Society

The more advanced an item is, the more expensive it is to produce. This simple fact is perhaps the most important factor shaping the society of Rifts Earth. Small communities will usually be in contact with more advanced societies willing to trade, yet the high cost of technology prevents them from using it. Individual people will buy whatever technology they can afford, creating a bizarre mixture of tech-levels, particularly in larger towns. Farmer A may have saved up and brought a laser rifle, while farmer B still uses a bow and arrows he made himself. The most affluent sections of town will have electricity and modern appliances, while poorer sections could be nearly medieval.
The high cost of technology has also created the feudal society that dominates North America. The most effective soldiers are those with TL10 armour and energy weapons, and such items can cost many millions of credits. Only the very rich can afford such equipment, however in the dangerous world of Rifts Earth it is vital for the protection of a community. In some cases the people of a town pool their money to form a local militia, or take their chances without. But the most common instance is that a wealthy individual agrees to protect the community in exchange for favours, usually allegiance and money. The newly hired king will then purchase suitable military equipment for the local militia, being sure to keep it out of the hands of disloyal citizens. Those soldiers entrusted with high-tech equipment become the communities defenders, like the knights of old. Most defenders are respected and admired, living in whatever luxury the town can provide, however some are cruel rogues with no concern for their charges. In exchange for their pampered lifestyle the defenders are supposedly willing to fight and die for their community.
This basic system has a number of common variations. Firstly, the defenders need not be wealthy, they must simply have the ability to defend the community. There are cases of rogue military units, powerful sorcerers or psis, and even supernatural creatures using their powers to defend towns. Secondly, the town doesn't necessarily have a choice whether or not they wish to be defended. A group of unarmed humans stands no chance against a group with high-tech weapons, and many towns are effectively slaves to the despotic regimes of their defenders.
If a town wishes to rid themselves of their defenders they have two choices, revolt or ask another power to fight for them. Revolutions are rare because of the massive advantage afforded by high-technology (or supernatural equivalent) but do occasionally succeed. The second option, asking another group or individual to fight for the town, is more common. It is an accepted custom that anyone has the right to challenge for the leadership of a small community. If the challenger can defeat the current group (not necessarily in combat to the death, but this is a common format) then they inherit the leadership of the town. This is effectively a more civil form of the age old 'might is right' and gives the losing side a chance to withdraw before they suffer serious damage, and also protects the community from the ravages of all out war. The custom of challenge allows larger communities to bloodlessly conquer smaller ones, provided they have the resources to defend all their holdings. This creates small kingdoms, collections of towns and villages defended by a single army. Such kingdoms can have any governmental system, even democracy, but are usually feudal dictatorships. The king lives in the largest settlement, and grants stewardship of smaller towns to his generals, who form the noble class. 1