Restrictions
Basic Set: Campaigns · p.510
Open source p.510Powerful or advanced societies might attach “restricted” status to
uninhabited regions – or even to weaker or more primitive societies.
Examples include:
Embargoed: A stronger society might prohibit all trade with a weak-
er one. They usually enforce this through military means, and search
visitors carefully to prevent smuggling.
Hazardous: The region harbors something dangerous: cannibals,
vicious wildlife, magical storms, etc. Buoys, signs, flags, etc. warn trav-
elers of the risk. The authorities don’t move to prevent entry into the
region . . . but they don’t rescue travelers who get into trouble, either!
Prohibited: The region is completely off limits without special per-
mission. This might be because the region is hazardous or quarantined
– or because it contains some kind of secret (often military). The
authorities might forcibly remove trespassers, prevent them from leav-
ing, or simply destroy them on sight.
Protected: The authorities limit contact in order to protect native
culture, wildlife, etc. Visitors might have to undergo medical quaran-
tine before entering the region, or be prohibited from carrying certain
equipment. They might even have to disguise themselves as natives!
Reserved: The region is off limits for colonization or development.
Matriarchy. Positions of authority
are open only to females. Any CR is
possible.
Meritocracy: No one may enter the
government without passing a series
of tests. A good meritocracy is likely to
have competent leaders . . . but this
can lead to a rigid caste system. CR3+.
Military Government: The military
runs the state. A society led by a single
commander-in-chief is likely to be a
dictatorship; one where the com-
mander must answer to a council (or
junta) of officers is likely to be feudal.
Military governments can be strong
and honest, but most are totalitarian.
CR4+.
Oligarchy: Regardless of the nomi-
nal form of government, leadership is
in the hands of a small, self-perpetuat-
ing clique. CR3+.
Patriarchy: Positions of authority
are open only to males. Any CR is
possible.
Sanctuary: A sanctuary refuses to
extradite the “criminals,” “refugees,”
or “terrorists” hunted by other soci-
eties. This might be informal, or there
might be a tribunal to decide each
petitioner’s fate. Lawmen or bounty
hunters from elsewhere are outlaws
here. CR is rarely over 4.
Socialist: The government directly
manages the economy. Citizens get
free or subsidized education, medical
care, housing, etc., and the govern-
ment tries to give everyone a job. The
resulting expenses can stifle an econo-
my at low TLs. Most wealthy, high-
tech states have elements of “mild
socialism,” such as heavily subsidized
health care and “safety-net” welfare
benefits for the poor. Like any govern-
ment expenditure, these benefits
might raise local taxes. CR3+.
Subjugated: This society is under
outside control – whether military (an
occupying army), economic (a “pup-
pet government,” subservient to for-
eign masters), or something else (e.g.,
magical mind control). CR4+.
Utopia: A utopia is a perfect society
in which all citizens are satisfied. CR
always seems low . . . but is it? Real
utopias are rare. Seeming utopias
often have some dark secret – for
instance, a hidden technocracy ruling
by mind control. A sinister utopia is a
real GMing challenge. A genuine
utopia is an excellent “good guy” soci-
ety for the heroes to save from con-
quest or other threats (but real
utopias, unless threatened by destruc-
tion, are boring).