Refuge Cities
In today’s random postage, something I just wrote on the worldbuilding mailing list, in response to the following:
Do your worlds have a Peace town [city of refuge], where people can go in order to avoid the law?
Not as such, or at least not officially. (Certainly people, like, say, the Imperial State Security Fourth Directorate – whose explicit mission is tracking down anyone who flees the law and introducing them to the stealth gyroc bullet of justice – wouldn’t bother complying with any such requirement even if there was one.)
If you need to flee from the law in the Worlds, your best chance of doing so is change your name, change your body, and head at once via a suitably circuitous route – changing them another couple of times on the way – to some appropriate wretched hive of scum and villainy like, say, Nepscia, where the locals all have enough dark secrets and dodgy business going on that they tend to look askance at anyone wandering around carrying alethiometers or mindprinting equipment even if they don’t actually look like The Law. Of course, while this can be fairly effective in hiding from even rather competent law enforcers (such as the aforementioned Fourth Directorate), the drawback to fleeing to Nepscia is that you subsequently have to live on Nepscia for the rest of your personal ever, which in many ways is its own punishment.
Depending on if you might have pleased or annoyed the right people, you might be able to find refuge somewhere else, too. If you got into trouble helping their fellows escape, for example, the liberated AIs of the Silicate Tree will offer you sanctuary, because they don’t give a bit for meat intelligences in general, but they do understand gratitude. Or if you can find some way of making yourself more useful to them than any trouble you might bring with you is troublesome, of course, although then you should understand clearly that your sanctuary will last precisely as long as your utility.
The Empire, of course, provides a comfortable retirement for all manner of smugglers, free-thinkers, authors, scientists, philosophers, and transsophontists who got into trouble with assorted restrictionist laws, and even some of the right kind of revolutionary (“the People’s Extropian Front”, “Technicians Against Unnecessary Work”, “Citizens United for Liberty and Immortality! Down with DEATH AND TAXES!”, that sort of thing), because of (a) their steadfast refusal to ever extradite anyone for something that isn’t against Imperial law, and (b) because the modal Imperial citizen-shareholder thinks annoying the sort of people responsible for the laws they got in trouble with is downright hilarious.
The Rim Free Zone also serves in this role quite a bit – after all, they’re actual anarchists, and so there’s no-one there you could ask to extradite someone even if you wanted to. Of course, since there’s also no-one who’s paid to prevent anyone else from turning up and dragging you off in chains, etc., you’d better be able to afford PPL coverage suitable to defend you against whoever wants you if you exercise this option, or at least to make yourself too expensive to come get. This should be unavailable to actual criminals, inasmuch as the Free Zone does hold to a sort of rough-and-ready version of natural rights that PPLs won’t defend you against other people if you violate ’em, but if you have enough money, you can probably find a slash-trading PPL that’s willing to do it anyway.
And, equally of course, you’d better be careful that you don’t commit your special crimes against people in the Free Zone once you get there. To steal a perfectly apposite quotation from Buck Godot – just because there is no law in the Rim Free Zone, that doesn’t mean there are no rules.