Anarchists

Rather than being an incidental anarchy of struggling tribes and warring factions, this world actually has a functional society with no centralized authority. Authority might be hyper-localized to extended families, specific religious parishes, or voluntary associations. Some force is preventing an outside group or internal malcontents from coalescing into a power capable of imposing its rule on the locals; this force might be an ancient pretech defense system, a benevolent military AI, or the sheer obscurity and isolation of the culture.

Enemies

dice: [[anarchists^enemies]]

dice: 1d3Enemies
1Offworlder imperialist
2Reformer seeking to impose “good government”
3Exploiter taking advantage of the lack of centralized resistance

Friends

dice: [[anarchists^friends]]

dice: 1d3Friends
1Proud missionary for anarchy
2Casual local free spirit
3Curious offworlder political scientist

Complications

dice: [[anarchists^complications]]

dice: 1d3Complications
1The anarchistic structure is compelled by an external power
2The anarchy is enabled by currently abundant resources
3The protecting force that shelters the anarchy is waning

Things

dice: [[anarchists^things]]

dice: 1d3Things
1A macguffin that would let the possessor enforce their rule on others
2A vital resource needed to preserve general liberty
3Tech forbidden as disruptive to the social order

Places

dice: [[anarchists^places]]

dice: 1d3Places
1Community of similar-sized homes
2Isolated clan homestead
3Automated mining site