Wheel of Time - Morrowind Mod

Tinkers

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Table of Contents

General Description

    Culture

    Games and entertainment

    Sayings

    Courting and marriage

    Family life

    Healing and herbology

Political Description

    External politics

    Internal politics

    The military and warfare

Trade and Economy

People

    Physical looks

    Clothing

        Women

        Men

        Coats

        Military

    Talents, skills, characteristics

        Physical characteristics

        Weapon proficiencies

        Special talents

Design Considerations

    Landscape

    Plant life

    Animal life

    Building exteriors

    Building interiors

    Food and drink

Cities/Towns/Sites

    

 

   


General Description

Also known as Tuatha'an, Tinkers, or Traveling People.  The tinkers follow The Way of the Leaf which is a philosophy of total non-violence.  They are a branch of the Aiel which split from the Aiel shortly after the breaking of the world.  The time of the split is not known.  Tinkers travel in brightly covered wagons, selling goods, trading stories, and searching for the lost songs.

Most people are dismissive and some are downright derisive of the Tuatha'an.  They believe they are thieves and baby snatchers.  This gives many the reasoning to thieve and swindle the Tuatha'an.

Leader is the Seeker or Mahdi in the old tongue.

These characters would play as non-violent characters, unless they want to leave their people entirely.  Once a player has performed an act of violence not for food gathering, they will be ostracized from the group.  Not sure if the player can secretly kill or not.  Discussion needed.

I think quests based on being a solid Tinker would be kind of fun. 

Culture

  • desc of Way of the Leaf philosophy (I: 370-371)
  • desc of the Tinker philosophy (III: 38-39)
  • the Way of the Leaf is to accept what comes. (IV: 691)
  • while Tinkers are a friendly and relaxed people, there are times when they insist on formality. (I: 366)
  • Tinkers like to give farewell feasts to visitors. (I: 411)
  • desc of formal Tinker farewell (I: 411-412)
  • the Tinker Mahdi looks at the sky, listens to the air, and then decides it's time for the band to travel in a different direction. (I: 410)
     

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Games and entertainment

  • Tinker women have a tradition of doing a sensuous dance of swaying hips to slow music on occasion. (I: 404)
  • this dance is known as the tiganza. (IV: 690)
  • Tinkers play fiddles. (IV: 886)

 

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Sayings

  • It is possible to oppose evil without doing violence. (III: 38)
  • Violence harms the doer as much as the victim. (III: 38)
  • Men will talk if their coats are afire. (IV: 676)
     

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Courting and marriage

 

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Family life

 

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Healing and herbology

 

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Political Description

External politics

  • non-Tinkers generally believe Tinkers to be thieves. (I: 366)
  • Tinkers usually leave an area if there's likely to be a physical confrontation. (III: 61)
  • Tinkers avoid camping near villages, not only because the villagers are suspicious, but also because where people concentrate, the potential for violence is greater. (IV: 675)
  • Tinkers can freely enter the Waste, though the Aiel refer to them as the Lost Ones and view them with repugnance. (I: 374,375)

 

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Internal politics

  • the leader of the Tinker band is called the Mahdi, or Seeker. (I: 368)
  • the Tinker's refer to those Tinkers who can't follow the Way of the Leaf as The Lost. (I: 373)

 

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The military and warfare

Tinkers are non-violent and will not participate in any battles or violence.

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Trade and Economy

 

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People

Physical looks

 

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Clothing

  • desc of Tinkers and their camp (I: 367)
  • desc of Tinker dress (I: 367)

Women

Men

Coats

Military

 

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Talents, skills, characteristics

Physical characteristics

Weapon proficiencies

Special talents

up to Table of Contents


Design Considerations

Landscape

 

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Plant life

 

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Animal life

 

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Building exteriors

  • desc of Tinkers and their camp (I: 367)
  • desc of Tinker travel (I: 401)
  • nearly 100 wagons in Tinker caravan. (IV: 41)
    This is way too many for our game.  Most likely we will have a maximum of 20 and very few camps that have that many.
     

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Building interiors

 

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Food and drink

 

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Cities/Towns/Sites

 

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The Wheel of Time and all its subject matter is copyright by Robert Jordan.  Morrowind, the gaming engine, and the modules created for it are copyright by Bethesda.  This project is a not-for-profit endeavor.  It is done in homage to a great fantasy series.  It is not intended to be an official representation of the works of Robert Jordan.
For problems or questions regarding this web contact the webmaster: Kiriel@direcway.com.
Last updated: August 31, 2005.