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Post by belgar on Jul 3, 2004 12:52:58 GMT -5
<edit: Yes, I'm aware it should be spelled TOUGH and not touch. > I've been rereading the books again(for the 11th time ) I've been impressed again by the fact that the Westlanders just didn't go into the Waste. If they were merchants and cairhienin... they got guides... if they were gleemen... they were welcomed and cheered.... otherwise... they got stripped and given a skin of water to wander around with. I'm now looking at where we stand as a mud... how you can simply wander the waste at will....(well, almost ) What are people's thoughts on me taking the waste, and making it ... dangerous for all non-cairhienin Merchants or... gleemen
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yurai
Mirrors Mudder
Posts: 33
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Post by yurai on Jul 6, 2004 0:59:04 GMT -5
Well, I agree with you on that, but I see a few minor glitches.
1. The Cairhienin are somewhat easy to recognize since most of them are short and pale if I remember correctly, but there are exceptions. Was it ever mentionned if the Aiel believed anyone who said was Cairhienin and looked like an Cairhienin or something?
2. Gleemen are harder to define though. What is a gleemen in the mud right now? A person who is ICLY claiming to be a gleemen, in that case can't pretty much anyone pass as a gleemen<exceptions to that of course>. I think gleemen will have to be organized before restricting access to the waste to a few ppl including them. I don't think they can become a clan since in the books I'm fairly sure that they weren't organized into guilds and whatnot. So the most logical thing to do would make gleemen mobs and have them take a pc as a protege <think this was already mentionned>, but that would mean that an Imm would have to switch into that mob, and I'm fairly sure there are probably more important things they have to do. What I think is that before implementing your plan, gleemen should be worked on and whatnot. Make a shop that sell gleemen stuff?? But again, that would make too create loopholes I think.
Merchants are slightly easier because they have a clan, but again they would also have to be looked into.
So although I personally agree with you on restricting access to the people that would be allowed there in the books, I still think there are other stuff to take care of before doing that.
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Post by belgar on Jul 6, 2004 6:46:16 GMT -5
Here's where I'm coming from. Yurai, you're trying to attract people to Illian. Every other day, theres someone slaughtering about 2/3rds of Illian just for equipment, despite the fact that they've been told by their superiors to stay out of Illian. How then do you convince people that they should play in that city? btw, gleemen always wore a patchwork cloak. Tinkers->will be a clan. And its just cairhienin Merchants that they let in. and thats easy, check for clan 201 && clan 501. Mail me with what you takes precedence(just for kicks) if you would. I'll add what I think I can do to my list.
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Post by Sylibus on Aug 10, 2004 8:13:21 GMT -5
Most Wetlanders wouldn't last a few days in the Waste if they just so happened to wander into them and not encounter Aiel. But yah it should be more dangerous than it is now. I mean there were things in there that could kill you within like two steps or eventually or something. Most people on the Mud are most likely in clans or the majority confined in the Tower unless it changed within the three months I was gone . But yah. Military clans on the west side of whatever river is between Aringill and Maerone shouldn't have any business in the Waste unless otherwise. But missions to the Waste for clan purposes would be considered kind of extreme unless you were say a Warder or Aes Sedai or an Aiel your self you would think eh? It's like saying what's a Queen's Guard doing here leagues away from his Queen? Most likely if you want to be a Gleeman it'll be in some form of clan or a tag if anything. Most of the Gleemen were respected and such and had their trademark cloak so they were easily recognizable and acknowledged for what they are and what they do. Sometimes you have to realize that all the things we have on the Mud are just a few of the things that are possible and not many people have multiple hands to code every little thing and it'll just all come in due time or however it's said. But yah! Wetlanders stay on their side except for the exceptions you made Belgar. And the Aiel chill on their side until certain events arise. And make it more dangerous for my wetlander character atleast. I keep forgetting that not everyone are big tin cans with a big sword that swings fast *doh*. I need to play the Aiel side as soon as my internet works so I can be less biased. But yah. I think I'm done here .
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Post by Dakon Navarra on Nov 10, 2004 20:07:57 GMT -5
Restricting wetlanders in the waste is easy. Make the need to drink 10X what it is in the wetlands. Wetlanders will die of thirst before they can spend any time in the waste. Aiel are uneffected of course.
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Post by Dakon Navarra on Nov 10, 2004 20:33:44 GMT -5
Also, make Aiel mobs attack wetlanders, unless they are being lead and are grouped with an Aiel PC.
Too harsh??
Would I want my Aiel attacked by wetlander Mobs should I decide to travel to the wetlands? Of course I wouldn't.
Should my Aiel be attacked by wetlander mobs if I decide to travel to the wetlands? Yes! Unless I am in the company of a wetlander PC that is.
Rather than worry about keeping wetlanders out of the waste, maybe we should have aiel mobs attack on sight. Then the discussion would shift to what we can do to allow the few gleemen and merchants to enter the waste.
Dakon Navarra.
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