TRADEMASTERS OF CARTELS - Lusternia Online Help

21.5 TRADEMASTERS OF CARTELS

Whether an affiliated or private cartel, the Trademaster has the sole
responsibility of submitting the yearly designs for cartels (and
submitting optional public designs if any are requested by the
administration for that period). To see the commands for creating
designs, Trademasters need only type DESIGN to see the syntax.

It should be noted that Lusternia has strict guidelines regarding the
quality and type of custom designs submitted. A member of the
administration will look carefully at each design and may correct
grammar, modify descriptions, reset the level of an item (a bowl of pea
soup set as a gourmet cooking item may get downgraded as a general
soup), and if it is completely unacceptable may reject it completely
(though if appropriate someone will contact a Trademaster to discuss
questionable items first).

When the administration asks for public designs, this means they are
looking to expand the number of designs for everyone in Lusternia. You
may submit up to the maximum number of public designs. There is no
guarantee that all these designs will be used. And the number requested
may vary according to need or manpower available to review them.

OVERVIEW OF DESCRIPTION GUIDELINES
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Appearance Description:

- Should not begin with a capital letter and can NOT end with a period
or full stop. Also the appearance should be kept short (around 5 words
max).

Dropped Description:

- Must begin with a capital letter and must end with a period, or full
stop. Dropped description should be kept to about one line.

Examined Description:

- Must begin with a capital letter and must end with a period, or full
stop. Examined description should be a FEW sentences long describing
what the item looks like.

Consume Description (cooking only):

- What the experience of eating or drinking the cooking item is like.

Smell Description (cooking only):

- What the food or beverage smells like. This should be a relatively
brief sentence.

Taste Description (cooking only):

- What does the food taste like without actually eating it. A small
nibble or sip. Again, this should be only one sentence.

DETAILS ON DESCRIPTION GUIDELINES
---------------------------------

1. Don't take liberties with the pattern.

This means that if you are using a shirt pattern, don't make your sketch
a vest. The main noun in the "appearance" field of your sketch must
match whatever the pattern is a pattern of.

2. "Appearance" format.

This is what people see when you look in your inventory or give an item
to another person. Some rules:

a. Don't capitalise the first letter unless it's a proper noun.
b. Don't make a sentence out of it.
c. Don't make it too long or try to cram too much detail into it. That
is what the examine description is for. More than one line is definitely
out and even that is excessive.
d. Don't write about any actions or reactions the item is having.
Something like "a cloak blowing in the wind" would not be accepted as it
is not always going to be blowing in the wind.

The simplest way to see if you have set an appropriate description here
is to put it in this sentence: "You give <appearance description> to
Roark." If your appearance description makes a proper sounding and
looking sentence there then you're probably ok.

3. "Dropped" format.
This is what people see when an item is in a room and they type "look".
Some rules:

a. It must be a complete sentence, with a period, or full stop, on the
end. No exclamation points, no question marks, no multiple periods, or
full stops.
b. The main noun in the sentence must be the same as the pattern name so
that people know what to call it when they want to pick it up, without
having to type "info here."
c. Keep this to one line or less.
d. Things like "A cloak is hanging from a peg here." is not acceptable
if it were dropped on the highway there is no peg to hang from.

4. Format for examined desc.
This is what people see when they examine an item. Some rules:

a. Use full sentences. Multiple sentences are fine.
b. Be descriptive, but not excessively verbose. Concision and vividness
in one sentence can often do the work of many sentences.

5. Suitability
We will only accept designs that are suitable for a tailor working in a
medieval-ish environment to create. Some rules:

a. Nothing that a craftsman could not reasonably create. For instance, a
tailor could not create a baby in a baby blanket or a suit of chainmail.
A tailor can't weave something out of the essence of darkness or create
something that is lighter than air.
b. Use appropriate materials. You can't make a shirt out of water or
pure gold. Lusternia also does not have "modern" materials and clothing
features like velcro, denim, polyester (or any synthetic fabric),
zippers, sweatshirts, and so on. The only materials are what is
available in commodities shops or special commodities, so please bear
this in mind before choosing to design a "mithril" shield as mithril
does not exist in Lusternia.
c. Gems referenced should only be those that can be cut with the
gemcutting skill in jewelry. They are: ruby, diamond, jade, opal,
emerald, sapphire, moonstone, turquoise, beryl, pearl, amethyst, garnet,
onyx, bloodstone, coral.
d. Special Commodities: We will allow some items that exist in Lusternia
to be used as special commodities for craft items. For instance, a
sharkskin belt may require a shark or a furrikin steak may require a
furrikin. Ears and scalps that are cut off of players may also be used
as special commodities. However, there is no guarantee that we will
allow an item to be used as a special commodity and it is looked at on a
case-by-case basis.

GENERAL DESIGN GUIDELINES
-------------------------

1) There should never be a period or full stop at the end of the
appearance description. Doing this will make the item have a double full
stops when seen in your inventory.

2) Watch English usage: putting in the dropped description "A pair of
rugged leather boots lay here." This should be "lies here." Lay takes an
object, lie doesn't. Be careful on spelling, as we use British English
standard. A spell checker wouldn't hurt, though it doesn't catch things
like their/there/they're or here/hear.

3) The examined descriptions should not contain reactions. Don't do:
"Visions of lollipops are evoked in you as you look at this cloak." or
(much worse) "You gasp in awe as you gaze upon this dress." It's up to
the viewer to react. If you tell them how to react, your designs will be
rejected.

4) Organisation names should be capitalised. "tunic of an Ur'Guard
novice"

5) The examined description is there to describe the clothing not the
wearer. The examined should not contain words such as you, your, etc.
Should be the wearer's.

6) The Appearance and Dropped descriptions must contain the name of the
design. If you are crafting a hat it has to say it's a hat. Example: a
beanie is not a hat, so use the same term in both descriptions.

7) An item can not be something that it is not. In other words, 'a
blanket' is a blanket. It is not a tapestry or a banner. Those would be
different items than a blanket. Likewise, do not combine multiple items
into one design: i.e. a shirt with a belt. Shirts and belts are separate
patterns and should be treated so.

8) Initials and insignia are fine to put in the examined description
of a private design, but not in a public design. Emoticons and other
forms of random symbols are not considered an insignia. (i.e. ^.^ ^-^
) etc.) Such symbols spoil a good description.

9) When using numbers in your descriptions you should always spell it
out. Reading through an examined description a 2 will draw the eye away
from what is written where as two will blend in and not be a
distraction.

10) There are children in Lusternia. Keep your designs tasteful. It is
possible to be sexy and tasteful, without being disgusting.

11) Organisational names may be used in the descriptions of cartel
designs, but we will be checking for appropriateness (i.e. Paladin
design in a Celestian or neutral cartel would be fine, but would be
suspect in a Magnagoran cartel). Likewise, it's permissible now to talk
about significant historical figures (such as Vernal Gods, Supernals,
Demon Lords, Moon/Night Avatars) in the examined.

12) If the symbol of an Elder God is used in a design, permission must
have been granted by that God before the design will be accepted.

13) Use of CHOCOLATE is not possible at this time. Vanilla and Obsidian
are now available for designs incorporating (respectively) spices and inferno beetles.

14) There should NOT be an extra line break between the Examined and the
Comments.

15) If bones, feathers, blood, or animal furs/parts are mentioned, an
appropriate corpse will be required to make up those items.

16) Remember that commodity amounts must be fulfilled in terms of
required cost. See HELP 21.6 and the design system for further details.

17) Dragon parts are not permissible for designs (dragonbone,
dragonteeth, etc.) Dragon images are now OK!

18) Race names are not to be capitalised.

19) Mortal designs that are magical in nature or appear supernatural are
generally not allowed. Powerstones and firegems may give items an extra
sparkle (nothing significant) based on their abilities, but they will be
judged for appropriateness on a case-to-case basis.

20) In general, consider the appropriateness of a design in the world of
Lusternia. It may be perfectly legitimate elsewhere or in the real
world, but if it is not justified to exist in Lusternia, it will not be
accepted.

TATTOO GUIDELINES
-----------------

- The main noun of a tattoo may be whatever the tattoo design pertains
to, so long as it makes sense with the player look description of the
tattoo - i.e. Tattooed on your <bodypart> is the illustration of <tattoo
appearance>.

For example, you might design a tattoo with an appearance of 'a fierce
golden lion'. This would show on the player as: Tattooed on your gut is
the illustration of a fierce golden lion.

- The minimum commodity requirement is one tint per weight. Thus, if you
have a gut tattoo using 100 weight, at least 100 tints must be present
in the commodity cost.

- For designs utilising black tinting, this is created by including one
purpletint and one coal per weight in the commodity cost. Thus, an ebony
butterfly back tattoo with a weight of 100 featuring an all-black
composition would have a minimum commodity cost of 100 purpletint and
100 coal.

- For designs utilising silver tinting, this is created by including one
goldtint and one faeleaf per weight in the commodity cost. Thus, a
silver falcon arm tattoo with a weight of 50 would have a minimum
commodity cost of 50 goldtint and 50 faeleaf.

- For designs utilising white tinting, this is created by including two
goldtint and one faeleaf per weight in the commodity cost. Thus a white
poppy face tattoo with a weight of 5 would have a minimum commodity cost
of 10 goldtint and 5 faeleaf.

- Non-ink commodities may be included in the form of herbs and gems
ONLY, and may only be utilised once the minimum tint requirement has
been met in the design. These may be used to add a superficial detail
such as sparkle to the design, but keep all extravagance to a minimum -
any commodities other than tints, herbs, gems, and coal may NOT be used
in a tattoo design - this includes essence.




ESSENCE COMMODITY USER GUIDELINES
--------------------------------- 

Using essence in designs has always been a difficult area where opinions of
what effects these commodities are allowed to produce differed between
charites. This is an attempt to create simple guidelines on what essence can
and cannot achieve. All effects produced by essences MUST be VERY minor.
I.e. a ring can have a slight glow, but it cannot be bathed in hallowed light
or radiating fiery doom. A book can have dark corners and a very prominent
shadow, but it cannot be wreathed in darkness or casting shadows that embody
darkness itself. A glass can appear cold to the touch and have a thin layer
of condensation on its surface, but it cannot cover the table in frost and
radiate deathly cold. Use common sense when applying the essence effects
described below. 

Additionally, all essences may be 'put' or 'bound' into a gem, in which case
small images of the essence will sometimes appear within the gem (flames for
fireessence, clouds for cloudessence, glow for lightessence, etc). 

Lightessence 
* Make an object glow slightly 

Darkessence 
* Make an object appear slightly dark 

Silveressence 
* Make an object sparkle 
* Make an object shimmer 

Shadowessence 
* Make an object appear to have dark angles and corners 

Cloudessence 
* Make an object seem cold to the touch 
* Make an object seem moist or wet 
* Make an object seem fresh 

Fireessence 
* Make an object seem warm to the touch (not hot) 
* Make an object shimmer slightly as if it is hot 

Greyessence 
* Add a small sparkle of shimmer 


INTERACTING WITH THE CHARITES
-----------------------------

The administration tries its best to accommodate the interests and ideas
of the Trademasters. It does, however, need to assure that the designs
conform to the guidelines set forth and are appropriate for use in
Lusternia. When returning a design to the Trademaster, the Charites may
include comments and suggestions for improvement of the design. It would
be a courtesy, if the Trademaster should disagree with the suggestions,
to make a comment explaining the reasoning upon re-submission. The
Charites may also speak to the Trademaster personally in special or
difficult cases.

Remember that the administration is not out to get anyone, but desires to
work with Trademasters so that a satisfactory resolution may be reached
on both sides about a design. Working politely with the administration
on an issue will be more productive than becoming upset, or complaining
without constructive suggestions. Remember, the Charites are people too!

Finally, in addition to the guidelines, the administration looks at each
design on a case by case basis. All judgments rest ultimately in the
hands of the Charites, though as said before, we welcome communication
when there are concerns.

CONCLUSION
----------

Overall, we appreciate the many interesting designs and crafts that
Trademasters and players contribute to Lusternia. Hopefully with these
guidelines, the process of designing mortal crafts will be an enjoyable
and smooth one! Good luck!

See also: HELP TRADEMASTERCOMMS