Site Details
Home
News
Site
Map
FAQs
Site
History
Email
The Safety Zone
About
The Section
The
1974 Act
Managing
Safety
Risk Assessment
Appendices
Award Program
Closure
Criteria
Commentary
And Stats
The
Winners
Articles
About Me
Webmaster
Biography
Bin
Head Blog
The Cubbyhole
MX5 MK2.5
Multiple Sclerosis
Italy2006
GemStone IV
Job Evaluation
Italian gcse 2008
1/2 Marathon Training
New York 2008
Italian Tour 2009
V Festival 2011
Bucket List
New Zealand 2012
Standard Medium Large TextOnly
Assess risk
personal - GemStone IV Family Issues
I have been lucky enough to find alterers who have been willing to make modifications to certain items I own.
I have been so impressed over the years with the ability of the alterers to turn my pigs ears into silk purses. I have always tended to seek alterations that will enhance my character, either physically or through roleplay, rather than to make a profit by selling the item. The excitement of having a new roleplaying toy or some alteration that increases my vision of Bremerial is what makes me seek alterations!! I confess however that I am not, and have never been the most patient of dwarf puppet masters. Waiting in a queue in the hope that an alterer may waggle a finger in my direction, has never been my idea of fun. Certainly queuing for alterers can turn Bremerial from a somewhat jovial dwarf to a taciturn spawn of Despana. However I am finding that a few flagons of ale and some good company can help pass the time. And an interactive merchant can make all the difference... although if truth be told I would sacrifice interactivity for speedy work!
Spinning V Room Order
Merchants performing acts of alteration have to select their customers some how. Some will spin and others will select room
order:
Spinning: This is a reference to an alterer spinning some personal implement - a wand, or rod for example - and randomly selecting
someone within the room to receive work. This gives everyone an equal chance of being selected, irrespective of the
speed with which they enter the area of work. This of course can be frustrating for someone who gets to the room first
and never gets selected. I have listened to people theorise about
techniques for 'beating the spin'. Some walk out of the room just before
the spin and walk back in for example. Personally I am yet to be convinced.
Room Order: This is exactly as it suggests - the merchant provides work in the order you arrive. Again, this is great if you
know where to go in the first place. However it can be frustrating if you are desperately searching for the room and can't find the
blessed thing.
Spinning and Room Order combo: Some merchants will spin for one person and select a person in room order. This is quite
a nice way of working and a nice compromise.
Fixed numbers: Some merchants will be quite specific and tell you they will spin for or
work room order for a specific number of people. These merchants
I love. You know where you stand. If they are selecting 10 people and you are number 11 in the queue, you know you can
go and do some shopping. When spinning for a fixed number of people I prefer it if the merchant selects that random list
straight away. Again this allows me to go shop or explore.
Fixed Timings: Some merchants will tell you that they are going to be around for a fixed time. This is where your animosity may
suddenly become directed at your fellows, waiting in the queue... especially where they are selected and they are taking ages
to decide on the work they want to be undertaken. My advice? Take deep breaths. There's nothing more you can do. As frustrating
as it might be to see limited time being eaten up by the indecisive, recognise that every person selected has the right
to leave with the item they want, the way they want it. And if that takes a little longer than you might want, then that's life.
Show Descriptions V Long Descriptions
One of the biggest decisions I often face is whether to have an
alteration with a long description or a show description. So what's the difference?
A show description relates to an alteration where the base description of an item - the description seen when the
item is tapped -is limited; however a more descriptive addition is added to the alteration, visible only by 'looking' at the item. The
base description is limited to what is commonly known at the 15/15/15 rule, where an article and adjective / adjective /
noun can take up only 15 characters/spaces each. e.g.
a black / invar / sword = 7/ 5/ 5
This description is quite basic but the sword can be brought to life with a 'show' description. e.g.
This antique sword has been polished so that it shimmers in the sunlight. Several nicks in the metalwork are testament
to use within many battles. Within the hilt are carved the words: "To Honor Voln!"
A long description allows for a longer overt description to be used,
although you are limited in the amount of words you can use. Usually 11 is
acceptable. e.g.
a black invar sword with a hilt set star-shaped ruby
Personally I love long descriptions. If you take the time to work out what you want to say
in advance you can provide a wealth of information
in a long description alteration. The negative however is that wearing multiple items with long descriptions can be taxing on the eyes.
Show descriptions allow for detailed descriptions but rely on you 'showing' then to others to show off the finer details.
I find long descriptions more of a challenge but perhaps the ultimate
challenge of course is to find a unique or striking base alteration with an
even more fantastic show. Some adventurers in towns near you are masters
of this!
Tips for Alterations
1: Preplan. Have a detailed list of items you want altered. Make the effort to think about what you want
WELL in advance. And even if
your passion is for altered clothing, consider ideas for weapons, armor, metal, non-metal. That way if you meet an alterer who specialises
in altering a specific type of item, you won't be struggling for ideas.
2: Read the sign: Often merchants offering alterations will put out a sign or notice saying what work they are prepared
to undertake. Look out for such a notice or sign. This will save you being yet
another person in the long line of people asking the question: "What are you doing?"
3: Don't panic. Remember merchants want you to go away happy, despite some taciturn
role-playing at times. So don't panic
if your ideas are dismissed. Just ask why, think of something else or ask if the
merchant can come up with an idea for you. Incidentally there is nothing to
prevent you asking the merchant to skip you for the moment and to come back
to you when you are ready. Most merchants will appreciate this as you are
not holding everyone up.
4: Avoid Distractions. If you want to have a deep and meaningful conversation about something not related to the merchanting
activity, try and postpone it until after the merchant has left. it's all too easy to miss something important - like your name being called -
because you are gossiping about something. And if you must talk - role-playing withstanding - do it in whispers...although bear
in mind, some whispers are not always as private as you might hope at these events - word to the wise.
5: Push to the Limits: Of course you need to keep your alterations within the game's genre.
Asking for a scabbard with the image of a machine gun on it probably isn't
going to get accepted. But push to the limits. See what you
can 'get away with'. You may find that unique item in your possession as a result. Don't worry. You'll be told if what you are
requesting is not acceptable. My advice is always to ask why it's not acceptable. If you don't ask questions you never learn.
One thing to remember though...just because you have seen someone else with a particular item in the past does not mean that that
item is now acceptable. [See this example]
6: Thesaurus your way: All of us will have limited vocabularies... some more limited than others admittedly. The Thesaurus is your
best friend. Why settle for 'old' when you can have 'Ancient, Antiquated or Archaic!! Why settle for 'Shiny' when you can have
'Burnished, Lustrous or Iridescent'!
7: Read the in-game alter information: Type 'alter' and read the information here. Take the time. There is some useful information here.
^ top of page
My alterations
I thought I would take the opportunity to share some of my alterations. My
ideas have come in part from others. Unless you wander the lands with your eyes shut, you will always absorb what you
see around you, whether consciously or otherwise. However I am amazed to say that many
of my inspirations have been 100% my own, leading to the creation of unique
items within the lands. I have kept back the majority of my prized
alterations from these pages... no need to reveal everything after all! And hopefully the
information shared will not result in a myriad of Bremerial clones wandering the
lands. (I am already seeing evidence of my work in the hands of various
people...you know who you are! )
Inspiration only is the desired effect.
Let your own imaginations soar!
Incidentally many many people will have opinions about the altering of your
commodities. By all means listen to that advice, but the decisions must be
yours. Take your time when making your decisions. Remember that a merchant
willing to change the look of an item is as rare as a dwarf without a
tankard of ale in his hand.
Bremerial's Alterations
- Currently: a miniature keg-shaped kit stamped with the word "Reserves" - Formally: my rations kit provided at birth. I use this to store my ale
- Currently: a front-laced sage green bodice. SHOW: Finely woven linen dyed a flawless sage green forms a sleeveless garment of simple lines and few adornments. A single, continuous strand of braided white cotton is threaded through opposing silver eyelets in a spiral fashion, drawing them loosely together. Four pieces of whalebone along the sides create a fashionable shape, accentuating the most buxom of figures. Within the bustline is a cleverly concealed series of straps designed to discretely hold a small weapon. - Formally: a front-laced sage green bodice purchased from wehnimers store.
- Currently: a thread-bare cotton towel. SHOW: - "The pink towel is crafted from several strips of soft woven cotton, which have been painstakingly dyed. Constant usage has given the surface a slightly rougher texture than when first purchased, but it still remains relatively soft, with its absorbency undiminished. Slight discoloration in places is testament to its constant use. Upon the surface of the towel embroidered is the embroidered insignia of the Warrior Guild of Wehnimer. Beneath it are words sewn using thick black and gold cotton. There appears to be something written on it.[In the Common language, it reads: Cleanliness is next to godliness -- even for Warriors!] - Towel is scripted and fully unlocked. - Formally: A pink fluffy towel from the store 'Bath from Beyond' at Ebonfest 2008
- Currently: a vaalin-set thick silver band. SHOW: Fashioned of silver and vaalin, the band is comprised of two bands wedded to become one. The larger band has slightly higher walls designed to loosely cradle the smaller band, which is free to spin around the other piece without coming loose. The outer ring of this band is crafted from four pieces of elongated silver, which have been folded upon themselves to give the piece added strength. Two of the four are polished and smooth, while the other two are engraved with a single arcane symbol. The fifth length of metal, an intricately twisted piece of vaalin, is nestled in the silver, set loosely enough to spin and giving the band a slightly distorted appearance. [Band has a number of zests] - Formally: a silver band from Ebon Fest 2008
- Currently: Some time-worn black armor. SHOW:- The archaic, expertly forged armor is made from thick black alloy and fashioned from slightly overlapping strips, hammered and secured in place by molten iron. Perfectly matched and well cared for, the lines of the armor are clean and subtle to present a uniform look of elegance and simplicity. Barely visible against the matte ebony metal is the inlay of shadowy, blackened ora striations and the dwarven denotations covering it. Testaments to past military campaigns, a few indentations mar the surface. You also notice a small enchanter's glyph. - Formally: Imflass plate armor
- Currently: an aged mildewed ankle sheath: SHOW: Thick leather strands are artfully braided to form a small sheath of minotaur hide that rests from calf to ankle. Three simple lacquered straps are attached to the body, all equidistant from guard to tip, giving the sheath stability as it rests against the ankle. The straps are lined with fox fur for comfort and secured by three ornate electrum buckles. Along one of the braided leather strands, a trio of grooves have been roughly engraved, leaving ragged trails which terminate at the guard. - Formally: a black leather ankle sheath with electrum buckles
- Currently: a set of time-worn goggles with leather straps and black alloy fastenings - Formally: some leather-trimmed goggles
- Currently: An old cracked brick: SHOW: The brick is all that remains of a once fine establishment. Time has not been kind to the brick, and the backside is carefully scratched with ornate lettering. There appears to be something written on it. - [In the Common language, it reads: For Bashing, NOT Building!] Formally: a chipped brick
- Currently: Some fitted Chestnut leggings. SHOW: - These well-worn leggings have been weathered by years of exposure to the elements. The leather is starting to wear thin and a faint line of dwarven runes trail down the left leg, overlapping the faded outline of a sunburst. An intricate pattern of twisting vines of ivy winds its way down the right leg, snaking over the outline of another barely visible sunburst. Though ravaged by time, these leggings appear sturdy enough to last a good while longer. Formally: Some brown leggings
- Currently: a battle-marred rune-etched claidhmore: SHOW: Masterfully crafted from grey mithril, the weapon's body displays distinct dwarven runes between bold striations that run from point to crossguard. Polished quillions slant downward, away from the time-worn leather-wrapped grip and pommel capped with segments of a radiant crimson essence. Set upon the crossguard is an etched ebony teardrop set between an intricately etched pair of dragons with wings spread as though in the process of taking flight. [Claid has also been lightened four time to 6 pounds] - Formally: A Razor Sharp Mithril Claidhmore
- Currently: a deeply hooded ebony cloak with buckled fastenings:- Formally: An ebony cloak
- Currently: a discolored battered case with a crude warrior guild symbol shrouding a rusty lock. - Formally: A spiraled vultite case
- Currently: An antique military flail: SHOW:- A gnarled wooden handle is partially encased in overlapping strips of blackened caedera skin. The skin is stained by sweat and blood, and the unprotected segment of the handle is battle-scarred. Expertly attached is a moderately long chain consisting of twelve interlocking oval steel links. One of the links is distorted, but retains its inherent strength. The chain is connected to a large globular head of compressed vultite and adorned with faceted vultite spikes designed for maximum damage. [Also lightened to max 4lbs] - Formally: A Jet black vultite flail
- Currently: A blackened-bone key fashioned from a gnarled kobold femur Formally: A twisted cobolt key
- Currently: An antique-bladed skinning knife with a gnarled wooden handle. There appears to be something written on it. READ: In the Common language, it reads: ~ Highman Games, 5110 ~ Formally: a dragon-etched silver skinning knife
- Currently: a double-edged rusty knife bearing a blackened Kazunel clan emblem Formally: a serrated skinning knife
- Currently: an ancient battle-scarred pack reinforced with linked hexagonal pressed invar plates. - Formally: a black leather invar-scaled pack
- Currently: a dwarven-style runed baldric. SHOW: A complex webbing of finely stitched leathery green skin forms a series of intricate straps for securing the baldric comfortably from shoulder to hip. The straps attach by two looped steel chains to a shortened sheath, artfully crafted from a myriad of thinly braided spidersilk strands. Each strap is marked down its length with blocky dwarven runes. The sheath's body is lined with both coarse undyed silk and reinforcing invar strands, designed to protect and support the tip of any weapon within it. - Formally: a braided black spidersilk harness
- Currently: an ale-stained journal embossed with a pattern of military symbology. - Formally: a leather tome
- Currently: a twisted blackened oak staff reinforced with overlapping strips of lightly-veined applewood. - Formally: a wooden staff
- Currently: a deeply-hooded blackened parka overlayed with a crewel-worked warrior guild symbol. (Lightened to max) - Formally: a sinew-laced walrus hide parka lined in polar furs.
- Currently: A dwarven-forged ring with an empty four-pronged setting. - Formally: A dented silver ring with an empty four-pronged setting.