All three tunnels in These Strange Worlds contain so-called Safe Doors (sometimes called Abris or Sanctuaries). These are unlocked doors that open to realities where fighting is discouraged. In many cases, this discouragement takes the form of magical protectors, artificial intelligences, or well-armed locals. In any case, a sentient who violates the rules of of a Safe Door had better not get caught. There can never be a 100 percent consensus between the diverse folk who frequent the tunnels, but there is near unanimity concerning those who vandalize, fight, contaminate, or otherwise interrupt the free and equal use of a Safe Door reality. The penalty sometimes just starts with death. In a few memorable situations, those who violate a Safe Door's rules become permanent residents, perhaps brainwiped or zombified.
Safe Doors all have four simple rules:
No violence -- not against natives, not against fellow visitors, not in self defense, not to protect your friends, not ever
No violence just outside the Safe Door either -- in fact, no loitering
If something is marked with a triangle, its free -- take all you want or use it and leave it like you wound it.If not, maybe it is for sale -- maybe not.
Don't vandalize anything. Accidents happen. If you break something, arrange to replace it. Whoever or whatever is guarding the place will probably know if you are sincere.
Safe Doors are more common in Yellow than in Blue and more common than Blue than in Red. They can take many forms. Sometimes they are simple automated sanitary facilities and food depots. Sometimes they are temples or places of worship or meditation. Sometimes they are commercial enterprises -- anything from shopping malls to magic shops to restaurants or bars.Arguably the most extensive set of Safe Doors are the famous Imperial Zoo.
It's usually not a good idea to venture very far into a Strange Door's reality. "Too far" is usually well marked and the Safe Door's protection usually considers violating these indications as vandalism (see rule 4). In some cases, the Safe Door is the only entry to that place or time. Tough.
In some cases there may be multiple doors to a Safe Door's reality. In this case, it is often (but not invariably) possible to enter that reality through one door, travel overland toward the Safe Door, and enter the protected area that way.
One example of a "Safe Door" is -1455 Damascus 75 In Strange World Yellow.
This door opens into an ancient Middle Eastern market square surrounded by squat stone, timber, and palm frond buildings. Most were one story and open-fronted. Camels, goats, and an occasional donkeys wander by. There are often few people in sight. Some days, "Visitor's Square" throngs with city residents, traders, and even tourists. On the rare occasion true "visitors" come, the place tends to empty out. The only exception is Sargo's.
Sargo's is known throughout three ancient empires for its roast goat, camel, and fish kabobs. In fact, the quality of Sargo's food is a matter of comment much further a field. It is mentioned prominently as a safe place to rest in the Zone Pioneer's Compendium and other Strange World tunnel maps.
That had prompted Eric to suggest a quick stop for a portable feast -- something they could take to Australia and the rest of the team.
For decades, this reality's neutrality has been protected by spells, tech, and nano. There are no such protections for pocketbooks. Sargo's owner drives a hard bargain and he doesn't take credit or any form of electronic cash.
On the other hand, he can arrange meals, low tech, non-magical equipment and weapons, and of course food.There's always a chance an interesting Visitor will be there. Perhaps somebody wanting to trade, or ready to offer or require help. Recruiters and job seekers gravitate toward Sargos.
Just don't try to pick a fight or ambush anybody coming in or out of the door to -1455 Damascus 75