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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.
- 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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- 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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- 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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- 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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- 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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Tinkers are non-violent and will not participate in any battles or
violence.
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- desc of Tinkers and their camp (I: 367)
- desc of Tinker dress (I: 367)
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- 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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