Commodity Exchange for Crafting - Aetolia Online Help

22.4 Commodity Exchange for Crafting

Due to the demand for a more clarified and easier to understand rule on how commodities play into crafting, this guideline has been established to give crafters a better reference to follow.                          

For crafts where there are required commodities:

Base commodities are a "set cost" of an item. They do not necessarily need to appear in your design's appearance. For example, a vial's base commodities are 3 wood, but provided you add bone to the additional components, you can feel free to make the vial entirely out of bone and never mention wood.

If you add additional commodities outside of what is required in your sketch, you must add one of that commodity regardless of how much of it you are using in the design. This is because it is impossible to gauge how much of a commodity is needed and there is too much variation in how each individual approver will interpret a design.                       

If you specify what you are making your design from, and it exists in Aetolia, you must add one of that item. For example, if you are making a pair of boots from shark leather, and you specify that is what it is, you must add a shark corpse. If you are making a snakeskin leather hat, you must add either a snake or the snakeskin commodity from Xoral.    

Similar rules apply to making scented items with specifically mentioned odours, within reason. For example, if a book is to smell of a particular flower or perfume, the flower in question should be included in the design to give it the scent. However, if the book smells like it has been left in a cave for fifty years, given that there is no commodity for this, there is nothing to add. If it smells like cinnamon, add cinnamon, and so forth. 

For crafts where there are no required commodities, excluding furniture:

You must add at least one commodity of each material you reference in your design.                                                            

For furniture:

You must keep the same amount of commodities in your design as what is listed in the base. If an item costs 15 wood to craft, it would take 15 marble, obsidian, stone, steel, or whatever you choose to make it from, regardless of how much the commodity is that you want to use costs.     

If you choose to add items to your furniture that can otherwise be made with another crafting skill, you must use exactly the same number of commodities as it would have taken someone else to make the item for you.                                                                    

The reason that Furniture is structured this way is to prevent needing to add required commodities to it. This gives crafters a much greater flexibility to make items than exists in nearly all other crafts, and the finished items last much longer than other items. If these basic compromises cannot be adhered to, it is certainly possible to structure Furniture like Tailoring or Woodcarving and add required commodities to it. Please do not force this to happen.