Knowledge of the City Age
Earth: The Wild
Load Full StoryNext ChapterIt is true, that the City is home to most Terra, Pegasi, and Unicorns alike. But not all. Today, we will discuss the political status, and culture of 'Wilders.' This information is crucial to survival in the wild, as wilders do not necessarily conform to City law, and may behave unexpectedly. You need to know how to deal with them in a manner that will appease both your superiors, our citizens, and their kind. For it is your duty to uphold the peace of all.
Firstly, they are not frequent in appearance. Not entirely because there are few of them, they are also very skilled at remaining unseen. If you encounter one, it is usually because they are distracted, or looking for you. This is why you must always be on your toes around them. If they are distracted, they will be quick on the trigger to anything in their peripherals. If they are looking for you, they want something from you. Rarely, wilders have attacked Guardian deployments. Even more Rarely, they have managed to take a Guardian life.
Though they are dangerous, we treat them with the very same respect we treat our citizens. The City is meant to be a beacon, of safety and ethical strength. We will never refuse entry to any Wilder, so long as they agree to conform to our laws as long as they remain within our walls. Outside the walls, we still follow our own laws on assault, self defense, murder, and manslaughter. Even if they do not. You are never permitted to take proactive action against a Terra, Pegasus, or Unicorn unless they are identified as a 'Public Menace.'
What about Alicorns?
[Audible laughter]
I'd expect that sort of outburst from a Hunter. Not you, Titan. I expect you to show more discipline in the future, or Commander Häst will know of your behaviour. In the event you were serious, the laws are unclear around Alicorns, as they were all long dead before the City was founded. If, by some stretch of what we know to be true, you did come across an Alicorn, you would likely be expected to treat them with both caution, and respect. Before immediately reporting the occurrence to the Vanguard.
Back to the matter of 'Public Menaces.' This label is only given to those who publicly behave violently, and who also refuse to accept lawful punishment. Our most recent runaway is an ex-Guardian named 'Zombie.' He is to be feared, and avoided, unless you and your fireteam are incredibly confident in your skills. If you engage in combat with those such as him, you are authorized to use lethal force to subdue them. Destroying their Ghosts is great crime, and you will be punished severely for doing so. You are expected to capture the Ghost and return it, as well as the resurrected and captured Guardian, to the City for sentencing. Those without Ghosts you may kill in self defense, but you are expected to try your hardest not to.
Moving away from the morbid subjects, wilder culture is interesting, and diverse. Typically, they embrace a sort of 'frontier justice' for most of their rulings, making decisions on a case by case basis, and carrying out punishment as each individual sees fit. There are no written laws in the wild, but discussions are expected to be preformed with all parties heavily armed. In fact, they rarely are found unarmed, and see no shame in carrying weaponry to gatherings or expeditions. Guardians often embrace this rule among them, as they are free to.
Though you have the advantage of higher quality equipment, the blessing of Light, repair systems and hefty combat experience, do not underestimate wilders. They can have gifts of their own. Some are very skilled, and some have learned to use powers similar to yours. Typically, they acquire these powers by wielding an artifact that emits a great amount of Light, and channeling it. Known examples are small shards of the Traveller, certain Golden Age relics, and -as disturbing as it sounds- dead Ghosts, who seem to give off a constant tremor of weak Light. None of these sources compare in sheer magnitude to what the Traveler directly provides to you, but if you become arrogant you will surely fall.
The City took in three hundred and twenty two immigrants last year, three hundred and eighteen of which have become full citizens since then. This number is consistent with averages for the last five years, though average rates have decreased from very long ago. From several thousand per year just a few decades ago, to tens of thousands when the City was first being structured one hundred and eighteen years ago. Wilders are allowed to become full citizens when they pass a knowledge test, and submit to a year of full time surveillance. That last condition was added only after we discovered several spies funneling information to the Fallen in exchange for exemptions from raids. Every single one of those deals was later broken by the Fallen.
In conclusion, wilders are typically peaceful despite their tendency to bring tools of war just about everywhere. They are not much culturally different from us, here at the City, exempting what is to be expected from an effectively lawless society. They typically are hunters and gatherers, as farmland telegraphs their position to the Fallen. More often than not, their small settlements revere Guardians to an extent, and fear them to another. You are the aura of power among them, and need to be careful with the command you have over their behaviours. They mirror your aggression, and respect your tranquility.
Be cautious, and good luck in the field. Return at here at three if you intend to listen in on my lecture about the history of the pony races, between the Golden Age and now.
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