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.