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Trapper Town (Walk of Man)
The Walk of Man is an extremely widespread faction, covering countless small cities and their surrounding lands. A land where ingenuity, hard work, pioneering spirit and plain guts are as highly valued as any actual expertise. This is a land that recognizes the value of determination and tenacity more than anywhere else on New Horizon. They're presided over by a council of the oldest, wisest and gutsiest businessman, lawmen and officials the land can produce, who are chosen to help steer the land in the right direction. The council, The Voice of the West, spends most of their time in deliberation of various long-term issues, giving the appearance of ineptitude. This is an image they strive to maintain, as they're more than capable of handling issues that need timely attention in timely fashion, and it makes it much easier for them if others underestimate them. Outsiders usually view them as inept buffoons who are holding the region back in a virtual dark age, but this only seems the case to the uneducated eye. Many of the cities of the Walk of Man are similar in some regards, being both rustic and charming, but the diverse nature of such an enormous geological split in some cities produces architectural as well as cultural differences. Trapper Town, the capital city, is a hodgepodge of rustic construction styles, with a hint of rococo here and there, whereas the Garden of Zen is strongly influenced by various ancient Asian cultures and the Wild Mustangs encampments are updated and ecologically sound versions of ancestral Native American villages. The average citizen of the Walk of Man generally has a less secure life than others. However, all but the poorest have homes, general medical care, access to computers and weaponry as well as the ability to pay for or hunt their own food. The average citizen will, as a matter of cultural pride, bitch about local politics, but they are on the whole fairly content with their lot. Their public education is adequate, and more or less up to global standards, though with hard cases they're slightly more willing than other regions to let youngsters skip out and see the world. Locals tend to be adventurous, but not wild for the sake of being wild. However, while the citizens tend to be laid back, the region is famous for what happens when tensions between citizens eventually reach boiling point. The brawls are almost indescribable. Something seems to compel locals to throw tables, break chairs over each other's heads and toss one another through windows, often trying to outdo each other. However, despite all this, they'll usually grumble and buy one another a drink afterward and help pay for damages. They'll welcome virtually anyone into their midst provided they're not what they refer to as 'Goddamned weirdos'. Their tastes are somewhat conservative, so the exceptionally forward thinkers often leave them feeling uncomfortable. The Walk of Man does business with anyone who offers a fair deal, but many people consider their business practices somewhat backward. Xanadians boardroom-style negotiations and carefully worded conversations make them feel ill at ease, and Narehlian pomp and flair makes them suspicious. Aquilonians are just plain weirdos to them. However, despite this, they're perhaps the most accommodating bunch in the world, mistrusting very few and welcoming all - except perhaps the really weird nuts that sometimes come from Aquilon. |
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