt;br /&gt;
Simply taking an item and reducing its encumbrance by a small percentage. For example, a backpack with an encumbrance of 18 pounds might be reduced to&lt;br /&gt;
15 pounds. &lt;br /&gt;
&lt;br /&gt;
Deepening&lt;br /&gt;
Increasing the carrying capacity of a pocketed item.&lt;br /&gt;
&lt;br /&gt;
Enchanting&lt;br /&gt;
A merchant or a player with the skills to do so can enchant any weapon, armor or shield item. Enchanting adds a &#039;plus&#039;, usually in increments of +5 to&lt;br /&gt;
the item. This plus adds to your attack strength when you are hunting monsters. Enchantment to a shield or armor gives the wearer added protection.&lt;br /&gt;
&lt;br /&gt;
Padding&lt;br /&gt;
Generally put into armor to increase its ability to effectively reduce damage done to the wearer during battle. Padding is very rare and hard to come by.&lt;br /&gt;
&lt;br /&gt;
Alteration Tips&lt;br /&gt;
&lt;br /&gt;
A merchant has decided to do an alteration for you! Now what?&lt;br /&gt;
&lt;br /&gt;
An alteration allows you to customize one of your items. This is an opportunity for you to adorn some of your belongings to fit your character&#039;s persona&lt;br /&gt;
or create a roleplaying tool. &lt;br /&gt;
&lt;br /&gt;
Being prepared is a big key to having a good experience at merchant event. Do you have an idea in mind for the item you would like worked on? Have you&lt;br /&gt;
pictured it in your mind&#039;s eye? You can leave the design up to the merchant, but you will have less say in how it turns out! It&#039;s always better to have&lt;br /&gt;
an idea or two for them to work with.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the signs posted at the merchant you are attending so that you understand what kind of work they do. Merchants who are enchanting weapons&lt;br /&gt;
usually won&#039;t change your item&#039;s appearance. An alteration merchant can do several things to your items. They can add or change the color, add an adornment,&lt;br /&gt;
or change the style.&lt;br /&gt;
&lt;br /&gt;
Basic Item Information &lt;br /&gt;
&lt;br /&gt;
All items have a &amp;quot;base&amp;quot; description. The base description is also called a &amp;quot;tap description&amp;quot; and it is what everyone sees when you move the item in and&lt;br /&gt;
out of your backpack etc. It is called a &amp;quot;tap description&amp;quot; because when you tap your item, you will see a shortened version of what the item looks like.&lt;br /&gt;
The base description is limited in the total number of spaces used. The number of spaces allowed is commonly referred to as the 15/15/15 rule. The base&lt;br /&gt;
description is broken up into three sections: article, adjective, and noun. Each of those sections can be no longer than 15 spaces. Example: &amp;quot;a,red,cloak&amp;quot;&lt;br /&gt;
would be 1/3/5. Another example would be: &amp;quot;a pearl-hilted,vultite,longsword&amp;quot;, which amounts to 14,7,9. Spaces between letters count as part of the 15 allowed&lt;br /&gt;
per section, also the commas count as a space. The last 15 is reserved for the noun only. Example: a opal-clasped,spidersilk,traveling cloak&amp;quot; would not&lt;br /&gt;
work even though it fits 15/15/15 spaces. The reason why is because the noun is what you type when you want to get your item. If the noun was &amp;quot;traveling&lt;br /&gt;
cloak&amp;quot; you would have to type WEAR MY TRAVELING every time you wanted to wear your cloak. &lt;br /&gt;
&lt;br /&gt;
Customizing Options &lt;br /&gt;
&lt;br /&gt;
You have two options when customizing your items. You can opt for a SHOW description or a LONG description. &lt;br /&gt;
&lt;br /&gt;
An item with a SHOW description has a regular base description as decribed above, but when you LOOK at your item or SHOW your item to someone, they will&lt;br /&gt;
see a much longer, very detailed description of your item. This is a perfect option to use if you want to add a lot of detail to your item. An example&lt;br /&gt;
of a show description is: &lt;br /&gt;
&lt;br /&gt;
You are wearing some side-laced black leather pants. &lt;br /&gt;
&lt;br /&gt;
Now, when you type LOOK AT MY PANTS or click on your pants and select LOOK AT you will see: &lt;br /&gt;
&lt;br /&gt;
Thick black cords lace these leather pants up the outside of each leg, revealing only a small amount of the wearer&#039;s skin. The side lacing helps procure&lt;br /&gt;
a tight, figure enhancing fit without hindering flexibility and movement. The low slung waistline has been carefully tailored to hide several small pockets&lt;br /&gt;
for stashing gems and other tiny items.&lt;br /&gt;
&lt;br /&gt;
A LONG description is different in that you don&#039;t have to look at or show your item in order to see the special details. For example, if I wanted less&lt;br /&gt;
detailed information about my leather pants, I would use a LONG description. So when someone looked at me, they would see:&lt;br /&gt;
&lt;br /&gt;
She is wearing some ebon leather pants laced up each side with thick black cords.&lt;br /&gt;
&lt;br /&gt;
An item cannot have both a long description and a show description.&lt;br /&gt;
&lt;br /&gt;
Alteration Guidelines &lt;br /&gt;
&lt;br /&gt;
OK, you understand the two types of alterations. Now here&#039;s the bad part: the rules.&lt;br /&gt;
&lt;br /&gt;
Scripted Items: &lt;br /&gt;
A scripted item is an item that does something unusual when you activate it. For example, I have a normal rucksack. If I type PULL MY RUCKSACK I get a&lt;br /&gt;
message to the tune of &amp;quot;I&#039;m afraid that you can&#039;t pull that.&amp;quot; Now if my rucksack was scripted, it might do something cool when I pulled it like: &amp;quot;You pull&lt;br /&gt;
your rucksack closed and carefully latch the buckle.&amp;quot; Many scripted items can be altered, so feel free to ask a merchant if it&#039;s possible. If they say&lt;br /&gt;
no, it&#039;s not because they don&#039;t want to work for you, but because items that are scripted sometimes can break if they are altered. Many scripted items&lt;br /&gt;
that are allowed to be altered are listed in a special database. When you ANALYZE your item, it will tell you whether or not it is allowed to be altered.&lt;br /&gt;
&lt;br /&gt;
Risque Items: &lt;br /&gt;
Sexy clothing is perfectly acceptable, but something truly offensive will not be permitted. Items like &amp;quot;a low-cut bodice&amp;quot; and &amp;quot;some fitted leather pants&amp;quot;&lt;br /&gt;
would be fine. Extremely risque lingerie and sex toys are not allowed. Also, keep in mind what the item looks like when it&#039;s NOT being worn. If you have&lt;br /&gt;
something altered to look like &amp;quot;a stunning red evening gown cut to reveal the soft skin beneath&amp;quot; looks very nice when you&#039;re wearing it, but extremely&lt;br /&gt;
disturbing when lying on the ground. &lt;br /&gt;
&lt;br /&gt;
Mythical Creature Parts: &lt;br /&gt;
It&#039;s within the rules to make something shaped like a dragon, demon or unicorn - but you can not have an item made with parts from any of these creatures.&lt;br /&gt;
So, a unicorn figurine or dragon-shaped helm would be fine, but a set of dragon-scale armor or a unicorn horn sword would not be allowed.&lt;br /&gt;
&lt;br /&gt;
Lettering on Items: &lt;br /&gt;
It&#039;s ok to have words and lettering in a SHOW description, but normally it&#039;s not acceptable in a LONG description. For example, &amp;quot;a silver broadsword&amp;quot; can&lt;br /&gt;
have a SHOW description of: Engraved on the hilt of this broadsword are the words, &amp;quot;Long Live the King.&amp;quot; But it&#039;s NOT ok to have a broadsword with a long&lt;br /&gt;
description of &amp;quot;a silver broadsword with &amp;quot;Long Live the King&amp;quot; engraved on the hilt.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Player Names on Items: &lt;br /&gt;
If the item in question is a gift, putting a player name is perfectly fine. An example of this would be a ring engraved with &amp;quot;To Valeria, love, Dagmar.&amp;quot;&lt;br /&gt;
But a player might get seriously offended if you made a shield with a SHOW description of &amp;quot;This shield depicts the image of Dagmar&#039;s severed head.&amp;quot; Therefore,&lt;br /&gt;
unless the item is obviously a gift or in otherwise good taste, player names are not allowed on items.&lt;br /&gt;
&lt;br /&gt;
Active Adjectives: &lt;br /&gt;
Items don&#039;t glow, pulsate, vibrate, shake, rattle, squirm, giggle or emanate unless there&#039;s a really good reason for such based in the item&#039;s actual qualities.&lt;br /&gt;
For example, a gem-encrusted item might shimmer or scintillate, but for it to glow, it would need some kind of inner light of its own. This also means&lt;br /&gt;
you cannot have items like &amp;quot;a deathly black cloak that seems to have a life of its own&amp;quot; or &amp;quot;a vibrating black broadsword.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Items That Tell People What They Think: &lt;br /&gt;
Do not put words in your item descriptions that tell other players what they are thinking of feeling. For example, &amp;quot;a mysterious black broadsword that&lt;br /&gt;
makes you cringe in fear.&amp;quot; People like to come up with their own reactions to things, not be forced in to certain actions that don&#039;t go along with how&lt;br /&gt;
they roleplay their character.&lt;br /&gt;
&lt;br /&gt;
Out-Of-Genre Items: &lt;br /&gt;
We will not create items that do not fit within our medieval fantasy genre. Examples of out-of-genre (OOG) items are guns, tuxedos, bowler hats, aluminum&lt;br /&gt;
items, plastic items, etc. &lt;br /&gt;
&lt;br /&gt;
Essence of Your Item: &lt;br /&gt;
Do not change the basic essence of your item. This means, you can&#039;t change your skirt in to a cloak, or your falchion to an axe, or armor to a gown. Your&lt;br /&gt;
item has to basically remain the same type of item. So long as your item stays basically the same (ie: pants can be trousers, cloaks can be capes, etc)&lt;br /&gt;
it is acceptable to change the noun.&lt;br /&gt;
&lt;br /&gt;
Racial Items: &lt;br /&gt;
Items with racial names are acceptable so long as they make sense. For example, an elven bow or a dwarven axe would be fine. Dark elf socks don&#039;t make&lt;br /&gt;
much sense though, and would probably be rejected.&lt;br /&gt;
&lt;br /&gt;
Magical Metals: &lt;br /&gt;
The material of a weapon, armor or shield cannot be changed to another magical material. This would leave the properties of the weapon not matching its&lt;br /&gt;
outward appearance. Small bits of such metals added to the item are acceptable, such as &amp;quot;a mithril-banded shield&amp;quot; or &amp;quot;an ora-hilted sword&amp;quot;. Rare metal&lt;br /&gt;
should not be asked for unless you can provide it in sufficient quantities to the merchant.&lt;br /&gt;
&lt;br /&gt;
Bloodstained Items: &lt;br /&gt;
Bloodstains are ok on items, so long as they make sense. Blood can stain clothes, but it would wipe off of metal easily - so it&#039;s ok to have bloodstained&lt;br /&gt;
robes, but a bloodstained sword would not be acceptable.&lt;br /&gt;
&lt;br /&gt;
Etiquette at a Merchant Event&lt;br /&gt;
&lt;br /&gt;
Be courteous when entering a merchant&#039;s shop. Look around for signs, notices, and placards to familiarize yourself with the rules or requests of the merchant.&lt;br /&gt;
Whisper any questions you may have to another adventurer in the room. It is impolite to cause everyone&#039;s screen to scroll by repetitive remarks or actions&lt;br /&gt;
and it disrupts the flow of conversation, work, or storytelling. Unless you are specifically asked to whisper to a merchant, please don&#039;t. Merchants are&lt;br /&gt;
usually multi-tasking and can&#039;t always see your questions. If you are disruptive, you may be warned or asked to leave by the merchant.&lt;br /&gt;
&lt;br /&gt;
If the merchant is performing a service, he or she can only do so for a limited number of people. Merchants use many methods to choose their customers.&lt;br /&gt;
Some use the room order method. This means that whoever arrived first in a room it first in line. Whoever arrived second after that person is second, and&lt;br /&gt;
so on. Other merchants use the spinner method. These merchants will usually have an item called a spinner which will randomly select one person in the&lt;br /&gt;
room. Another method used by merchants is the list method. A list will be posted in the merchant&#039;s tent, and when they decide to open the list you will&lt;br /&gt;
need to type JOIN LIST. If you join the list in time, you will get work done by the merchant! Morphing lists make things a little more difficult. These&lt;br /&gt;
are lists that change their noun every time someone joins. For example, if one person joins the list, it will turn in to a roster. So if you wanted to&lt;br /&gt;
join, now you would have to type JOIN ROSTER. Once the next person joins, it changes again. &lt;br /&gt;
&lt;br /&gt;
GameMasters choose a background and personality for each of their merchants. Some will work only on items from their own shops or and others will work&lt;br /&gt;
on only certain types of items. While the merchant must follow the alteration guidelines, they may also be roleplaying a character that does not like fluffy&lt;br /&gt;
things or perhaps sharp things. They may only do work that involves sewing and therefore cannot inset your armor with mithril spikes. The alteration you&lt;br /&gt;
want may not violate the guidelines, but that particular merchant may refuse to do it. In that case, accept the merchant&#039;s answer and offer another idea&lt;br /&gt;
-- or ask the merchant for ideas.&lt;br /&gt;
&lt;br /&gt;
Some Helpful Hints &lt;br /&gt;
&lt;br /&gt;
GemStone IV is a magical realm where thousands of real people come to experience the power of fantasy and friendship. Creating your character is much more&lt;br /&gt;
than coming up with a name and rolling up their stats in the character manager. To fully enjoy the magic you will want to roleplay your character. When&lt;br /&gt;
you are ready to create a character, give them a background. Where did they come from? What was their childhood like? What are their likes and dislikes?&lt;br /&gt;
What are their interests? Imagine what a &amp;quot;snapshot&amp;quot; of your character would look like, and then write out a description. When you get an opportunity for&lt;br /&gt;
an alteration keep that &amp;quot;snapshot&amp;quot; in mind. When you&#039;re feeling creative, design some ideas and put them on a wish list so you&#039;re prepared. &lt;br /&gt;
&lt;br /&gt;
Design your items so they coordinate with each other and give the overall feeling you want rather than being the exact same description with only a noun&lt;br /&gt;
change. Remember that less is sometimes more. A character with a few nice items that can be easily seen is much better than a character with hundreds of&lt;br /&gt;
items that are all identical. Using the hints and guidelines above should help you have a pleasant and fun merchant experience. Good luck!&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Vylem&amp;diff=86268</id>
		<title>Vylem</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Vylem&amp;diff=86268"/>
		<updated>2017-01-13T23:26:36Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Vylem Bloodline&#039;&#039;&#039; is a culture of the [[Burghal gnome|Burghal Gnomes]].&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Vylem are the proudest of their race, and they brook no disrespect from other gnomes. Worshippers of the Lornon&lt;br /&gt;
pantheon with a special devotion to [[Eorgina]], the Vylem are ruled by adolescent queens whose every whim is law. Vylem men always defer to Vylem women, who&lt;br /&gt;
tend to be imperious as a result. Many Vylem men chose a life of chastity, for reasons best left unsaid. Alone among the burghal gnomes, the Vylem are&lt;br /&gt;
self-sufficient, believing it demeaning to work for--or even steal from--the other (inferior) races. The bloodmark of the Vylem consists of ten small tongues&lt;br /&gt;
of flame.&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/burghalgnome.asp Races: Burghal Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Vylem&amp;diff=86267</id>
		<title>Vylem</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Vylem&amp;diff=86267"/>
		<updated>2017-01-13T23:24:24Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Vylem Bloodline&#039;&#039;&#039; is a culture of the [[Burghal gnome|Burghal Gnomes]].&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Vylem are the proudest of their race, and they brook no disrespect from other gnomes. Worshippers of the Lornon&lt;br /&gt;
pantheon with a special devotion to {{Eorgina}}, the Vylem are ruled by adolescent queens whose every whim is law. Vylem men always defer to Vylem women, who&lt;br /&gt;
tend to be imperious as a result. Many Vylem men chose a life of chastity, for reasons best left unsaid. Alone among the burghal gnomes, the Vylem are&lt;br /&gt;
self-sufficient, believing it demeaning to work for--or even steal from--the other (inferior) races. The bloodmark of the Vylem consists of ten small tongues&lt;br /&gt;
of flame.&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/burghalgnome.asp Races: Burghal Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nylem&amp;diff=86266</id>
		<title>Nylem</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nylem&amp;diff=86266"/>
		<updated>2017-01-13T23:19:01Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Nylem Bloodline&#039;&#039;&#039; is a culture of the [[Burghal gnome|Burghal Gnomes]].&lt;br /&gt;
&lt;br /&gt;
The gnomes of Bloodline Nylem love nothing better than a good joke, preferably at someone&#039;s expense. Where Withycombe gnomes act for&lt;br /&gt;
the good of their hosts, the Nylem undermine with dirty tricks. They often select targets who deserve punishment for some failing or flaw, but in other&lt;br /&gt;
circumstances these merry pranksters act with no moral purpose at all. Most Nylem are profoundly irreligious, though Cholen and Jastev receive respect.&lt;br /&gt;
The cultural life of the bloodline surrounds the roast, and no acquaintance of a Nylem gnome is spared their caustic wit. The Nylem live in close proximity&lt;br /&gt;
to the Withycombe, often traveling by common tunnelways, but they never live in the same compounds or work in the same establishments. The bloodmark of&lt;br /&gt;
the Nylem consists of a single line radiating outward through eight spiral rotations.&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/burghalgnome.asp Races: Burghal Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Neimhean&amp;diff=86265</id>
		<title>Neimhean</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Neimhean&amp;diff=86265"/>
		<updated>2017-01-13T23:15:59Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The gnomes of Bloodline Neimhean live in silence and shadow, in and among the larger burghal bloodlines. A society of assassins and thieves,&lt;br /&gt;
the Neimhean mask their identity from all but fellow initiates. The very name &amp;quot;Neimhean&amp;quot; is anathema to all but the Rosengift gnomes, who supply the group&lt;br /&gt;
with poisons. Rarely will a gnome tolerate the presence of a Neimhean, even one who renounces membership in the group. So vicious and permanent is the&lt;br /&gt;
revenge taken on oathbreakers that one may safely assume that a gnome who speaks openly about Neimhean cultural practice is a fraud. The Neimhean wear&lt;br /&gt;
no bloodmark of their own, but often adopt those of other bloodlines as part of their subterfuge.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/burghalgnome.asp Races: Burghal Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aledotter&amp;diff=86264</id>
		<title>Aledotter</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aledotter&amp;diff=86264"/>
		<updated>2017-01-13T23:12:52Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Aledotter Bloodline&#039;&#039;&#039; is a culture of the [[Burghal gnome|Burghal Gnomes]].&lt;br /&gt;
&lt;br /&gt;
The Aledotter gnomes live outside dwarven caverns.  They sometimes sneak inside these caverns to gather information about metallurgy and related skills.  The Aledotter gnomes&#039; main trade with other Burghal gnomes has, over time, condensed to focus on metals, armor and weaponry.  A strong pride in their size is one of the hallmarks of this bloodline - the Aledotter gnomes believe that their stature gives them an advantage over larger and clumsier races.  Many Aledotter women tend to choose their mates with a jaundiced eye towards size.  Aledotter gnomes have a deep respect for [[Eonak]] and [[Gosaena]], but generally don&#039;t worship the [[Arkati]] in a deeply personal manner.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/burghalgnome.asp Races: Burghal Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aledotter&amp;diff=86263</id>
		<title>Aledotter</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aledotter&amp;diff=86263"/>
		<updated>2017-01-13T23:07:58Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Aledotter Bloodline&#039;&#039;&#039; is a culture of the [[Burghal gnome|Burghal Gnomes]].&lt;br /&gt;
&lt;br /&gt;
The Aledotter gnomes live outside dwarven caverns.  They sometimes sneak inside these caverns to gather information about metallurgy and related skills.  The Aledotter gnomes&#039; main trade with other Burghal gnomes has, over time, condensed to focus on metals, armor and weaponry.  A strong pride in their size is one of the hallmarks of this bloodline - the Aledotter gnomes believe that their stature gives them an advantage over larger and clumsier races.  Many Aledotter women tend to choose their mates with a jaundiced eye towards size.  Aledotter gnomes have a deep respect for [[Eonak]] and [[Gosaena]], but generally don&#039;t worship the [[Arkati]] in a deeply personal manner.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/burghalgnome.asp Races: Burghal Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/other.asp History of the Gnomes: Other Bloodlines] on play.net&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Withycombe&amp;diff=86262</id>
		<title>Withycombe</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Withycombe&amp;diff=86262"/>
		<updated>2017-01-13T23:03:03Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The gnomes of Bloodline Withycombe descend from the original burghal gnomes, who left the forests for the shelter of the [[Human Empire]].&lt;br /&gt;
They reside in brick-lined compounds deep underground, and they often serve host families as expert gardeners and housekeepers. Their attention to detail&lt;br /&gt;
and manual dexterity makes them skillful tailors and jewelry makers--as well as expert thieves. The true calling of the Withycombe gnomes lies in mechanical&lt;br /&gt;
design and tinkering, however, as they compensate for their diminutive stature with elaborate labor-saving devices. A cheerful people, the Withycombes&lt;br /&gt;
delight in toys, gems, and poetry (however bad). &lt;br /&gt;
== Agriculture ==&lt;br /&gt;
The size and stealth of the gnomes gave them every opportunity to observe the process of clearing, plowing, seeding,&lt;br /&gt;
and reaping the crops. They watched as vermin and disease attacked the plants, diminishing the yield. Using the knowledge of plants and animals they imported&lt;br /&gt;
from the forest, the gnomes improved irrigation and drainage, they trapped marauding birds and small mammals, they imported worms to aerate soil and bees&lt;br /&gt;
to pollinate, and they spread fertilizing and insecticide potions over the plants. When, in short order, the quality improved and the yield increased,&lt;br /&gt;
the gnomes began to break into the store rooms and liberate a share of the food, thinking of themselves not as burglars but as co-workers due a living&lt;br /&gt;
wage.&lt;br /&gt;
&lt;br /&gt;
The gnomes knew they could not take all that was needed to feed the race directly from the fields and barns. Instead, each gnome was responsible for providing&lt;br /&gt;
for his own needs and the needs of his infant children. Some stole food from the fields, but others stole from homes and workplace pantries. As a result,&lt;br /&gt;
the pilferage was slow and steady and never significant enough to cause a hue and cry. Another result of this odd method of procurement can be seen to&lt;br /&gt;
this day in the fondness of Withycombe gnomes for stew. In most burghal gnome compounds, the cook will maintain a kettle of hodge-porridge slowly stewing&lt;br /&gt;
day and night. Whatever food comes into the household goes into the common stewpot, so that today’s flavor always owes something to the taste of yesterday.&lt;br /&gt;
== Housekeeping ==&lt;br /&gt;
In addition to fields and barns, the gnomes also infiltrated human homes. They observed housekeeping and the maintenance of lawns and gardens. Some gnomes&lt;br /&gt;
adopted deserving families as their special hosts, and they performed small tasks on their behalf. A window left open to the cold might be closed in the&lt;br /&gt;
night, or shoes left muddy might be found clean in the morning. Gardens tended by gnomes became the envy of human neighborhoods, and many a person credited&lt;br /&gt;
with a green thumb found herself receiving unjust blame for not sharing lawn maintenance secrets with the neighbors.&lt;br /&gt;
== Shopkeeping and Gems ==&lt;br /&gt;
The gnomes also studied the humans at work. From places of hiding in shops and guild halls, they learned every skill known to their hosts. Individual gnomes&lt;br /&gt;
adopted particular craftsmen, always seeking out the most worthy persons for their special attentions. They performed small housekeeping tasks, making&lt;br /&gt;
sure that the shop or workshop was clean and inviting for customers, but more importantly they sought out subtle ways to improve the quality of goods and&lt;br /&gt;
services. A gnome working with a tailor, for instance, might tighten the seams or elaborate on the embroidery of clothing, earning the craftsman a better&lt;br /&gt;
reputation and increased custom. As the shop prospered, the gnome would exact her share of the increased profits, sometimes in the form of goods but eventually&lt;br /&gt;
also in the form of silver coin. The gnomes eventually discovered another form of exchange in colorful faceted stones, and the love affair between burghal&lt;br /&gt;
gnomes and gems began. To this day, burghal gnomes prefer to do business with gems rather than the bulkier and heavier silver coin; rarely will a burghal&lt;br /&gt;
gnome leave home without a few gems for daily purchases. Withycombe gnomes are expert and innovative gem cutters, and the hallmark of their jewelry is&lt;br /&gt;
the simple setting that shows off the sparkle of the gem (the quality they value most).&lt;br /&gt;
== Innovations and Workshops ==&lt;br /&gt;
The burghal gnomes acknowledged that the humans, with their advantages in size and strength, could perform certain tasks with far greater ease than the&lt;br /&gt;
gnomes could ever hope to duplicate. They sought every means to compensate for their physical limitations, and innovation and experimentation became characteristic&lt;br /&gt;
of their race. In their workshops, they harnessed every available form of power: they tapped the power of earthnodes to experiment with various forms of&lt;br /&gt;
magic; they directed underground streams through pipes into their homes and workshops for necessary use but also to turn grinding wheels; they tapped boiling&lt;br /&gt;
springs as sources of heat, but also as a source of steam power for their machines. The gnomes learned to multiply and direct mechanical forces, first&lt;br /&gt;
with simple machines like the lever and the pulley, and then with mechanisms of increasing complexity. They built practical machines like the clock and&lt;br /&gt;
artistic machines like the mobile, but in time the purest expression of their love for engineering and design would appear in wondrous toys, puzzles, and&lt;br /&gt;
games.&lt;br /&gt;
&lt;br /&gt;
The workshop of a burghal gnome is a place of great noise and industry, with the whirr of spinning wheels, the hiss of steam, and the crackle of harnessed&lt;br /&gt;
lightning. Burghal gnomes are notoriously casual in their dress, especially in the grip of a particularly vexing project, when a splash of grease or oil&lt;br /&gt;
might go unnoticed for days or weeks at a time. Between projects, however, their persons and their workshops are meticulously clean. Unfortunately, it’s&lt;br /&gt;
only the rarest occasion when a burghal gnome is between projects.&lt;br /&gt;
== Marriage ==&lt;br /&gt;
As their culture increasingly focused on the workplace and home workshop, the gnomes began to experience a radical change in their personal lives. Nowhere&lt;br /&gt;
is this more visible than in marriage. Over the centuries, Withycombe gnomes have come to look at marriage as an extension of work, as a task they undertake&lt;br /&gt;
for the good of the race rather than for personal satisfaction. In their marriage vows, they promise not to love and to cherish the positive qualities&lt;br /&gt;
of their mates, but to fix specific faults in their partners. They spend their marriage tinkering with each others’ habits and personalities, in the hope&lt;br /&gt;
of making each other better gnomes. As a consequence of this unique arrangement, burghal gnomes of bloodline Withycombe almost never divorce. Their differences&lt;br /&gt;
are seen signs of the strength of the coupling, and some Withycombe gnomes go so far as to choose their partners on the basis of their incompatibility.&lt;br /&gt;
(It is important for outsiders to note that Withycombe gnomes do love their mates, even though the basis for their love might be different from your own.)&lt;br /&gt;
== Coming of Age / The [[Arvyad’gno]] ==&lt;br /&gt;
Withycombe childrearing is also inextricably tied to the cultural focus on craft. At a very early age, children are apprenticed outside the home, as the&lt;br /&gt;
emotions between parent and child are considered a deterrent to workshop discipline. As a parting gift from the opposite-sex parent, the young gnome receives&lt;br /&gt;
a leather tool belt branded with the family and bloodline name; the same-sex parent provides the child with a tool etched with the surname of the new apprentice.&lt;br /&gt;
As the child gains knowledge and skill in a craft, the master makes additional gifts in recognition of significant achievement. When adolescence turns&lt;br /&gt;
to young adulthood, most gnomes have filled their belts with the tools of their trade and they stand ready for the arvyad’gno, or the “venture of fate.”&lt;br /&gt;
In this coming of age trial, each gnome is left alone in a room empty but for a burlap bag. Using the tools in their belt and their native wit, the gnomes&lt;br /&gt;
must assemble something from the parts and pieces found within in the bag. Some rumors suggest that each master creates her own task item, while others&lt;br /&gt;
insist that every burghal gnome since the days of Sjandor Withycombe has assembled the same item. The Withycombe gnomes hold secret the exact description&lt;br /&gt;
of this artifact, but many have revealed that words etched on the metal pieces serve as a clue to the order of assembly as they come together to form an&lt;br /&gt;
aphorism or short parable of Withycombe wisdom.&lt;br /&gt;
&lt;br /&gt;
Gnomes who successfully complete the arvyad’gno receive the title of journeyman, and they are free to pursue their craft independently. Journeymen typically&lt;br /&gt;
work for some dozens of years, until they have accumulated the experience and capital necessary to buy out a retiring master (and his or her workshop).&lt;br /&gt;
Gnomes who fail to complete the arvyad’gno in the allotted time bear the stigma for all of their days. They rarely rise to positions of authority, and&lt;br /&gt;
they usually perform only menial tasks within the burghal gnome community. At the conclusion of the ceremony, both successful and unsuccessful applicants&lt;br /&gt;
are marked with their own blood as a sign of adult membership in the bloodline. Withycombe gnomes, many of whom choose to tattoo the bloodmark into their&lt;br /&gt;
skin, bear a sign of two straight lines with a diamond at either side.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The centrality of the workshop also manifests in the religious life of the Withycombe gnomes. [[Eonak]] the craftsman has many adherents, as does [[Tonis]] the&lt;br /&gt;
fleetfooted, patron of thieves. Many Basingstoke gnomes also worship [[Lumnis]] and [[Fash’lo’nae]] for their connection to the search for knowledge. Like their&lt;br /&gt;
Basingstoke relations, the Withycombe gnomes celebrate their most important holiday as Founder’s Day, which for the Withycombe marks the anniversary of&lt;br /&gt;
[[Sjandor Withycombe]]’s first speech to the burghal gnomes in [[Tamzyrr]]. On Founder’s Day, the burghal gnomes clean themselves up and leave their workshops&lt;br /&gt;
to visit with family and friends. Presents are exchanged in honor of the gods, and to showcase the work that’s been done over the previous year.&lt;br /&gt;
&lt;br /&gt;
== Cultural Leaders ==&lt;br /&gt;
It is on Founder’s Day that the Withycombe select a head gnome for the year to follow. The burghal gnomes have long been settled in their cultural ways,&lt;br /&gt;
and the criteria for head gnome have changed subtly over time. The gnome who does the most to improve the lot of the race is now seen as the gnome who&lt;br /&gt;
produces the most ingenious device, whether practical or whimsical in nature. The role of head gnome is largely ceremonial. He (or, rarely, she) visits&lt;br /&gt;
workshops of master craftsmen to kibbutz on their designs. The input of the head gnome is tolerated, but rarely welcome, as many gnomes give in to an excess&lt;br /&gt;
of pride after winning the competition for the title. The only serious business of the head gnome comes when a particular city’s population reaches excess,&lt;br /&gt;
and a pioneering group applies for permission to establish a colony in a new human city or town. For day-to-day business, the burghal gnomes are governed&lt;br /&gt;
by family elders, who in most cases are also workshop masters.&lt;br /&gt;
== Death and Burial ==&lt;br /&gt;
Withycombe lives end with very little ceremony. After a brief visitation of family and friends, corpses are wrapped in anonymous shrouds and deposited&lt;br /&gt;
in brick-lined vaults deep beneath the city. There the bodies lie, unmarked and unacknowledged, until even the bones turn to dust. In the course of time,&lt;br /&gt;
as space for new bodies becomes scarce, the gnomes sweep the remains of the eldest generation from the crypt and spread them into the winds that course&lt;br /&gt;
through the night in the skylit world up above. Only then is a funeral held, and the gnomes recount the major accomplishments of the lost generation. It&lt;br /&gt;
is believed that this system provides for historical objectivity, which might be threatened should the immediate relatives of the dead be called upon to&lt;br /&gt;
judge their work.&lt;br /&gt;
== Art ==&lt;br /&gt;
Withycombe gnomes have little in their culture that might be called art. While they mimic the artisan skills of the humans, their production tends to be&lt;br /&gt;
derivative at best. Some of their fancy-dress clothing, however, bears a unique style of embroidery design consisting of interlocking geometric shapes.&lt;br /&gt;
Basingstoke gnomes also favor the mechanical reproduction of nature, in items like the bejeweled metal songbirds sold on the Dhu Gillywack. For the Basingstoke&lt;br /&gt;
gnomes, such feats of design and construction represent the very height of aesthetic achievement. The Withycombe gnomes are also excessively fond of poetry;&lt;br /&gt;
but where the forest gnomes favor the imagistic lyric, the burghal gnomes value only rhyme, often at grave cost to meter and sense.&lt;br /&gt;
== Potential Locations ==&lt;br /&gt;
Burghal gnomes of Bloodline Withycombe have infiltrated most of the major cities and towns of the human empire, as well as select smaller outposts on the&lt;br /&gt;
fringes of civilization. It is far more likely for burghal gnomes to live openly in these smaller towns, where the prejudicial human laws are not as strictly&lt;br /&gt;
enforced. &lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/burghalgnome.asp Races: Burghal Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/withycombe.asp History of the Gnomes: Bloodline Withycombe] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Withycombe&amp;diff=86261</id>
		<title>Withycombe</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Withycombe&amp;diff=86261"/>
		<updated>2017-01-13T23:01:18Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The gnomes of Bloodline Withycombe descend from the original burghal gnomes, who left the forests for the shelter of the [[Human Empire]].&lt;br /&gt;
They reside in brick-lined compounds deep underground, and they often serve host families as expert gardeners and housekeepers. Their attention to detail&lt;br /&gt;
and manual dexterity makes them skillful tailors and jewelry makers--as well as expert thieves. The true calling of the Withycombe gnomes lies in mechanical&lt;br /&gt;
design and tinkering, however, as they compensate for their diminutive stature with elaborate labor-saving devices. A cheerful people, the Withycombes&lt;br /&gt;
delight in toys, gems, and poetry (however bad). &lt;br /&gt;
== Agriculture ==&lt;br /&gt;
The size and stealth of the gnomes gave them every opportunity to observe the process of clearing, plowing, seeding,&lt;br /&gt;
and reaping the crops. They watched as vermin and disease attacked the plants, diminishing the yield. Using the knowledge of plants and animals they imported&lt;br /&gt;
from the forest, the gnomes improved irrigation and drainage, they trapped marauding birds and small mammals, they imported worms to aerate soil and bees&lt;br /&gt;
to pollinate, and they spread fertilizing and insecticide potions over the plants. When, in short order, the quality improved and the yield increased,&lt;br /&gt;
the gnomes began to break into the store rooms and liberate a share of the food, thinking of themselves not as burglars but as co-workers due a living&lt;br /&gt;
wage.&lt;br /&gt;
&lt;br /&gt;
The gnomes knew they could not take all that was needed to feed the race directly from the fields and barns. Instead, each gnome was responsible for providing&lt;br /&gt;
for his own needs and the needs of his infant children. Some stole food from the fields, but others stole from homes and workplace pantries. As a result,&lt;br /&gt;
the pilferage was slow and steady and never significant enough to cause a hue and cry. Another result of this odd method of procurement can be seen to&lt;br /&gt;
this day in the fondness of Withycombe gnomes for stew. In most burghal gnome compounds, the cook will maintain a kettle of hodge-porridge slowly stewing&lt;br /&gt;
day and night. Whatever food comes into the household goes into the common stewpot, so that today’s flavor always owes something to the taste of yesterday.&lt;br /&gt;
== Housekeeping ==&lt;br /&gt;
In addition to fields and barns, the gnomes also infiltrated human homes. They observed housekeeping and the maintenance of lawns and gardens. Some gnomes&lt;br /&gt;
adopted deserving families as their special hosts, and they performed small tasks on their behalf. A window left open to the cold might be closed in the&lt;br /&gt;
night, or shoes left muddy might be found clean in the morning. Gardens tended by gnomes became the envy of human neighborhoods, and many a person credited&lt;br /&gt;
with a green thumb found herself receiving unjust blame for not sharing lawn maintenance secrets with the neighbors.&lt;br /&gt;
== Shopkeeping and Gems ==&lt;br /&gt;
The gnomes also studied the humans at work. From places of hiding in shops and guild halls, they learned every skill known to their hosts. Individual gnomes&lt;br /&gt;
adopted particular craftsmen, always seeking out the most worthy persons for their special attentions. They performed small housekeeping tasks, making&lt;br /&gt;
sure that the shop or workshop was clean and inviting for customers, but more importantly they sought out subtle ways to improve the quality of goods and&lt;br /&gt;
services. A gnome working with a tailor, for instance, might tighten the seams or elaborate on the embroidery of clothing, earning the craftsman a better&lt;br /&gt;
reputation and increased custom. As the shop prospered, the gnome would exact her share of the increased profits, sometimes in the form of goods but eventually&lt;br /&gt;
also in the form of silver coin. The gnomes eventually discovered another form of exchange in colorful faceted stones, and the love affair between burghal&lt;br /&gt;
gnomes and gems began. To this day, burghal gnomes prefer to do business with gems rather than the bulkier and heavier silver coin; rarely will a burghal&lt;br /&gt;
gnome leave home without a few gems for daily purchases. Withycombe gnomes are expert and innovative gem cutters, and the hallmark of their jewelry is&lt;br /&gt;
the simple setting that shows off the sparkle of the gem (the quality they value most).&lt;br /&gt;
== Innovations and Workshops ==&lt;br /&gt;
The burghal gnomes acknowledged that the humans, with their advantages in size and strength, could perform certain tasks with far greater ease than the&lt;br /&gt;
gnomes could ever hope to duplicate. They sought every means to compensate for their physical limitations, and innovation and experimentation became characteristic&lt;br /&gt;
of their race. In their workshops, they harnessed every available form of power: they tapped the power of earthnodes to experiment with various forms of&lt;br /&gt;
magic; they directed underground streams through pipes into their homes and workshops for necessary use but also to turn grinding wheels; they tapped boiling&lt;br /&gt;
springs as sources of heat, but also as a source of steam power for their machines. The gnomes learned to multiply and direct mechanical forces, first&lt;br /&gt;
with simple machines like the lever and the pulley, and then with mechanisms of increasing complexity. They built practical machines like the clock and&lt;br /&gt;
artistic machines like the mobile, but in time the purest expression of their love for engineering and design would appear in wondrous toys, puzzles, and&lt;br /&gt;
games.&lt;br /&gt;
&lt;br /&gt;
The workshop of a burghal gnome is a place of great noise and industry, with the whirr of spinning wheels, the hiss of steam, and the crackle of harnessed&lt;br /&gt;
lightning. Burghal gnomes are notoriously casual in their dress, especially in the grip of a particularly vexing project, when a splash of grease or oil&lt;br /&gt;
might go unnoticed for days or weeks at a time. Between projects, however, their persons and their workshops are meticulously clean. Unfortunately, it’s&lt;br /&gt;
only the rarest occasion when a burghal gnome is between projects.&lt;br /&gt;
== Marriage ==&lt;br /&gt;
As their culture increasingly focused on the workplace and home workshop, the gnomes began to experience a radical change in their personal lives. Nowhere&lt;br /&gt;
is this more visible than in marriage. Over the centuries, Withycombe gnomes have come to look at marriage as an extension of work, as a task they undertake&lt;br /&gt;
for the good of the race rather than for personal satisfaction. In their marriage vows, they promise not to love and to cherish the positive qualities&lt;br /&gt;
of their mates, but to fix specific faults in their partners. They spend their marriage tinkering with each others’ habits and personalities, in the hope&lt;br /&gt;
of making each other better gnomes. As a consequence of this unique arrangement, burghal gnomes of bloodline Withycombe almost never divorce. Their differences&lt;br /&gt;
are seen signs of the strength of the coupling, and some Withycombe gnomes go so far as to choose their partners on the basis of their incompatibility.&lt;br /&gt;
(It is important for outsiders to note that Withycombe gnomes do love their mates, even though the basis for their love might be different from your own.)&lt;br /&gt;
== Coming of Age / The [[Arvyad’gno]] ==&lt;br /&gt;
Withycombe childrearing is also inextricably tied to the cultural focus on craft. At a very early age, children are apprenticed outside the home, as the&lt;br /&gt;
emotions between parent and child are considered a deterrent to workshop discipline. As a parting gift from the opposite-sex parent, the young gnome receives&lt;br /&gt;
a leather tool belt branded with the family and bloodline name; the same-sex parent provides the child with a tool etched with the surname of the new apprentice.&lt;br /&gt;
As the child gains knowledge and skill in a craft, the master makes additional gifts in recognition of significant achievement. When adolescence turns&lt;br /&gt;
to young adulthood, most gnomes have filled their belts with the tools of their trade and they stand ready for the arvyad’gno, or the “venture of fate.”&lt;br /&gt;
In this coming of age trial, each gnome is left alone in a room empty but for a burlap bag. Using the tools in their belt and their native wit, the gnomes&lt;br /&gt;
must assemble something from the parts and pieces found within in the bag. Some rumors suggest that each master creates her own task item, while others&lt;br /&gt;
insist that every burghal gnome since the days of Sjandor Withycombe has assembled the same item. The Withycombe gnomes hold secret the exact description&lt;br /&gt;
of this artifact, but many have revealed that words etched on the metal pieces serve as a clue to the order of assembly as they come together to form an&lt;br /&gt;
aphorism or short parable of Withycombe wisdom.&lt;br /&gt;
&lt;br /&gt;
Gnomes who successfully complete the arvyad’gno receive the title of journeyman, and they are free to pursue their craft independently. Journeymen typically&lt;br /&gt;
work for some dozens of years, until they have accumulated the experience and capital necessary to buy out a retiring master (and his or her workshop).&lt;br /&gt;
Gnomes who fail to complete the arvyad’gno in the allotted time bear the stigma for all of their days. They rarely rise to positions of authority, and&lt;br /&gt;
they usually perform only menial tasks within the burghal gnome community. At the conclusion of the ceremony, both successful and unsuccessful applicants&lt;br /&gt;
are marked with their own blood as a sign of adult membership in the bloodline. Withycombe gnomes, many of whom choose to tattoo the bloodmark into their&lt;br /&gt;
skin, bear a sign of two straight lines with a diamond at either side.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The centrality of the workshop also manifests in the religious life of the Withycombe gnomes. [[Eonak]] the craftsman has many adherents, as does [[Tonis]] the&lt;br /&gt;
fleetfooted, patron of thieves. Many Basingstoke gnomes also worship [[Lumnis]] and [[Fash’lo’nae]] for their connection to the search for knowledge. Like their&lt;br /&gt;
Basingstoke relations, the Withycombe gnomes celebrate their most important holiday as Founder’s Day, which for the Withycombe marks the anniversary of&lt;br /&gt;
[[Sjandor Withycombe]]’s first speech to the burghal gnomes in [[Tamzyrr]]. On Founder’s Day, the burghal gnomes clean themselves up and leave their workshops&lt;br /&gt;
to visit with family and friends. Presents are exchanged in honor of the gods, and to showcase the work that’s been done over the previous year.&lt;br /&gt;
&lt;br /&gt;
== Cultural Leaders ==&lt;br /&gt;
It is on Founder’s Day that the Withycombe select a head gnome for the year to follow. The burghal gnomes have long been settled in their cultural ways,&lt;br /&gt;
and the criteria for head gnome have changed subtly over time. The gnome who does the most to improve the lot of the race is now seen as the gnome who&lt;br /&gt;
produces the most ingenious device, whether practical or whimsical in nature. The role of head gnome is largely ceremonial. He (or, rarely, she) visits&lt;br /&gt;
workshops of master craftsmen to kibbutz on their designs. The input of the head gnome is tolerated, but rarely welcome, as many gnomes give in to an excess&lt;br /&gt;
of pride after winning the competition for the title. The only serious business of the head gnome comes when a particular city’s population reaches excess,&lt;br /&gt;
and a pioneering group applies for permission to establish a colony in a new human city or town. For day-to-day business, the burghal gnomes are governed&lt;br /&gt;
by family elders, who in most cases are also workshop masters.&lt;br /&gt;
== Death and Burial ==&lt;br /&gt;
Withycombe lives end with very little ceremony. After a brief visitation of family and friends, corpses are wrapped in anonymous shrouds and deposited&lt;br /&gt;
in brick-lined vaults deep beneath the city. There the bodies lie, unmarked and unacknowledged, until even the bones turn to dust. In the course of time,&lt;br /&gt;
as space for new bodies becomes scarce, the gnomes sweep the remains of the eldest generation from the crypt and spread them into the winds that course&lt;br /&gt;
through the night in the skylit world up above. Only then is a funeral held, and the gnomes recount the major accomplishments of the lost generation. It&lt;br /&gt;
is believed that this system provides for historical objectivity, which might be threatened should the immediate relatives of the dead be called upon to&lt;br /&gt;
judge their work.&lt;br /&gt;
== Art ==&lt;br /&gt;
Withycombe gnomes have little in their culture that might be called art. While they mimic the artisan skills of the humans, their production tends to be&lt;br /&gt;
derivative at best. Some of their fancy-dress clothing, however, bears a unique style of embroidery design consisting of interlocking geometric shapes.&lt;br /&gt;
Basingstoke gnomes also favor the mechanical reproduction of nature, in items like the bejeweled metal songbirds sold on the Dhu Gillywack. For the Basingstoke&lt;br /&gt;
gnomes, such feats of design and construction represent the very height of aesthetic achievement. The Withycombe gnomes are also excessively fond of poetry;&lt;br /&gt;
but where the forest gnomes favor the imagistic lyric, the burghal gnomes value only rhyme, often at grave cost to meter and sense.&lt;br /&gt;
== Potential Locations ==&lt;br /&gt;
Burghal gnomes of Bloodline Withycombe have infiltrated most of the major cities and towns of the human empire, as well as select smaller outposts on the&lt;br /&gt;
fringes of civilization. It is far more likely for burghal gnomes to live openly in these smaller towns, where the prejudicial human laws are not as strictly&lt;br /&gt;
enforced. &lt;br /&gt;
== Reference ==&lt;br /&gt;
== Reference ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/cultures/burghalgnome.asp Races: Burghal Gnomes] on play.net&lt;br /&gt;
*[http://www.play.net/gs4/info/tomes/gnomes/withycombe.asp History of the Gnomes: Bloodline Withycombe] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Withycombe&amp;diff=85438</id>
		<title>Withycombe</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Withycombe&amp;diff=85438"/>
		<updated>2016-12-17T00:23:04Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Coming of Age / The arvyad’gno */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The gnomes of Bloodline Withycombe descend from the original burghal gnomes, who left the forests for the shelter of the [[Human Empire]].&lt;br /&gt;
They reside in brick-lined compounds deep underground, and they often serve host families as expert gardeners and housekeepers. Their attention to detail&lt;br /&gt;
and manual dexterity makes them skillful tailors and jewelry makers--as well as expert thieves. The true calling of the Withycombe gnomes lies in mechanical&lt;br /&gt;
design and tinkering, however, as they compensate for their diminutive stature with elaborate labor-saving devices. A cheerful people, the Withycombes&lt;br /&gt;
delight in toys, gems, and poetry (however bad). &lt;br /&gt;
== Agriculture ==&lt;br /&gt;
The size and stealth of the gnomes gave them every opportunity to observe the process of clearing, plowing, seeding,&lt;br /&gt;
and reaping the crops. They watched as vermin and disease attacked the plants, diminishing the yield. Using the knowledge of plants and animals they imported&lt;br /&gt;
from the forest, the gnomes improved irrigation and drainage, they trapped marauding birds and small mammals, they imported worms to aerate soil and bees&lt;br /&gt;
to pollinate, and they spread fertilizing and insecticide potions over the plants. When, in short order, the quality improved and the yield increased,&lt;br /&gt;
the gnomes began to break into the store rooms and liberate a share of the food, thinking of themselves not as burglars but as co-workers due a living&lt;br /&gt;
wage.&lt;br /&gt;
&lt;br /&gt;
The gnomes knew they could not take all that was needed to feed the race directly from the fields and barns. Instead, each gnome was responsible for providing&lt;br /&gt;
for his own needs and the needs of his infant children. Some stole food from the fields, but others stole from homes and workplace pantries. As a result,&lt;br /&gt;
the pilferage was slow and steady and never significant enough to cause a hue and cry. Another result of this odd method of procurement can be seen to&lt;br /&gt;
this day in the fondness of Withycombe gnomes for stew. In most burghal gnome compounds, the cook will maintain a kettle of hodge-porridge slowly stewing&lt;br /&gt;
day and night. Whatever food comes into the household goes into the common stewpot, so that today’s flavor always owes something to the taste of yesterday.&lt;br /&gt;
== Housekeeping ==&lt;br /&gt;
In addition to fields and barns, the gnomes also infiltrated human homes. They observed housekeeping and the maintenance of lawns and gardens. Some gnomes&lt;br /&gt;
adopted deserving families as their special hosts, and they performed small tasks on their behalf. A window left open to the cold might be closed in the&lt;br /&gt;
night, or shoes left muddy might be found clean in the morning. Gardens tended by gnomes became the envy of human neighborhoods, and many a person credited&lt;br /&gt;
with a green thumb found herself receiving unjust blame for not sharing lawn maintenance secrets with the neighbors.&lt;br /&gt;
== Shopkeeping and Gems ==&lt;br /&gt;
The gnomes also studied the humans at work. From places of hiding in shops and guild halls, they learned every skill known to their hosts. Individual gnomes&lt;br /&gt;
adopted particular craftsmen, always seeking out the most worthy persons for their special attentions. They performed small housekeeping tasks, making&lt;br /&gt;
sure that the shop or workshop was clean and inviting for customers, but more importantly they sought out subtle ways to improve the quality of goods and&lt;br /&gt;
services. A gnome working with a tailor, for instance, might tighten the seams or elaborate on the embroidery of clothing, earning the craftsman a better&lt;br /&gt;
reputation and increased custom. As the shop prospered, the gnome would exact her share of the increased profits, sometimes in the form of goods but eventually&lt;br /&gt;
also in the form of silver coin. The gnomes eventually discovered another form of exchange in colorful faceted stones, and the love affair between burghal&lt;br /&gt;
gnomes and gems began. To this day, burghal gnomes prefer to do business with gems rather than the bulkier and heavier silver coin; rarely will a burghal&lt;br /&gt;
gnome leave home without a few gems for daily purchases. Withycombe gnomes are expert and innovative gem cutters, and the hallmark of their jewelry is&lt;br /&gt;
the simple setting that shows off the sparkle of the gem (the quality they value most).&lt;br /&gt;
== Innovations and Workshops ==&lt;br /&gt;
The burghal gnomes acknowledged that the humans, with their advantages in size and strength, could perform certain tasks with far greater ease than the&lt;br /&gt;
gnomes could ever hope to duplicate. They sought every means to compensate for their physical limitations, and innovation and experimentation became characteristic&lt;br /&gt;
of their race. In their workshops, they harnessed every available form of power: they tapped the power of earthnodes to experiment with various forms of&lt;br /&gt;
magic; they directed underground streams through pipes into their homes and workshops for necessary use but also to turn grinding wheels; they tapped boiling&lt;br /&gt;
springs as sources of heat, but also as a source of steam power for their machines. The gnomes learned to multiply and direct mechanical forces, first&lt;br /&gt;
with simple machines like the lever and the pulley, and then with mechanisms of increasing complexity. They built practical machines like the clock and&lt;br /&gt;
artistic machines like the mobile, but in time the purest expression of their love for engineering and design would appear in wondrous toys, puzzles, and&lt;br /&gt;
games.&lt;br /&gt;
&lt;br /&gt;
The workshop of a burghal gnome is a place of great noise and industry, with the whirr of spinning wheels, the hiss of steam, and the crackle of harnessed&lt;br /&gt;
lightning. Burghal gnomes are notoriously casual in their dress, especially in the grip of a particularly vexing project, when a splash of grease or oil&lt;br /&gt;
might go unnoticed for days or weeks at a time. Between projects, however, their persons and their workshops are meticulously clean. Unfortunately, it’s&lt;br /&gt;
only the rarest occasion when a burghal gnome is between projects.&lt;br /&gt;
== Marriage ==&lt;br /&gt;
As their culture increasingly focused on the workplace and home workshop, the gnomes began to experience a radical change in their personal lives. Nowhere&lt;br /&gt;
is this more visible than in marriage. Over the centuries, Withycombe gnomes have come to look at marriage as an extension of work, as a task they undertake&lt;br /&gt;
for the good of the race rather than for personal satisfaction. In their marriage vows, they promise not to love and to cherish the positive qualities&lt;br /&gt;
of their mates, but to fix specific faults in their partners. They spend their marriage tinkering with each others’ habits and personalities, in the hope&lt;br /&gt;
of making each other better gnomes. As a consequence of this unique arrangement, burghal gnomes of bloodline Withycombe almost never divorce. Their differences&lt;br /&gt;
are seen signs of the strength of the coupling, and some Withycombe gnomes go so far as to choose their partners on the basis of their incompatibility.&lt;br /&gt;
(It is important for outsiders to note that Withycombe gnomes do love their mates, even though the basis for their love might be different from your own.)&lt;br /&gt;
== Coming of Age / The [[Arvyad’gno]] ==&lt;br /&gt;
Withycombe childrearing is also inextricably tied to the cultural focus on craft. At a very early age, children are apprenticed outside the home, as the&lt;br /&gt;
emotions between parent and child are considered a deterrent to workshop discipline. As a parting gift from the opposite-sex parent, the young gnome receives&lt;br /&gt;
a leather tool belt branded with the family and bloodline name; the same-sex parent provides the child with a tool etched with the surname of the new apprentice.&lt;br /&gt;
As the child gains knowledge and skill in a craft, the master makes additional gifts in recognition of significant achievement. When adolescence turns&lt;br /&gt;
to young adulthood, most gnomes have filled their belts with the tools of their trade and they stand ready for the arvyad’gno, or the “venture of fate.”&lt;br /&gt;
In this coming of age trial, each gnome is left alone in a room empty but for a burlap bag. Using the tools in their belt and their native wit, the gnomes&lt;br /&gt;
must assemble something from the parts and pieces found within in the bag. Some rumors suggest that each master creates her own task item, while others&lt;br /&gt;
insist that every burghal gnome since the days of Sjandor Withycombe has assembled the same item. The Withycombe gnomes hold secret the exact description&lt;br /&gt;
of this artifact, but many have revealed that words etched on the metal pieces serve as a clue to the order of assembly as they come together to form an&lt;br /&gt;
aphorism or short parable of Withycombe wisdom.&lt;br /&gt;
&lt;br /&gt;
Gnomes who successfully complete the arvyad’gno receive the title of journeyman, and they are free to pursue their craft independently. Journeymen typically&lt;br /&gt;
work for some dozens of years, until they have accumulated the experience and capital necessary to buy out a retiring master (and his or her workshop).&lt;br /&gt;
Gnomes who fail to complete the arvyad’gno in the allotted time bear the stigma for all of their days. They rarely rise to positions of authority, and&lt;br /&gt;
they usually perform only menial tasks within the burghal gnome community. At the conclusion of the ceremony, both successful and unsuccessful applicants&lt;br /&gt;
are marked with their own blood as a sign of adult membership in the bloodline. Withycombe gnomes, many of whom choose to tattoo the bloodmark into their&lt;br /&gt;
skin, bear a sign of two straight lines with a diamond at either side.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The centrality of the workshop also manifests in the religious life of the Withycombe gnomes. [[Eonak]] the craftsman has many adherents, as does [[Tonis]] the&lt;br /&gt;
fleetfooted, patron of thieves. Many Basingstoke gnomes also worship [[Lumnis]] and [[Fash’lo’nae]] for their connection to the search for knowledge. Like their&lt;br /&gt;
Basingstoke relations, the Withycombe gnomes celebrate their most important holiday as Founder’s Day, which for the Withycombe marks the anniversary of&lt;br /&gt;
[[Sjandor Withycombe]]’s first speech to the burghal gnomes in [[Tamzyrr]]. On Founder’s Day, the burghal gnomes clean themselves up and leave their workshops&lt;br /&gt;
to visit with family and friends. Presents are exchanged in honor of the gods, and to showcase the work that’s been done over the previous year.&lt;br /&gt;
&lt;br /&gt;
== Cultural Leaders ==&lt;br /&gt;
It is on Founder’s Day that the Withycombe select a head gnome for the year to follow. The burghal gnomes have long been settled in their cultural ways,&lt;br /&gt;
and the criteria for head gnome have changed subtly over time. The gnome who does the most to improve the lot of the race is now seen as the gnome who&lt;br /&gt;
produces the most ingenious device, whether practical or whimsical in nature. The role of head gnome is largely ceremonial. He (or, rarely, she) visits&lt;br /&gt;
workshops of master craftsmen to kibbutz on their designs. The input of the head gnome is tolerated, but rarely welcome, as many gnomes give in to an excess&lt;br /&gt;
of pride after winning the competition for the title. The only serious business of the head gnome comes when a particular city’s population reaches excess,&lt;br /&gt;
and a pioneering group applies for permission to establish a colony in a new human city or town. For day-to-day business, the burghal gnomes are governed&lt;br /&gt;
by family elders, who in most cases are also workshop masters.&lt;br /&gt;
== Death and Burial ==&lt;br /&gt;
Withycombe lives end with very little ceremony. After a brief visitation of family and friends, corpses are wrapped in anonymous shrouds and deposited&lt;br /&gt;
in brick-lined vaults deep beneath the city. There the bodies lie, unmarked and unacknowledged, until even the bones turn to dust. In the course of time,&lt;br /&gt;
as space for new bodies becomes scarce, the gnomes sweep the remains of the eldest generation from the crypt and spread them into the winds that course&lt;br /&gt;
through the night in the skylit world up above. Only then is a funeral held, and the gnomes recount the major accomplishments of the lost generation. It&lt;br /&gt;
is believed that this system provides for historical objectivity, which might be threatened should the immediate relatives of the dead be called upon to&lt;br /&gt;
judge their work.&lt;br /&gt;
== Art ==&lt;br /&gt;
Withycombe gnomes have little in their culture that might be called art. While they mimic the artisan skills of the humans, their production tends to be&lt;br /&gt;
derivative at best. Some of their fancy-dress clothing, however, bears a unique style of embroidery design consisting of interlocking geometric shapes.&lt;br /&gt;
Basingstoke gnomes also favor the mechanical reproduction of nature, in items like the bejeweled metal songbirds sold on the Dhu Gillywack. For the Basingstoke&lt;br /&gt;
gnomes, such feats of design and construction represent the very height of aesthetic achievement. The Withycombe gnomes are also excessively fond of poetry;&lt;br /&gt;
but where the forest gnomes favor the imagistic lyric, the burghal gnomes value only rhyme, often at grave cost to meter and sense.&lt;br /&gt;
== Potential Locations ==&lt;br /&gt;
Burghal gnomes of Bloodline Withycombe have infiltrated most of the major cities and towns of the human empire, as well as select smaller outposts on the&lt;br /&gt;
fringes of civilization. It is far more likely for burghal gnomes to live openly in these smaller towns, where the prejudicial human laws are not as strictly&lt;br /&gt;
enforced. &lt;br /&gt;
== Reference ==&lt;br /&gt;
Information derived from official documentation at: http://www.play.net/gs4/info/tomes/gnomes/withycombe.asp&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Withycombe&amp;diff=85437</id>
		<title>Withycombe</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Withycombe&amp;diff=85437"/>
		<updated>2016-12-17T00:20:52Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Coming of Age / The arvyad’gno */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The gnomes of Bloodline Withycombe descend from the original burghal gnomes, who left the forests for the shelter of the [[Human Empire]].&lt;br /&gt;
They reside in brick-lined compounds deep underground, and they often serve host families as expert gardeners and housekeepers. Their attention to detail&lt;br /&gt;
and manual dexterity makes them skillful tailors and jewelry makers--as well as expert thieves. The true calling of the Withycombe gnomes lies in mechanical&lt;br /&gt;
design and tinkering, however, as they compensate for their diminutive stature with elaborate labor-saving devices. A cheerful people, the Withycombes&lt;br /&gt;
delight in toys, gems, and poetry (however bad). &lt;br /&gt;
== Agriculture ==&lt;br /&gt;
The size and stealth of the gnomes gave them every opportunity to observe the process of clearing, plowing, seeding,&lt;br /&gt;
and reaping the crops. They watched as vermin and disease attacked the plants, diminishing the yield. Using the knowledge of plants and animals they imported&lt;br /&gt;
from the forest, the gnomes improved irrigation and drainage, they trapped marauding birds and small mammals, they imported worms to aerate soil and bees&lt;br /&gt;
to pollinate, and they spread fertilizing and insecticide potions over the plants. When, in short order, the quality improved and the yield increased,&lt;br /&gt;
the gnomes began to break into the store rooms and liberate a share of the food, thinking of themselves not as burglars but as co-workers due a living&lt;br /&gt;
wage.&lt;br /&gt;
&lt;br /&gt;
The gnomes knew they could not take all that was needed to feed the race directly from the fields and barns. Instead, each gnome was responsible for providing&lt;br /&gt;
for his own needs and the needs of his infant children. Some stole food from the fields, but others stole from homes and workplace pantries. As a result,&lt;br /&gt;
the pilferage was slow and steady and never significant enough to cause a hue and cry. Another result of this odd method of procurement can be seen to&lt;br /&gt;
this day in the fondness of Withycombe gnomes for stew. In most burghal gnome compounds, the cook will maintain a kettle of hodge-porridge slowly stewing&lt;br /&gt;
day and night. Whatever food comes into the household goes into the common stewpot, so that today’s flavor always owes something to the taste of yesterday.&lt;br /&gt;
== Housekeeping ==&lt;br /&gt;
In addition to fields and barns, the gnomes also infiltrated human homes. They observed housekeeping and the maintenance of lawns and gardens. Some gnomes&lt;br /&gt;
adopted deserving families as their special hosts, and they performed small tasks on their behalf. A window left open to the cold might be closed in the&lt;br /&gt;
night, or shoes left muddy might be found clean in the morning. Gardens tended by gnomes became the envy of human neighborhoods, and many a person credited&lt;br /&gt;
with a green thumb found herself receiving unjust blame for not sharing lawn maintenance secrets with the neighbors.&lt;br /&gt;
== Shopkeeping and Gems ==&lt;br /&gt;
The gnomes also studied the humans at work. From places of hiding in shops and guild halls, they learned every skill known to their hosts. Individual gnomes&lt;br /&gt;
adopted particular craftsmen, always seeking out the most worthy persons for their special attentions. They performed small housekeeping tasks, making&lt;br /&gt;
sure that the shop or workshop was clean and inviting for customers, but more importantly they sought out subtle ways to improve the quality of goods and&lt;br /&gt;
services. A gnome working with a tailor, for instance, might tighten the seams or elaborate on the embroidery of clothing, earning the craftsman a better&lt;br /&gt;
reputation and increased custom. As the shop prospered, the gnome would exact her share of the increased profits, sometimes in the form of goods but eventually&lt;br /&gt;
also in the form of silver coin. The gnomes eventually discovered another form of exchange in colorful faceted stones, and the love affair between burghal&lt;br /&gt;
gnomes and gems began. To this day, burghal gnomes prefer to do business with gems rather than the bulkier and heavier silver coin; rarely will a burghal&lt;br /&gt;
gnome leave home without a few gems for daily purchases. Withycombe gnomes are expert and innovative gem cutters, and the hallmark of their jewelry is&lt;br /&gt;
the simple setting that shows off the sparkle of the gem (the quality they value most).&lt;br /&gt;
== Innovations and Workshops ==&lt;br /&gt;
The burghal gnomes acknowledged that the humans, with their advantages in size and strength, could perform certain tasks with far greater ease than the&lt;br /&gt;
gnomes could ever hope to duplicate. They sought every means to compensate for their physical limitations, and innovation and experimentation became characteristic&lt;br /&gt;
of their race. In their workshops, they harnessed every available form of power: they tapped the power of earthnodes to experiment with various forms of&lt;br /&gt;
magic; they directed underground streams through pipes into their homes and workshops for necessary use but also to turn grinding wheels; they tapped boiling&lt;br /&gt;
springs as sources of heat, but also as a source of steam power for their machines. The gnomes learned to multiply and direct mechanical forces, first&lt;br /&gt;
with simple machines like the lever and the pulley, and then with mechanisms of increasing complexity. They built practical machines like the clock and&lt;br /&gt;
artistic machines like the mobile, but in time the purest expression of their love for engineering and design would appear in wondrous toys, puzzles, and&lt;br /&gt;
games.&lt;br /&gt;
&lt;br /&gt;
The workshop of a burghal gnome is a place of great noise and industry, with the whirr of spinning wheels, the hiss of steam, and the crackle of harnessed&lt;br /&gt;
lightning. Burghal gnomes are notoriously casual in their dress, especially in the grip of a particularly vexing project, when a splash of grease or oil&lt;br /&gt;
might go unnoticed for days or weeks at a time. Between projects, however, their persons and their workshops are meticulously clean. Unfortunately, it’s&lt;br /&gt;
only the rarest occasion when a burghal gnome is between projects.&lt;br /&gt;
== Marriage ==&lt;br /&gt;
As their culture increasingly focused on the workplace and home workshop, the gnomes began to experience a radical change in their personal lives. Nowhere&lt;br /&gt;
is this more visible than in marriage. Over the centuries, Withycombe gnomes have come to look at marriage as an extension of work, as a task they undertake&lt;br /&gt;
for the good of the race rather than for personal satisfaction. In their marriage vows, they promise not to love and to cherish the positive qualities&lt;br /&gt;
of their mates, but to fix specific faults in their partners. They spend their marriage tinkering with each others’ habits and personalities, in the hope&lt;br /&gt;
of making each other better gnomes. As a consequence of this unique arrangement, burghal gnomes of bloodline Withycombe almost never divorce. Their differences&lt;br /&gt;
are seen signs of the strength of the coupling, and some Withycombe gnomes go so far as to choose their partners on the basis of their incompatibility.&lt;br /&gt;
(It is important for outsiders to note that Withycombe gnomes do love their mates, even though the basis for their love might be different from your own.)&lt;br /&gt;
== Coming of Age / The [[arvyad’gno]] ==&lt;br /&gt;
Withycombe childrearing is also inextricably tied to the cultural focus on craft. At a very early age, children are apprenticed outside the home, as the&lt;br /&gt;
emotions between parent and child are considered a deterrent to workshop discipline. As a parting gift from the opposite-sex parent, the young gnome receives&lt;br /&gt;
a leather tool belt branded with the family and bloodline name; the same-sex parent provides the child with a tool etched with the surname of the new apprentice.&lt;br /&gt;
As the child gains knowledge and skill in a craft, the master makes additional gifts in recognition of significant achievement. When adolescence turns&lt;br /&gt;
to young adulthood, most gnomes have filled their belts with the tools of their trade and they stand ready for the arvyad’gno, or the “venture of fate.”&lt;br /&gt;
In this coming of age trial, each gnome is left alone in a room empty but for a burlap bag. Using the tools in their belt and their native wit, the gnomes&lt;br /&gt;
must assemble something from the parts and pieces found within in the bag. Some rumors suggest that each master creates her own task item, while others&lt;br /&gt;
insist that every burghal gnome since the days of Sjandor Withycombe has assembled the same item. The Withycombe gnomes hold secret the exact description&lt;br /&gt;
of this artifact, but many have revealed that words etched on the metal pieces serve as a clue to the order of assembly as they come together to form an&lt;br /&gt;
aphorism or short parable of Withycombe wisdom.&lt;br /&gt;
&lt;br /&gt;
Gnomes who successfully complete the arvyad’gno receive the title of journeyman, and they are free to pursue their craft independently. Journeymen typically&lt;br /&gt;
work for some dozens of years, until they have accumulated the experience and capital necessary to buy out a retiring master (and his or her workshop).&lt;br /&gt;
Gnomes who fail to complete the arvyad’gno in the allotted time bear the stigma for all of their days. They rarely rise to positions of authority, and&lt;br /&gt;
they usually perform only menial tasks within the burghal gnome community. At the conclusion of the ceremony, both successful and unsuccessful applicants&lt;br /&gt;
are marked with their own blood as a sign of adult membership in the bloodline. Withycombe gnomes, many of whom choose to tattoo the bloodmark into their&lt;br /&gt;
skin, bear a sign of two straight lines with a diamond at either side.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The centrality of the workshop also manifests in the religious life of the Withycombe gnomes. [[Eonak]] the craftsman has many adherents, as does [[Tonis]] the&lt;br /&gt;
fleetfooted, patron of thieves. Many Basingstoke gnomes also worship [[Lumnis]] and [[Fash’lo’nae]] for their connection to the search for knowledge. Like their&lt;br /&gt;
Basingstoke relations, the Withycombe gnomes celebrate their most important holiday as Founder’s Day, which for the Withycombe marks the anniversary of&lt;br /&gt;
[[Sjandor Withycombe]]’s first speech to the burghal gnomes in [[Tamzyrr]]. On Founder’s Day, the burghal gnomes clean themselves up and leave their workshops&lt;br /&gt;
to visit with family and friends. Presents are exchanged in honor of the gods, and to showcase the work that’s been done over the previous year.&lt;br /&gt;
&lt;br /&gt;
== Cultural Leaders ==&lt;br /&gt;
It is on Founder’s Day that the Withycombe select a head gnome for the year to follow. The burghal gnomes have long been settled in their cultural ways,&lt;br /&gt;
and the criteria for head gnome have changed subtly over time. The gnome who does the most to improve the lot of the race is now seen as the gnome who&lt;br /&gt;
produces the most ingenious device, whether practical or whimsical in nature. The role of head gnome is largely ceremonial. He (or, rarely, she) visits&lt;br /&gt;
workshops of master craftsmen to kibbutz on their designs. The input of the head gnome is tolerated, but rarely welcome, as many gnomes give in to an excess&lt;br /&gt;
of pride after winning the competition for the title. The only serious business of the head gnome comes when a particular city’s population reaches excess,&lt;br /&gt;
and a pioneering group applies for permission to establish a colony in a new human city or town. For day-to-day business, the burghal gnomes are governed&lt;br /&gt;
by family elders, who in most cases are also workshop masters.&lt;br /&gt;
== Death and Burial ==&lt;br /&gt;
Withycombe lives end with very little ceremony. After a brief visitation of family and friends, corpses are wrapped in anonymous shrouds and deposited&lt;br /&gt;
in brick-lined vaults deep beneath the city. There the bodies lie, unmarked and unacknowledged, until even the bones turn to dust. In the course of time,&lt;br /&gt;
as space for new bodies becomes scarce, the gnomes sweep the remains of the eldest generation from the crypt and spread them into the winds that course&lt;br /&gt;
through the night in the skylit world up above. Only then is a funeral held, and the gnomes recount the major accomplishments of the lost generation. It&lt;br /&gt;
is believed that this system provides for historical objectivity, which might be threatened should the immediate relatives of the dead be called upon to&lt;br /&gt;
judge their work.&lt;br /&gt;
== Art ==&lt;br /&gt;
Withycombe gnomes have little in their culture that might be called art. While they mimic the artisan skills of the humans, their production tends to be&lt;br /&gt;
derivative at best. Some of their fancy-dress clothing, however, bears a unique style of embroidery design consisting of interlocking geometric shapes.&lt;br /&gt;
Basingstoke gnomes also favor the mechanical reproduction of nature, in items like the bejeweled metal songbirds sold on the Dhu Gillywack. For the Basingstoke&lt;br /&gt;
gnomes, such feats of design and construction represent the very height of aesthetic achievement. The Withycombe gnomes are also excessively fond of poetry;&lt;br /&gt;
but where the forest gnomes favor the imagistic lyric, the burghal gnomes value only rhyme, often at grave cost to meter and sense.&lt;br /&gt;
== Potential Locations ==&lt;br /&gt;
Burghal gnomes of Bloodline Withycombe have infiltrated most of the major cities and towns of the human empire, as well as select smaller outposts on the&lt;br /&gt;
fringes of civilization. It is far more likely for burghal gnomes to live openly in these smaller towns, where the prejudicial human laws are not as strictly&lt;br /&gt;
enforced. &lt;br /&gt;
== Reference ==&lt;br /&gt;
Information derived from official documentation at: http://www.play.net/gs4/info/tomes/gnomes/withycombe.asp&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Withycombe&amp;diff=85436</id>
		<title>Withycombe</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Withycombe&amp;diff=85436"/>
		<updated>2016-12-17T00:15:11Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The gnomes of Bloodline Withycombe descend from the original burghal gnomes, who left the forests for the shelter of the [[Human Empire]].&lt;br /&gt;
They reside in brick-lined compounds deep underground, and they often serve host families as expert gardeners and housekeepers. Their attention to detail&lt;br /&gt;
and manual dexterity makes them skillful tailors and jewelry makers--as well as expert thieves. The true calling of the Withycombe gnomes lies in mechanical&lt;br /&gt;
design and tinkering, however, as they compensate for their diminutive stature with elaborate labor-saving devices. A cheerful people, the Withycombes&lt;br /&gt;
delight in toys, gems, and poetry (however bad). &lt;br /&gt;
== Agriculture ==&lt;br /&gt;
The size and stealth of the gnomes gave them every opportunity to observe the process of clearing, plowing, seeding,&lt;br /&gt;
and reaping the crops. They watched as vermin and disease attacked the plants, diminishing the yield. Using the knowledge of plants and animals they imported&lt;br /&gt;
from the forest, the gnomes improved irrigation and drainage, they trapped marauding birds and small mammals, they imported worms to aerate soil and bees&lt;br /&gt;
to pollinate, and they spread fertilizing and insecticide potions over the plants. When, in short order, the quality improved and the yield increased,&lt;br /&gt;
the gnomes began to break into the store rooms and liberate a share of the food, thinking of themselves not as burglars but as co-workers due a living&lt;br /&gt;
wage.&lt;br /&gt;
&lt;br /&gt;
The gnomes knew they could not take all that was needed to feed the race directly from the fields and barns. Instead, each gnome was responsible for providing&lt;br /&gt;
for his own needs and the needs of his infant children. Some stole food from the fields, but others stole from homes and workplace pantries. As a result,&lt;br /&gt;
the pilferage was slow and steady and never significant enough to cause a hue and cry. Another result of this odd method of procurement can be seen to&lt;br /&gt;
this day in the fondness of Withycombe gnomes for stew. In most burghal gnome compounds, the cook will maintain a kettle of hodge-porridge slowly stewing&lt;br /&gt;
day and night. Whatever food comes into the household goes into the common stewpot, so that today’s flavor always owes something to the taste of yesterday.&lt;br /&gt;
== Housekeeping ==&lt;br /&gt;
In addition to fields and barns, the gnomes also infiltrated human homes. They observed housekeeping and the maintenance of lawns and gardens. Some gnomes&lt;br /&gt;
adopted deserving families as their special hosts, and they performed small tasks on their behalf. A window left open to the cold might be closed in the&lt;br /&gt;
night, or shoes left muddy might be found clean in the morning. Gardens tended by gnomes became the envy of human neighborhoods, and many a person credited&lt;br /&gt;
with a green thumb found herself receiving unjust blame for not sharing lawn maintenance secrets with the neighbors.&lt;br /&gt;
== Shopkeeping and Gems ==&lt;br /&gt;
The gnomes also studied the humans at work. From places of hiding in shops and guild halls, they learned every skill known to their hosts. Individual gnomes&lt;br /&gt;
adopted particular craftsmen, always seeking out the most worthy persons for their special attentions. They performed small housekeeping tasks, making&lt;br /&gt;
sure that the shop or workshop was clean and inviting for customers, but more importantly they sought out subtle ways to improve the quality of goods and&lt;br /&gt;
services. A gnome working with a tailor, for instance, might tighten the seams or elaborate on the embroidery of clothing, earning the craftsman a better&lt;br /&gt;
reputation and increased custom. As the shop prospered, the gnome would exact her share of the increased profits, sometimes in the form of goods but eventually&lt;br /&gt;
also in the form of silver coin. The gnomes eventually discovered another form of exchange in colorful faceted stones, and the love affair between burghal&lt;br /&gt;
gnomes and gems began. To this day, burghal gnomes prefer to do business with gems rather than the bulkier and heavier silver coin; rarely will a burghal&lt;br /&gt;
gnome leave home without a few gems for daily purchases. Withycombe gnomes are expert and innovative gem cutters, and the hallmark of their jewelry is&lt;br /&gt;
the simple setting that shows off the sparkle of the gem (the quality they value most).&lt;br /&gt;
== Innovations and Workshops ==&lt;br /&gt;
The burghal gnomes acknowledged that the humans, with their advantages in size and strength, could perform certain tasks with far greater ease than the&lt;br /&gt;
gnomes could ever hope to duplicate. They sought every means to compensate for their physical limitations, and innovation and experimentation became characteristic&lt;br /&gt;
of their race. In their workshops, they harnessed every available form of power: they tapped the power of earthnodes to experiment with various forms of&lt;br /&gt;
magic; they directed underground streams through pipes into their homes and workshops for necessary use but also to turn grinding wheels; they tapped boiling&lt;br /&gt;
springs as sources of heat, but also as a source of steam power for their machines. The gnomes learned to multiply and direct mechanical forces, first&lt;br /&gt;
with simple machines like the lever and the pulley, and then with mechanisms of increasing complexity. They built practical machines like the clock and&lt;br /&gt;
artistic machines like the mobile, but in time the purest expression of their love for engineering and design would appear in wondrous toys, puzzles, and&lt;br /&gt;
games.&lt;br /&gt;
&lt;br /&gt;
The workshop of a burghal gnome is a place of great noise and industry, with the whirr of spinning wheels, the hiss of steam, and the crackle of harnessed&lt;br /&gt;
lightning. Burghal gnomes are notoriously casual in their dress, especially in the grip of a particularly vexing project, when a splash of grease or oil&lt;br /&gt;
might go unnoticed for days or weeks at a time. Between projects, however, their persons and their workshops are meticulously clean. Unfortunately, it’s&lt;br /&gt;
only the rarest occasion when a burghal gnome is between projects.&lt;br /&gt;
== Marriage ==&lt;br /&gt;
As their culture increasingly focused on the workplace and home workshop, the gnomes began to experience a radical change in their personal lives. Nowhere&lt;br /&gt;
is this more visible than in marriage. Over the centuries, Withycombe gnomes have come to look at marriage as an extension of work, as a task they undertake&lt;br /&gt;
for the good of the race rather than for personal satisfaction. In their marriage vows, they promise not to love and to cherish the positive qualities&lt;br /&gt;
of their mates, but to fix specific faults in their partners. They spend their marriage tinkering with each others’ habits and personalities, in the hope&lt;br /&gt;
of making each other better gnomes. As a consequence of this unique arrangement, burghal gnomes of bloodline Withycombe almost never divorce. Their differences&lt;br /&gt;
are seen signs of the strength of the coupling, and some Withycombe gnomes go so far as to choose their partners on the basis of their incompatibility.&lt;br /&gt;
(It is important for outsiders to note that Withycombe gnomes do love their mates, even though the basis for their love might be different from your own.)&lt;br /&gt;
== Coming of Age / The arvyad’gno ==&lt;br /&gt;
Withycombe childrearing is also inextricably tied to the cultural focus on craft. At a very early age, children are apprenticed outside the home, as the&lt;br /&gt;
emotions between parent and child are considered a deterrent to workshop discipline. As a parting gift from the opposite-sex parent, the young gnome receives&lt;br /&gt;
a leather tool belt branded with the family and bloodline name; the same-sex parent provides the child with a tool etched with the surname of the new apprentice.&lt;br /&gt;
As the child gains knowledge and skill in a craft, the master makes additional gifts in recognition of significant achievement. When adolescence turns&lt;br /&gt;
to young adulthood, most gnomes have filled their belts with the tools of their trade and they stand ready for the arvyad’gno, or the “venture of fate.”&lt;br /&gt;
In this coming of age trial, each gnome is left alone in a room empty but for a burlap bag. Using the tools in their belt and their native wit, the gnomes&lt;br /&gt;
must assemble something from the parts and pieces found within in the bag. Some rumors suggest that each master creates her own task item, while others&lt;br /&gt;
insist that every burghal gnome since the days of Sjandor Withycombe has assembled the same item. The Withycombe gnomes hold secret the exact description&lt;br /&gt;
of this artifact, but many have revealed that words etched on the metal pieces serve as a clue to the order of assembly as they come together to form an&lt;br /&gt;
aphorism or short parable of Withycombe wisdom.&lt;br /&gt;
&lt;br /&gt;
Gnomes who successfully complete the arvyad’gno receive the title of journeyman, and they are free to pursue their craft independently. Journeymen typically&lt;br /&gt;
work for some dozens of years, until they have accumulated the experience and capital necessary to buy out a retiring master (and his or her workshop).&lt;br /&gt;
Gnomes who fail to complete the arvyad’gno in the allotted time bear the stigma for all of their days. They rarely rise to positions of authority, and&lt;br /&gt;
they usually perform only menial tasks within the burghal gnome community. At the conclusion of the ceremony, both successful and unsuccessful applicants&lt;br /&gt;
are marked with their own blood as a sign of adult membership in the bloodline. Withycombe gnomes, many of whom choose to tattoo the bloodmark into their&lt;br /&gt;
skin, bear a sign of two straight lines with a diamond at either side.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The centrality of the workshop also manifests in the religious life of the Withycombe gnomes. [[Eonak]] the craftsman has many adherents, as does [[Tonis]] the&lt;br /&gt;
fleetfooted, patron of thieves. Many Basingstoke gnomes also worship [[Lumnis]] and [[Fash’lo’nae]] for their connection to the search for knowledge. Like their&lt;br /&gt;
Basingstoke relations, the Withycombe gnomes celebrate their most important holiday as Founder’s Day, which for the Withycombe marks the anniversary of&lt;br /&gt;
[[Sjandor Withycombe]]’s first speech to the burghal gnomes in [[Tamzyrr]]. On Founder’s Day, the burghal gnomes clean themselves up and leave their workshops&lt;br /&gt;
to visit with family and friends. Presents are exchanged in honor of the gods, and to showcase the work that’s been done over the previous year.&lt;br /&gt;
&lt;br /&gt;
== Cultural Leaders ==&lt;br /&gt;
It is on Founder’s Day that the Withycombe select a head gnome for the year to follow. The burghal gnomes have long been settled in their cultural ways,&lt;br /&gt;
and the criteria for head gnome have changed subtly over time. The gnome who does the most to improve the lot of the race is now seen as the gnome who&lt;br /&gt;
produces the most ingenious device, whether practical or whimsical in nature. The role of head gnome is largely ceremonial. He (or, rarely, she) visits&lt;br /&gt;
workshops of master craftsmen to kibbutz on their designs. The input of the head gnome is tolerated, but rarely welcome, as many gnomes give in to an excess&lt;br /&gt;
of pride after winning the competition for the title. The only serious business of the head gnome comes when a particular city’s population reaches excess,&lt;br /&gt;
and a pioneering group applies for permission to establish a colony in a new human city or town. For day-to-day business, the burghal gnomes are governed&lt;br /&gt;
by family elders, who in most cases are also workshop masters.&lt;br /&gt;
== Death and Burial ==&lt;br /&gt;
Withycombe lives end with very little ceremony. After a brief visitation of family and friends, corpses are wrapped in anonymous shrouds and deposited&lt;br /&gt;
in brick-lined vaults deep beneath the city. There the bodies lie, unmarked and unacknowledged, until even the bones turn to dust. In the course of time,&lt;br /&gt;
as space for new bodies becomes scarce, the gnomes sweep the remains of the eldest generation from the crypt and spread them into the winds that course&lt;br /&gt;
through the night in the skylit world up above. Only then is a funeral held, and the gnomes recount the major accomplishments of the lost generation. It&lt;br /&gt;
is believed that this system provides for historical objectivity, which might be threatened should the immediate relatives of the dead be called upon to&lt;br /&gt;
judge their work.&lt;br /&gt;
== Art ==&lt;br /&gt;
Withycombe gnomes have little in their culture that might be called art. While they mimic the artisan skills of the humans, their production tends to be&lt;br /&gt;
derivative at best. Some of their fancy-dress clothing, however, bears a unique style of embroidery design consisting of interlocking geometric shapes.&lt;br /&gt;
Basingstoke gnomes also favor the mechanical reproduction of nature, in items like the bejeweled metal songbirds sold on the Dhu Gillywack. For the Basingstoke&lt;br /&gt;
gnomes, such feats of design and construction represent the very height of aesthetic achievement. The Withycombe gnomes are also excessively fond of poetry;&lt;br /&gt;
but where the forest gnomes favor the imagistic lyric, the burghal gnomes value only rhyme, often at grave cost to meter and sense.&lt;br /&gt;
== Potential Locations ==&lt;br /&gt;
Burghal gnomes of Bloodline Withycombe have infiltrated most of the major cities and towns of the human empire, as well as select smaller outposts on the&lt;br /&gt;
fringes of civilization. It is far more likely for burghal gnomes to live openly in these smaller towns, where the prejudicial human laws are not as strictly&lt;br /&gt;
enforced. &lt;br /&gt;
== Reference ==&lt;br /&gt;
Information derived from official documentation at: http://www.play.net/gs4/info/tomes/gnomes/withycombe.asp&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Withycombe&amp;diff=85435</id>
		<title>Withycombe</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Withycombe&amp;diff=85435"/>
		<updated>2016-12-17T00:07:00Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Agriculture ==&lt;br /&gt;
The size and stealth of the gnomes gave them every opportunity to observe the process of clearing, plowing, seeding,&lt;br /&gt;
and reaping the crops. They watched as vermin and disease attacked the plants, diminishing the yield. Using the knowledge of plants and animals they imported&lt;br /&gt;
from the forest, the gnomes improved irrigation and drainage, they trapped marauding birds and small mammals, they imported worms to aerate soil and bees&lt;br /&gt;
to pollinate, and they spread fertilizing and insecticide potions over the plants. When, in short order, the quality improved and the yield increased,&lt;br /&gt;
the gnomes began to break into the store rooms and liberate a share of the food, thinking of themselves not as burglars but as co-workers due a living&lt;br /&gt;
wage.&lt;br /&gt;
&lt;br /&gt;
The gnomes knew they could not take all that was needed to feed the race directly from the fields and barns. Instead, each gnome was responsible for providing&lt;br /&gt;
for his own needs and the needs of his infant children. Some stole food from the fields, but others stole from homes and workplace pantries. As a result,&lt;br /&gt;
the pilferage was slow and steady and never significant enough to cause a hue and cry. Another result of this odd method of procurement can be seen to&lt;br /&gt;
this day in the fondness of Withycombe gnomes for stew. In most burghal gnome compounds, the cook will maintain a kettle of hodge-porridge slowly stewing&lt;br /&gt;
day and night. Whatever food comes into the household goes into the common stewpot, so that today’s flavor always owes something to the taste of yesterday.&lt;br /&gt;
== Housekeeping ==&lt;br /&gt;
In addition to fields and barns, the gnomes also infiltrated human homes. They observed housekeeping and the maintenance of lawns and gardens. Some gnomes&lt;br /&gt;
adopted deserving families as their special hosts, and they performed small tasks on their behalf. A window left open to the cold might be closed in the&lt;br /&gt;
night, or shoes left muddy might be found clean in the morning. Gardens tended by gnomes became the envy of human neighborhoods, and many a person credited&lt;br /&gt;
with a green thumb found herself receiving unjust blame for not sharing lawn maintenance secrets with the neighbors.&lt;br /&gt;
== Shopkeeping and Gems ==&lt;br /&gt;
The gnomes also studied the humans at work. From places of hiding in shops and guild halls, they learned every skill known to their hosts. Individual gnomes&lt;br /&gt;
adopted particular craftsmen, always seeking out the most worthy persons for their special attentions. They performed small housekeeping tasks, making&lt;br /&gt;
sure that the shop or workshop was clean and inviting for customers, but more importantly they sought out subtle ways to improve the quality of goods and&lt;br /&gt;
services. A gnome working with a tailor, for instance, might tighten the seams or elaborate on the embroidery of clothing, earning the craftsman a better&lt;br /&gt;
reputation and increased custom. As the shop prospered, the gnome would exact her share of the increased profits, sometimes in the form of goods but eventually&lt;br /&gt;
also in the form of silver coin. The gnomes eventually discovered another form of exchange in colorful faceted stones, and the love affair between burghal&lt;br /&gt;
gnomes and gems began. To this day, burghal gnomes prefer to do business with gems rather than the bulkier and heavier silver coin; rarely will a burghal&lt;br /&gt;
gnome leave home without a few gems for daily purchases. Withycombe gnomes are expert and innovative gem cutters, and the hallmark of their jewelry is&lt;br /&gt;
the simple setting that shows off the sparkle of the gem (the quality they value most).&lt;br /&gt;
== Innovations and Workshops ==&lt;br /&gt;
The burghal gnomes acknowledged that the humans, with their advantages in size and strength, could perform certain tasks with far greater ease than the&lt;br /&gt;
gnomes could ever hope to duplicate. They sought every means to compensate for their physical limitations, and innovation and experimentation became characteristic&lt;br /&gt;
of their race. In their workshops, they harnessed every available form of power: they tapped the power of earthnodes to experiment with various forms of&lt;br /&gt;
magic; they directed underground streams through pipes into their homes and workshops for necessary use but also to turn grinding wheels; they tapped boiling&lt;br /&gt;
springs as sources of heat, but also as a source of steam power for their machines. The gnomes learned to multiply and direct mechanical forces, first&lt;br /&gt;
with simple machines like the lever and the pulley, and then with mechanisms of increasing complexity. They built practical machines like the clock and&lt;br /&gt;
artistic machines like the mobile, but in time the purest expression of their love for engineering and design would appear in wondrous toys, puzzles, and&lt;br /&gt;
games.&lt;br /&gt;
&lt;br /&gt;
The workshop of a burghal gnome is a place of great noise and industry, with the whirr of spinning wheels, the hiss of steam, and the crackle of harnessed&lt;br /&gt;
lightning. Burghal gnomes are notoriously casual in their dress, especially in the grip of a particularly vexing project, when a splash of grease or oil&lt;br /&gt;
might go unnoticed for days or weeks at a time. Between projects, however, their persons and their workshops are meticulously clean. Unfortunately, it’s&lt;br /&gt;
only the rarest occasion when a burghal gnome is between projects.&lt;br /&gt;
== Marriage ==&lt;br /&gt;
As their culture increasingly focused on the workplace and home workshop, the gnomes began to experience a radical change in their personal lives. Nowhere&lt;br /&gt;
is this more visible than in marriage. Over the centuries, Withycombe gnomes have come to look at marriage as an extension of work, as a task they undertake&lt;br /&gt;
for the good of the race rather than for personal satisfaction. In their marriage vows, they promise not to love and to cherish the positive qualities&lt;br /&gt;
of their mates, but to fix specific faults in their partners. They spend their marriage tinkering with each others’ habits and personalities, in the hope&lt;br /&gt;
of making each other better gnomes. As a consequence of this unique arrangement, burghal gnomes of bloodline Withycombe almost never divorce. Their differences&lt;br /&gt;
are seen signs of the strength of the coupling, and some Withycombe gnomes go so far as to choose their partners on the basis of their incompatibility.&lt;br /&gt;
(It is important for outsiders to note that Withycombe gnomes do love their mates, even though the basis for their love might be different from your own.)&lt;br /&gt;
== Coming of Age / The arvyad’gno ==&lt;br /&gt;
Withycombe childrearing is also inextricably tied to the cultural focus on craft. At a very early age, children are apprenticed outside the home, as the&lt;br /&gt;
emotions between parent and child are considered a deterrent to workshop discipline. As a parting gift from the opposite-sex parent, the young gnome receives&lt;br /&gt;
a leather tool belt branded with the family and bloodline name; the same-sex parent provides the child with a tool etched with the surname of the new apprentice.&lt;br /&gt;
As the child gains knowledge and skill in a craft, the master makes additional gifts in recognition of significant achievement. When adolescence turns&lt;br /&gt;
to young adulthood, most gnomes have filled their belts with the tools of their trade and they stand ready for the arvyad’gno, or the “venture of fate.”&lt;br /&gt;
In this coming of age trial, each gnome is left alone in a room empty but for a burlap bag. Using the tools in their belt and their native wit, the gnomes&lt;br /&gt;
must assemble something from the parts and pieces found within in the bag. Some rumors suggest that each master creates her own task item, while others&lt;br /&gt;
insist that every burghal gnome since the days of Sjandor Withycombe has assembled the same item. The Withycombe gnomes hold secret the exact description&lt;br /&gt;
of this artifact, but many have revealed that words etched on the metal pieces serve as a clue to the order of assembly as they come together to form an&lt;br /&gt;
aphorism or short parable of Withycombe wisdom.&lt;br /&gt;
&lt;br /&gt;
Gnomes who successfully complete the arvyad’gno receive the title of journeyman, and they are free to pursue their craft independently. Journeymen typically&lt;br /&gt;
work for some dozens of years, until they have accumulated the experience and capital necessary to buy out a retiring master (and his or her workshop).&lt;br /&gt;
Gnomes who fail to complete the arvyad’gno in the allotted time bear the stigma for all of their days. They rarely rise to positions of authority, and&lt;br /&gt;
they usually perform only menial tasks within the burghal gnome community. At the conclusion of the ceremony, both successful and unsuccessful applicants&lt;br /&gt;
are marked with their own blood as a sign of adult membership in the bloodline. Withycombe gnomes, many of whom choose to tattoo the bloodmark into their&lt;br /&gt;
skin, bear a sign of two straight lines with a diamond at either side.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The centrality of the workshop also manifests in the religious life of the Withycombe gnomes. [[Eonak]] the craftsman has many adherents, as does [[Tonis]] the&lt;br /&gt;
fleetfooted, patron of thieves. Many Basingstoke gnomes also worship [[Lumnis]] and [[Fash’lo’nae]] for their connection to the search for knowledge. Like their&lt;br /&gt;
Basingstoke relations, the Withycombe gnomes celebrate their most important holiday as Founder’s Day, which for the Withycombe marks the anniversary of&lt;br /&gt;
[[Sjandor Withycombe]]’s first speech to the burghal gnomes in [[Tamzyrr]]. On Founder’s Day, the burghal gnomes clean themselves up and leave their workshops&lt;br /&gt;
to visit with family and friends. Presents are exchanged in honor of the gods, and to showcase the work that’s been done over the previous year.&lt;br /&gt;
&lt;br /&gt;
== Cultural Leaders ==&lt;br /&gt;
It is on Founder’s Day that the Withycombe select a head gnome for the year to follow. The burghal gnomes have long been settled in their cultural ways,&lt;br /&gt;
and the criteria for head gnome have changed subtly over time. The gnome who does the most to improve the lot of the race is now seen as the gnome who&lt;br /&gt;
produces the most ingenious device, whether practical or whimsical in nature. The role of head gnome is largely ceremonial. He (or, rarely, she) visits&lt;br /&gt;
workshops of master craftsmen to kibbutz on their designs. The input of the head gnome is tolerated, but rarely welcome, as many gnomes give in to an excess&lt;br /&gt;
of pride after winning the competition for the title. The only serious business of the head gnome comes when a particular city’s population reaches excess,&lt;br /&gt;
and a pioneering group applies for permission to establish a colony in a new human city or town. For day-to-day business, the burghal gnomes are governed&lt;br /&gt;
by family elders, who in most cases are also workshop masters.&lt;br /&gt;
== Death and Burial ==&lt;br /&gt;
Withycombe lives end with very little ceremony. After a brief visitation of family and friends, corpses are wrapped in anonymous shrouds and deposited&lt;br /&gt;
in brick-lined vaults deep beneath the city. There the bodies lie, unmarked and unacknowledged, until even the bones turn to dust. In the course of time,&lt;br /&gt;
as space for new bodies becomes scarce, the gnomes sweep the remains of the eldest generation from the crypt and spread them into the winds that course&lt;br /&gt;
through the night in the skylit world up above. Only then is a funeral held, and the gnomes recount the major accomplishments of the lost generation. It&lt;br /&gt;
is believed that this system provides for historical objectivity, which might be threatened should the immediate relatives of the dead be called upon to&lt;br /&gt;
judge their work.&lt;br /&gt;
== Art ==&lt;br /&gt;
Withycombe gnomes have little in their culture that might be called art. While they mimic the artisan skills of the humans, their production tends to be&lt;br /&gt;
derivative at best. Some of their fancy-dress clothing, however, bears a unique style of embroidery design consisting of interlocking geometric shapes.&lt;br /&gt;
Basingstoke gnomes also favor the mechanical reproduction of nature, in items like the bejeweled metal songbirds sold on the Dhu Gillywack. For the Basingstoke&lt;br /&gt;
gnomes, such feats of design and construction represent the very height of aesthetic achievement. The Withycombe gnomes are also excessively fond of poetry;&lt;br /&gt;
but where the forest gnomes favor the imagistic lyric, the burghal gnomes value only rhyme, often at grave cost to meter and sense.&lt;br /&gt;
== Potential Locations ==&lt;br /&gt;
Burghal gnomes of Bloodline Withycombe have infiltrated most of the major cities and towns of the human empire, as well as select smaller outposts on the&lt;br /&gt;
fringes of civilization. It is far more likely for burghal gnomes to live openly in these smaller towns, where the prejudicial human laws are not as strictly&lt;br /&gt;
enforced. &lt;br /&gt;
== Reference ==&lt;br /&gt;
Information derived from official documentation at: http://www.play.net/gs4/info/tomes/gnomes/withycombe.asp&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Withycombe&amp;diff=85433</id>
		<title>Withycombe</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Withycombe&amp;diff=85433"/>
		<updated>2016-12-17T00:03:55Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Coming of Age / The the arvyad’gno */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Agriculture ==&lt;br /&gt;
The size and stealth of the gnomes gave them every opportunity to observe the process of clearing, plowing, seeding,&lt;br /&gt;
and reaping the crops. They watched as vermin and disease attacked the plants, diminishing the yield. Using the knowledge of plants and animals they imported&lt;br /&gt;
from the forest, the gnomes improved irrigation and drainage, they trapped marauding birds and small mammals, they imported worms to aerate soil and bees&lt;br /&gt;
to pollinate, and they spread fertilizing and insecticide potions over the plants. When, in short order, the quality improved and the yield increased,&lt;br /&gt;
the gnomes began to break into the store rooms and liberate a share of the food, thinking of themselves not as burglars but as co-workers due a living&lt;br /&gt;
wage.&lt;br /&gt;
&lt;br /&gt;
The gnomes knew they could not take all that was needed to feed the race directly from the fields and barns. Instead, each gnome was responsible for providing&lt;br /&gt;
for his own needs and the needs of his infant children. Some stole food from the fields, but others stole from homes and workplace pantries. As a result,&lt;br /&gt;
the pilferage was slow and steady and never significant enough to cause a hue and cry. Another result of this odd method of procurement can be seen to&lt;br /&gt;
this day in the fondness of Withycombe gnomes for stew. In most burghal gnome compounds, the cook will maintain a kettle of hodge-porridge slowly stewing&lt;br /&gt;
day and night. Whatever food comes into the household goes into the common stewpot, so that today’s flavor always owes something to the taste of yesterday.&lt;br /&gt;
== Housekeeping ==&lt;br /&gt;
In addition to fields and barns, the gnomes also infiltrated human homes. They observed housekeeping and the maintenance of lawns and gardens. Some gnomes&lt;br /&gt;
adopted deserving families as their special hosts, and they performed small tasks on their behalf. A window left open to the cold might be closed in the&lt;br /&gt;
night, or shoes left muddy might be found clean in the morning. Gardens tended by gnomes became the envy of human neighborhoods, and many a person credited&lt;br /&gt;
with a green thumb found herself receiving unjust blame for not sharing lawn maintenance secrets with the neighbors.&lt;br /&gt;
== Shopkeeping and Gems ==&lt;br /&gt;
The gnomes also studied the humans at work. From places of hiding in shops and guild halls, they learned every skill known to their hosts. Individual gnomes&lt;br /&gt;
adopted particular craftsmen, always seeking out the most worthy persons for their special attentions. They performed small housekeeping tasks, making&lt;br /&gt;
sure that the shop or workshop was clean and inviting for customers, but more importantly they sought out subtle ways to improve the quality of goods and&lt;br /&gt;
services. A gnome working with a tailor, for instance, might tighten the seams or elaborate on the embroidery of clothing, earning the craftsman a better&lt;br /&gt;
reputation and increased custom. As the shop prospered, the gnome would exact her share of the increased profits, sometimes in the form of goods but eventually&lt;br /&gt;
also in the form of silver coin. The gnomes eventually discovered another form of exchange in colorful faceted stones, and the love affair between burghal&lt;br /&gt;
gnomes and gems began. To this day, burghal gnomes prefer to do business with gems rather than the bulkier and heavier silver coin; rarely will a burghal&lt;br /&gt;
gnome leave home without a few gems for daily purchases. Withycombe gnomes are expert and innovative gem cutters, and the hallmark of their jewelry is&lt;br /&gt;
the simple setting that shows off the sparkle of the gem (the quality they value most).&lt;br /&gt;
== Innovations and Workshops ==&lt;br /&gt;
The burghal gnomes acknowledged that the humans, with their advantages in size and strength, could perform certain tasks with far greater ease than the&lt;br /&gt;
gnomes could ever hope to duplicate. They sought every means to compensate for their physical limitations, and innovation and experimentation became characteristic&lt;br /&gt;
of their race. In their workshops, they harnessed every available form of power: they tapped the power of earthnodes to experiment with various forms of&lt;br /&gt;
magic; they directed underground streams through pipes into their homes and workshops for necessary use but also to turn grinding wheels; they tapped boiling&lt;br /&gt;
springs as sources of heat, but also as a source of steam power for their machines. The gnomes learned to multiply and direct mechanical forces, first&lt;br /&gt;
with simple machines like the lever and the pulley, and then with mechanisms of increasing complexity. They built practical machines like the clock and&lt;br /&gt;
artistic machines like the mobile, but in time the purest expression of their love for engineering and design would appear in wondrous toys, puzzles, and&lt;br /&gt;
games.&lt;br /&gt;
&lt;br /&gt;
The workshop of a burghal gnome is a place of great noise and industry, with the whirr of spinning wheels, the hiss of steam, and the crackle of harnessed&lt;br /&gt;
lightning. Burghal gnomes are notoriously casual in their dress, especially in the grip of a particularly vexing project, when a splash of grease or oil&lt;br /&gt;
might go unnoticed for days or weeks at a time. Between projects, however, their persons and their workshops are meticulously clean. Unfortunately, it’s&lt;br /&gt;
only the rarest occasion when a burghal gnome is between projects.&lt;br /&gt;
== Marriage ==&lt;br /&gt;
As their culture increasingly focused on the workplace and home workshop, the gnomes began to experience a radical change in their personal lives. Nowhere&lt;br /&gt;
is this more visible than in marriage. Over the centuries, Withycombe gnomes have come to look at marriage as an extension of work, as a task they undertake&lt;br /&gt;
for the good of the race rather than for personal satisfaction. In their marriage vows, they promise not to love and to cherish the positive qualities&lt;br /&gt;
of their mates, but to fix specific faults in their partners. They spend their marriage tinkering with each others’ habits and personalities, in the hope&lt;br /&gt;
of making each other better gnomes. As a consequence of this unique arrangement, burghal gnomes of bloodline Withycombe almost never divorce. Their differences&lt;br /&gt;
are seen signs of the strength of the coupling, and some Withycombe gnomes go so far as to choose their partners on the basis of their incompatibility.&lt;br /&gt;
(It is important for outsiders to note that Withycombe gnomes do love their mates, even though the basis for their love might be different from your own.)&lt;br /&gt;
== Coming of Age / The arvyad’gno ==&lt;br /&gt;
Withycombe childrearing is also inextricably tied to the cultural focus on craft. At a very early age, children are apprenticed outside the home, as the&lt;br /&gt;
emotions between parent and child are considered a deterrent to workshop discipline. As a parting gift from the opposite-sex parent, the young gnome receives&lt;br /&gt;
a leather tool belt branded with the family and bloodline name; the same-sex parent provides the child with a tool etched with the surname of the new apprentice.&lt;br /&gt;
As the child gains knowledge and skill in a craft, the master makes additional gifts in recognition of significant achievement. When adolescence turns&lt;br /&gt;
to young adulthood, most gnomes have filled their belts with the tools of their trade and they stand ready for the arvyad’gno, or the “venture of fate.”&lt;br /&gt;
In this coming of age trial, each gnome is left alone in a room empty but for a burlap bag. Using the tools in their belt and their native wit, the gnomes&lt;br /&gt;
must assemble something from the parts and pieces found within in the bag. Some rumors suggest that each master creates her own task item, while others&lt;br /&gt;
insist that every burghal gnome since the days of Sjandor Withycombe has assembled the same item. The Withycombe gnomes hold secret the exact description&lt;br /&gt;
of this artifact, but many have revealed that words etched on the metal pieces serve as a clue to the order of assembly as they come together to form an&lt;br /&gt;
aphorism or short parable of Withycombe wisdom.&lt;br /&gt;
&lt;br /&gt;
Gnomes who successfully complete the arvyad’gno receive the title of journeyman, and they are free to pursue their craft independently. Journeymen typically&lt;br /&gt;
work for some dozens of years, until they have accumulated the experience and capital necessary to buy out a retiring master (and his or her workshop).&lt;br /&gt;
Gnomes who fail to complete the arvyad’gno in the allotted time bear the stigma for all of their days. They rarely rise to positions of authority, and&lt;br /&gt;
they usually perform only menial tasks within the burghal gnome community. At the conclusion of the ceremony, both successful and unsuccessful applicants&lt;br /&gt;
are marked with their own blood as a sign of adult membership in the bloodline. Withycombe gnomes, many of whom choose to tattoo the bloodmark into their&lt;br /&gt;
skin, bear a sign of two straight lines with a diamond at either side.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The centrality of the workshop also manifests in the religious life of the Withycombe gnomes. Eonak the craftsman has many adherents, as does Tonis the&lt;br /&gt;
fleetfooted, patron of thieves. Many Basingstoke gnomes also worship Lumnis and Fash’lo’nae for their connection to the search for knowledge. Like their&lt;br /&gt;
Basingstoke relations, the Withycombe gnomes celebrate their most important holiday as Founder’s Day, which for the Withycombe marks the anniversary of&lt;br /&gt;
Sjandor Withycombe’s first speech to the burghal gnomes in Tamzyrr. On Founder’s Day, the burghal gnomes clean themselves up and leave their workshops&lt;br /&gt;
to visit with family and friends. Presents are exchanged in honor of the gods, and to showcase the work that’s been done over the previous year.&lt;br /&gt;
== Cultural Leaders ==&lt;br /&gt;
It is on Founder’s Day that the Withycombe select a head gnome for the year to follow. The burghal gnomes have long been settled in their cultural ways,&lt;br /&gt;
and the criteria for head gnome have changed subtly over time. The gnome who does the most to improve the lot of the race is now seen as the gnome who&lt;br /&gt;
produces the most ingenious device, whether practical or whimsical in nature. The role of head gnome is largely ceremonial. He (or, rarely, she) visits&lt;br /&gt;
workshops of master craftsmen to kibbutz on their designs. The input of the head gnome is tolerated, but rarely welcome, as many gnomes give in to an excess&lt;br /&gt;
of pride after winning the competition for the title. The only serious business of the head gnome comes when a particular city’s population reaches excess,&lt;br /&gt;
and a pioneering group applies for permission to establish a colony in a new human city or town. For day-to-day business, the burghal gnomes are governed&lt;br /&gt;
by family elders, who in most cases are also workshop masters.&lt;br /&gt;
== Death and Burial ==&lt;br /&gt;
Withycombe lives end with very little ceremony. After a brief visitation of family and friends, corpses are wrapped in anonymous shrouds and deposited&lt;br /&gt;
in brick-lined vaults deep beneath the city. There the bodies lie, unmarked and unacknowledged, until even the bones turn to dust. In the course of time,&lt;br /&gt;
as space for new bodies becomes scarce, the gnomes sweep the remains of the eldest generation from the crypt and spread them into the winds that course&lt;br /&gt;
through the night in the skylit world up above. Only then is a funeral held, and the gnomes recount the major accomplishments of the lost generation. It&lt;br /&gt;
is believed that this system provides for historical objectivity, which might be threatened should the immediate relatives of the dead be called upon to&lt;br /&gt;
judge their work.&lt;br /&gt;
== Art ==&lt;br /&gt;
Withycombe gnomes have little in their culture that might be called art. While they mimic the artisan skills of the humans, their production tends to be&lt;br /&gt;
derivative at best. Some of their fancy-dress clothing, however, bears a unique style of embroidery design consisting of interlocking geometric shapes.&lt;br /&gt;
Basingstoke gnomes also favor the mechanical reproduction of nature, in items like the bejeweled metal songbirds sold on the Dhu Gillywack. For the Basingstoke&lt;br /&gt;
gnomes, such feats of design and construction represent the very height of aesthetic achievement. The Withycombe gnomes are also excessively fond of poetry;&lt;br /&gt;
but where the forest gnomes favor the imagistic lyric, the burghal gnomes value only rhyme, often at grave cost to meter and sense.&lt;br /&gt;
== Potential Locations ==&lt;br /&gt;
Burghal gnomes of Bloodline Withycombe have infiltrated most of the major cities and towns of the human empire, as well as select smaller outposts on the&lt;br /&gt;
fringes of civilization. It is far more likely for burghal gnomes to live openly in these smaller towns, where the prejudicial human laws are not as strictly&lt;br /&gt;
enforced. &lt;br /&gt;
== Reference ==&lt;br /&gt;
Information derived from official documentation at: http://www.play.net/gs4/info/tomes/gnomes/withycombe.asp&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Withycombe&amp;diff=85431</id>
		<title>Withycombe</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Withycombe&amp;diff=85431"/>
		<updated>2016-12-16T23:31:47Z</updated>

		<summary type="html">&lt;p&gt;HOST-GSAVALUKA: /* Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Agriculture ==&lt;br /&gt;
The size and stealth of the gnomes gave them every opportunity to observe the process of clearing, plowing, seeding,&lt;br /&gt;
and reaping the crops. They watched as vermin and disease attacked the plants, diminishing the yield. Using the knowledge of plants and animals they imported&lt;br /&gt;
from the forest, the gnomes improved irrigation and drainage, they trapped marauding birds and small mammals, they imported worms to aerate soil and bees&lt;br /&gt;
to pollinate, and they spread fertilizing and insecticide potions over the plants. When, in short order, the quality improved and the yield increased,&lt;br /&gt;
the gnomes began to break into the store rooms and liberate a share of the food, thinking of themselves not as burglars but as co-workers due a living&lt;br /&gt;
wage.&lt;br /&gt;
&lt;br /&gt;
The gnomes knew they could not take all that was needed to feed the race directly from the fields and barns. Instead, each gnome was responsible for providing&lt;br /&gt;
for his own needs and the needs of his infant children. Some stole food from the fields, but others stole from homes and workplace pantries. As a result,&lt;br /&gt;
the pilferage was slow and steady and never significant enough to cause a hue and cry. Another result of this odd method of procurement can be seen to&lt;br /&gt;
this day in the fondness of Withycombe gnomes for stew. In most burghal gnome compounds, the cook will maintain a kettle of hodge-porridge slowly stewing&lt;br /&gt;
day and night. Whatever food comes into the household goes into the common stewpot, so that today’s flavor always owes something to the taste of yesterday.&lt;br /&gt;
== Housekeeping ==&lt;br /&gt;
In addition to fields and barns, the gnomes also infiltrated human homes. They observed housekeeping and the maintenance of lawns and gardens. Some gnomes&lt;br /&gt;
adopted deserving families as their special hosts, and they performed small tasks on their behalf. A window left open to the cold might be closed in the&lt;br /&gt;
night, or shoes left muddy might be found clean in the morning. Gardens tended by gnomes became the envy of human neighborhoods, and many a person credited&lt;br /&gt;
with a green thumb found herself receiving unjust blame for not sharing lawn maintenance secrets with the neighbors.&lt;br /&gt;
== Shopkeeping and Gems ==&lt;br /&gt;
The gnomes also studied the humans at work. From places of hiding in shops and guild halls, they learned every skill known to their hosts. Individual gnomes&lt;br /&gt;
adopted particular craftsmen, always seeking out the most worthy persons for their special attentions. They performed small housekeeping tasks, making&lt;br /&gt;
sure that the shop or workshop was clean and inviting for customers, but more importantly they sought out subtle ways to improve the quality of goods and&lt;br /&gt;
services. A gnome working with a tailor, for instance, might tighten the seams or elaborate on the embroidery of clothing, earning the craftsman a better&lt;br /&gt;
reputation and increased custom. As the shop prospered, the gnome would exact her share of the increased profits, sometimes in the form of goods but eventually&lt;br /&gt;
also in the form of silver coin. The gnomes eventually discovered another form of exchange in colorful faceted stones, and the love affair between burghal&lt;br /&gt;
gnomes and gems began. To this day, burghal gnomes prefer to do business with gems rather than the bulkier and heavier silver coin; rarely will a burghal&lt;br /&gt;
gnome leave home without a few gems for daily purchases. Withycombe gnomes are expert and innovative gem cutters, and the hallmark of their jewelry is&lt;br /&gt;
the simple setting that shows off the sparkle of the gem (the quality they value most).&lt;br /&gt;
== Innovations and Workshops ==&lt;br /&gt;
The burghal gnomes acknowledged that the humans, with their advantages in size and strength, could perform certain tasks with far greater ease than the&lt;br /&gt;
gnomes could ever hope to duplicate. They sought every means to compensate for their physical limitations, and innovation and experimentation became characteristic&lt;br /&gt;
of their race. In their workshops, they harnessed every available form of power: they tapped the power of earthnodes to experiment with various forms of&lt;br /&gt;
magic; they directed underground streams through pipes into their homes and workshops for necessary use but also to turn grinding wheels; they tapped boiling&lt;br /&gt;
springs as sources of heat, but also as a source of steam power for their machines. The gnomes learned to multiply and direct mechanical forces, first&lt;br /&gt;
with simple machines like the lever and the pulley, and then with mechanisms of increasing complexity. They built practical machines like the clock and&lt;br /&gt;
artistic machines like the mobile, but in time the purest expression of their love for engineering and design would appear in wondrous toys, puzzles, and&lt;br /&gt;
games.&lt;br /&gt;
&lt;br /&gt;
The workshop of a burghal gnome is a place of great noise and industry, with the whirr of spinning wheels, the hiss of steam, and the crackle of harnessed&lt;br /&gt;
lightning. Burghal gnomes are notoriously casual in their dress, especially in the grip of a particularly vexing project, when a splash of grease or oil&lt;br /&gt;
might go unnoticed for days or weeks at a time. Between projects, however, their persons and their workshops are meticulously clean. Unfortunately, it’s&lt;br /&gt;
only the rarest occasion when a burghal gnome is between projects.&lt;br /&gt;
== Marriage ==&lt;br /&gt;
As their culture increasingly focused on the workplace and home workshop, the gnomes began to experience a radical change in their personal lives. Nowhere&lt;br /&gt;
is this more visible than in marriage. Over the centuries, Withycombe gnomes have come to look at marriage as an extension of work, as a task they undertake&lt;br /&gt;
for the good of the race rather than for personal satisfaction. In their marriage vows, they promise not to love and to cherish the positive qualities&lt;br /&gt;
of their mates, but to fix specific faults in their partners. They spend their marriage tinkering with each others’ habits and personalities, in the hope&lt;br /&gt;
of making each other better gnomes. As a consequence of this unique arrangement, burghal gnomes of bloodline Withycombe almost never divorce. Their differences&lt;br /&gt;
are seen signs of the strength of the coupling, and some Withycombe gnomes go so far as to choose their partners on the basis of their incompatibility.&lt;br /&gt;
(It is important for outsiders to note that Withycombe gnomes do love their mates, even though the basis for their love might be different from your own.)&lt;br /&gt;
== Coming of Age / The the arvyad’gno ==&lt;br /&gt;
Withycombe childrearing is also inextricably tied to the cultural focus on craft. At a very early age, children are apprenticed outside the home, as the&lt;br /&gt;
emotions between parent and child are considered a deterrent to workshop discipline. As a parting gift from the opposite-sex parent, the young gnome receives&lt;br /&gt;
a leather tool belt branded with the family and bloodline name; the same-sex parent provides the child with a tool etched with the surname of the new apprentice.&lt;br /&gt;
As the child gains knowledge and skill in a craft, the master makes additional gifts in recognition of significant achievement. When adolescence turns&lt;br /&gt;
to young adulthood, most gnomes have filled their belts with the tools of their trade and they stand ready for the arvyad’gno, or the “venture of fate.”&lt;br /&gt;
In this coming of age trial, each gnome is left alone in a room empty but for a burlap bag. Using the tools in their belt and their native wit, the gnomes&lt;br /&gt;
must assemble something from the parts and pieces found within in the bag. Some rumors suggest that each master creates her own task item, while others&lt;br /&gt;
insist that every burghal gnome since the days of Sjandor Withycombe has assembled the same item. The Withycombe gnomes hold secret the exact description&lt;br /&gt;
of this artifact, but many have revealed that words etched on the metal pieces serve as a clue to the order of assembly as they come together to form an&lt;br /&gt;
aphorism or short parable of Withycombe wisdom.&lt;br /&gt;
&lt;br /&gt;
Gnomes who successfully complete the arvyad’gno receive the title of journeyman, and they are free to pursue their craft independently. Journeymen typically&lt;br /&gt;
work for some dozens of years, until they have accumulated the experience and capital necessary to buy out a retiring master (and his or her workshop).&lt;br /&gt;
Gnomes who fail to complete the arvyad’gno in the allotted time bear the stigma for all of their days. They rarely rise to positions of authority, and&lt;br /&gt;
they usually perform only menial tasks within the burghal gnome community. At the conclusion of the ceremony, both successful and unsuccessful applicants&lt;br /&gt;
are marked with their own blood as a sign of adult membership in the bloodline. Withycombe gnomes, many of whom choose to tattoo the bloodmark into their&lt;br /&gt;
skin, bear a sign of two straight lines with a diamond at either side.&lt;br /&gt;
== Religion ==&lt;br /&gt;
The centrality of the workshop also manifests in the religious life of the Withycombe gnomes. Eonak the craftsman has many adherents, as does Tonis the&lt;br /&gt;
fleetfooted, patron of thieves. Many Basingstoke gnomes also worship Lumnis and Fash’lo’nae for their connection to the search for knowledge. Like their&lt;br /&gt;
Basingstoke relations, the Withycombe gnomes celebrate their most important holiday as Founder’s Day, which for the Withycombe marks the anniversary of&lt;br /&gt;
Sjandor Withycombe’s first speech to the burghal gnomes in Tamzyrr. On Founder’s Day, the burghal gnomes clean themselves up and leave their workshops&lt;br /&gt;
to visit with family and friends. Presents are exchanged in honor of the gods, and to showcase the work that’s been done over the previous year.&lt;br /&gt;
== Cultural Leaders ==&lt;br /&gt;
It is on Founder’s Day that the Withycombe select a head gnome for the year to follow. The burghal gnomes have long been settled in their cultural ways,&lt;br /&gt;
and the criteria for head gnome have changed subtly over time. The gnome who does the most to improve the lot of the race is now seen as the gnome who&lt;br /&gt;
produces the most ingenious device, whether practical or whimsical in nature. The role of head gnome is largely ceremonial. He (or, rarely, she) visits&lt;br /&gt;
workshops of master craftsmen to kibbutz on their designs. The input of the head gnome is tolerated, but rarely welcome, as many gnomes give in to an excess&lt;br /&gt;
of pride after winning the competition for the title. The only serious business of the head gnome comes when a particular city’s population reaches excess,&lt;br /&gt;
and a pioneering group applies for permission to establish a colony in a new human city or town. For day-to-day business, the burghal gnomes are governed&lt;br /&gt;
by family elders, who in most cases are also workshop masters.&lt;br /&gt;
== Death and Burial ==&lt;br /&gt;
Withycombe lives end with very little ceremony. After a brief visitation of family and friends, corpses are wrapped in anonymous shrouds and deposited&lt;br /&gt;
in brick-lined vaults deep beneath the city. There the bodies lie, unmarked and unacknowledged, until even the bones turn to dust. In the course of time,&lt;br /&gt;
as space for new bodies becomes scarce, the gnomes sweep the remains of the eldest generation from the crypt and spread them into the winds that course&lt;br /&gt;
through the night in the skylit world up above. Only then is a funeral held, and the gnomes recount the major accomplishments of the lost generation. It&lt;br /&gt;
is believed that this system provides for historical objectivity, which might be threatened should the immediate relatives of the dead be called upon to&lt;br /&gt;
judge their work.&lt;br /&gt;
== Art ==&lt;br /&gt;
Withycombe gnomes have little in their culture that might be called art. While they mimic the artisan skills of the humans, their production tends to be&lt;br /&gt;
derivative at best. Some of their fancy-dress clothing, however, bears a unique style of embroidery design consisting of interlocking geometric shapes.&lt;br /&gt;
Basingstoke gnomes also favor the mechanical reproduction of nature, in items like the bejeweled metal songbirds sold on the Dhu Gillywack. For the Basingstoke&lt;br /&gt;
gnomes, such feats of design and construction represent the very height of aesthetic achievement. The Withycombe gnomes are also excessively fond of poetry;&lt;br /&gt;
but where the forest gnomes favor the imagistic lyric, the burghal gnomes value only rhyme, often at grave cost to meter and sense.&lt;br /&gt;
== Potential Locations ==&lt;br /&gt;
Burghal gnomes of Bloodline Withycombe have infiltrated most of the major cities and towns of the human empire, as well as select smaller outposts on the&lt;br /&gt;
fringes of civilization. It is far more likely for burghal gnomes to live openly in these smaller towns, where the prejudicial human laws are not as strictly&lt;br /&gt;
enforced. &lt;br /&gt;
== Reference ==&lt;br /&gt;
Information derived from official documentation at: http://www.play.net/gs4/info/tomes/gnomes/withycombe.asp&lt;br /&gt;
&lt;br /&gt;
[[Category:Burghal Gnome Cultures]]&lt;br /&gt;
{{Burghal Gnomes}}&lt;/div&gt;</summary>
		<author><name>HOST-GSAVALUKA</name></author>
	</entry>
</feed>