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: 1d3 | Enemies |
|---|---|
| 1 | Offworlder imperialist |
| 2 | Reformer seeking to impose “good government” |
| 3 | Exploiter taking advantage of the lack of centralized resistance |
Friends
dice: [[anarchists^friends]]
| dice: 1d3 | Friends |
|---|---|
| 1 | Proud missionary for anarchy |
| 2 | Casual local free spirit |
| 3 | Curious offworlder political scientist |
Complications
dice: [[anarchists^complications]]
| dice: 1d3 | Complications |
|---|---|
| 1 | The anarchistic structure is compelled by an external power |
| 2 | The anarchy is enabled by currently abundant resources |
| 3 | The protecting force that shelters the anarchy is waning |
Things
dice: [[anarchists^things]]
| dice: 1d3 | Things |
|---|---|
| 1 | A macguffin that would let the possessor enforce their rule on others |
| 2 | A vital resource needed to preserve general liberty |
| 3 | Tech forbidden as disruptive to the social order |
Places
dice: [[anarchists^places]]
| dice: 1d3 | Places |
|---|---|
| 1 | Community of similar-sized homes |
| 2 | Isolated clan homestead |
| 3 | Automated mining site |