Government Generator

Example

Hello reader, I have included this little example page to show how the generator works if you want to follow along use the little tabs to move to the mentioned headers. If not Skip straight to Government Values.

First I roll five d20 on the Government Values table and get 18 16 3 9 and 1. Those values correspond to Sensitivity, Competition, Ambition, Cleanliness, and Obedience. 

We then take the point values for those adjectives and add them together. 8+6-8-2-10 which equals -6.

Then roll a d100 and add that value. I got a 3 added to -6  giving us the result of -3.

Negative three is less than 30 so our government’s source of power is Autocracy. 

We roll 2d6 on the Autocratic philosophy table and I got 8 Imperialists.

We then roll 2d6 again on the imperialist table I got a 2 Cavalry Conqueror

Final result: This society is run by A Sensitive, Competitive, Ambitious, Clean, Obedient Imperialist Cavalry Conquerer.

These results are meant to inspire you to develop a society structured around this government. In this case I picture a manipulative Ghengis Khan type figure, who has risen to the top of his squabbling tribes through his gifts of understanding and ambition. Their horses are kept meticulously clean as they go from settlement to settlement plundering as they go. Our leader  offers promotions to generals that outperform one another fostering a sense of competition between them while enforcing obedience with harsh punishments for rule breakers. I imagine the people to have specific practices about self cleaning or dealing with blood or fleas, and always seek new opponents in which they may test themselves and grow their borders.

Or perhaps a hobgoblin emperor, mounted upon the back of a massive stark white dire wolf. He forces his captives to carry with him a massive Iron tub which sets up every time his army of dire wolf riders rests in order to clean off the dust and leaves of his thick forest domain. His generals all vie to be his second in line but never dare plot against him for he has convinced them all he will rule the whole continent one day.     

And that's basically how it works, a fun tool to build a government that can inform you about a larger society that orbits it. Let me know of any improvements you can think up and have fun! 

 Government Generator

Step 1. First roll on the table labeled Governmental values five times. You can roll either once on each of the sub tables A through F or you can pick and choose as long as you have five unique values. Make note of the point values for each result on the right hand side then sum the values.

Governmental Values

1d20

A

B

C

D

F

Point Value

1

Cruelty

Order

Conformity

Purity

Obedience

-10

2

Organization

Loyalty

Security

Ruthlessness

Tradition

-9

3

Honor

Violence

Ambition

Power

Stability

-8

4

Prestige

Intensity

Piety

Solitude

Unity

-7

5

Authority

Decisiveness

Discipline

Duty

Pragmatism

-6

6

Arcane Prowess

Chastity

Pride

Devotion

Decadence

-5

7

Intuition

Solemnity

Faith

Heroism

Stubbornness

-4

8

Aggression

Wealth

Digression

Materialism

Initiative

-3

9

Work Ethic

Hedonism

Action

Cleanliness

Futurism

-2

10

Family

Elegance

Athleticism

Subtlety

Beauty

-1

11

Spirituality

Eloquence

Skill

Physicality

Persistence

+1

12

Romance

Privacy

Intensity

Community

Humility

+2

13

Boldness

Expansion

Resourcefulness

Enterprise

Mercy

+3

14

Craft

Technology

Drama

Contemplation

Adaptability

+4

15

Ingenuity

Love

Kindness

Youth

Artistry

+5

16

Commitment

Competition

Education

Expression

Compassion

+6

17

Equality

Wit

Generosity

Logic

Creativity

+7

18

Sensitivity

Passion

Knowledge

Courage

Health

+8

19

Adventure

Honesty

Outspokenness

Fairness

Patience

+9

20

Inquisitiveness

Freedom

Pioneering

Impulse

Independence

+10

 

Step 2. Take the sum of the five rolls then add that sum to the roll of 1d100. This result will tell you which of the four power structures your government employs. Then go to the page number listed to roll for Governing Philosophy.

Power Structures

1d100

Power structure

≤30

Autocracy

31-60

Oligarchy

61-90

Democracy

≥91

Anarchy

 

Autocracy– In this power structure all power is concentrated into a single individual or party that can exert massive control over every aspect of the lives of the citizens. Hierarchy is the central tenant of autocracy with the sole leader at the top of the power structure and all others serving to meet their demands. (Page 2)

Oligarchy– In this power structure, power is split between a small group of people who have a major impact on the structure and daily lives of its citizens. Social stratification and hierarchy are rather severe between the oligarchs and the general population, as oligarchs generally structure society to sustain their own power.  (Page 19)

Democracy– In this structure power is distributed to the majority of people through popular elections or random selection. Democracy calls on the people to participate in the construction and operation of their government. (Page 38)

Anarchy– In this system power structures that are hierarchical are completely absent. This isn’t to say that there is complete lawlessness and chaos, but rather that the laws that exist apply to all evenly and are a bare minimum. (Page 51)

 Step Three: after determining your power structure roll on the philosophy table for the corresponding power structure. Then roll on that philosophy’s table to figure out the specific manifestation.  

Autocracy

2d6

Autocratic philosophy

2

Bizzareign

3

Plutocrat

4

Supreme Kritarch

5

Sorcerer Supreme

6

Military Dictator

7

Absolute Monarch

8

Imperialist

9

Theocrat

10

Kleptocrat

11

Tyrant

12

Aristocrat

 

Bizzareign– This autocrat is some kind of powerful magical being that rules over a large number of mortal humanoids. Bizzareign autocrats use their power to keep their citizens in line as well as enforce whatever alien laws they can imagine. (Page 3)

Plutocrat– This autocrat rules through the use of their vast wealth and influence. Plutocrats rule through ownership, controlling the means of production, the demand for labor, and a large portion of the economy. (Page 5)

Supreme Kritarch- This Autocrat serves as the highest judge in the land, ruling on all matters legal and settling major disputes. Kitarchs both represent and embody the law, and although they do not necessarily have deep cultural significance they exert control through the code legal. (Page 6)

Sorcerer Supreme– This autocrat uses their immense magical skill to rule over their populace. Sorcerer Supremes vary in the type if magic they use but all use their arcane prowess in the name of exerting control over the populaces they rule. (Page 8)

Military Dictator– This autocrat is the leader of a massive armed force that serves in an official capacity as the government of the nation. Military dictators hold administration of the armed forces to be their prime responsibility and structure most of society around maintaining their armies. (Page 9)

Absolute Monarch– This monarch has supreme legal authority to create new laws, settle all disputes, and exercise total control over the lives of their citizens. Monarchs are usually a cultural institution or inherited position giving them emblematic status alongside their authoritative status. Monarchs hold a status much higher than the nobility and often draw their power from divines, legend, and tradition. (Page 11)

Aristocrat– This autocrat uses tradition, honor, and heredity in order to maintain social power. Aristocrats operate on the principle that they or their family have always been in power and it follows that they or their family will always be in power. Some feel a sense of obligation to tend to the needs of the people and comport themselves with honor but some don’t bother merely viewing their held powers as a natural extension of their high birth. (Page 12)

Theocrat– This autocrat uses their position in the major religion as a justification for their power. Theocrats gain their power by claiming to be, or in some cases actually being, agents of divine authority in the mortal realm. (Page 14)

Imperialist– This autocrat considers the expansion of their domain to be their paramount function as a successful leader. Imperialists rely on the development of large militaries, powerful economies, and advanced technologies to spread their influence throughout the world.  (Page 15)

Kleptocrat– This autocrat uses the government as a vehicle of self-enrichment, using their wealth, power, and influence for their own personal benefit. Kleptocrats stay in power through the use of systemic oppression and kickbacks to loyalists, ensuring that the populace squabbles amongst themselves instead of dealing with their oppressors. (Page 17)

Tyrant– This autocrat rules oppressively completely controlling the lives of the citizens from the top down. Tyrants act completely unrestricted by any code legal doing as they wish, whenever they wish, because they wish it. (Page 18)

Bizzareign

Bizzareign

2

Unity mind

3

Empyrean Rule

4

Spirit Ruler

5

Ooze Matron

6

Archfey Exile

7

Powerful Undead

8

Lamia Liege

9

Beholder Hard holder

10

From Beyond the stars

11

Fiendish Overlord

12

Royal Genie

 

Unity mind– This society is under the absolute control of a powerful psionic entity that has brainwashed every living thing in its dominion. Unity minds tend to be powerful psionicsts , elder brains, or mind mages that succeed in linking their mind with the minds of their subjects and then puppet their bodies to do whatever the psionics will.

Empyrean rule– This society is ruled by a powerful demigod that rules using their strength and powers of their divine lineage. Empyreans range from oppressive malevolent overlords, to childish hedonists who see mortal society as their own personal playground and use their powers to reshape society on a whim.

Spirit ruler– This society worships and is ruled by a powerful spirit of the land that has manifested itself on the material plane. Great spirits often take the form of powerful beasts, or elementals and use their powers to heal wounds, grow crops, and control weather in their bound domains. Citizens don’t pay taxes but instead perform rituals to gain the favor of the spirit.

Ooze matron– This society is controlled by a powerful hyper intelligent mildly psychic giant slime. The slime matron’s slime is sweet, addictive and gives the mother access to the mind of the imbiber. This allows all those who consume her to know her glory instilling them with the instinctive desire to defend and obey her.

Archfey Exile– This society has been hijacked by a powerful banished archfey who rules over a mortal realm with the same alien splendor that they would in the feywild. Archfey’s dominions tend to be dreamlike and chaotic as nature becomes warped by the fey’s emotions. The subjects of these domains devote their lives to entertaining  the fey to keep its emotions and the seasons stable.

Powerful Undead– This society is ruled by a single powerful undead tyrant whose dark powers and unliving nature deter all who would overthrow them. Liches, death knights, skull lords and ancient mummies all cling to the power they had in life and use their people to create unliving kingdoms. These corrupted desolate lands crawl with undead that seek to ever grow their numbers and overthrow life entirely.

Lamia Liege- This  society is ruled by a powerful lamia that leverages its, enchantment magic, cunning, illusions, and mastery of deceit to maintain power. Lamias have an extreme aptitude toward acquiring material wealth . Noble lamia hold courts of lesser lamia and see that each is rewarded with plenty of finery and humanoid slaves in exchange for loyal service.

Beholder Hard holder– This society is ruled by a powerful beholder who uses its innate magical talents and bizarre mind to command power over a populace. Beholders are usually egocentric tyrants that accomplish their ends with threats or violence but their primary asset is the alien working of their brains. From the outside a beholders behavior can look like paranoia inconsistency or just plain lunacy but a beholders urges to create factionalism within their populace, institute strange or contradicting policies, and dole out favors and punishment at random prevents any competing force in society gaining enough power to overthrow it.

From Beyond the Stars– This society is ruled by a bizarre alien entity that descended from the blackness between the stars. Entities from beyond the stars often have incomprehensible goals, making demands of their subjects that seem nonsensical but actually have consequences on multiple layers of reality. Often cults form around the being from beyond the stars that attempt to keep its presence hidden as direct contact drives people insane.

Fiendish Overlord– This society is openly ruled by a powerful fiend that uses summoned fiendish allies and the powers of the lower planes to cruelly conquer a society of the mortal world. While devils, like pit fiends and horned devils are the most likely to rise from the hells to take the reins of power, rakshasa, balor, and ugoloths also find conquering mortal settlements to be quite profitable in terms of the ability to corrupt souls and perform evil acts.

Royal Genie– This society has been conquered by a powerful genie and its army of elementals. Djinn, dao, marid, and efreeti  command elementals and mortals alike to accomplish their goals and increase their own power. Those that swear fealty have a chance to have their deepest wishes granted if the sufficiently please their genie.

 Plutocrat

2d6

Plutocrat

2

Chief Stockholder

3

Gilded Faithful

4

Organized crime boss

5

Resource Baron

6

Tycoon

7

Guild master

8

Mercenary Guild Leader

9

Shipping Magnate

10

Merchant Noble

11

High Clan Leader

12

Subjugator

 

Chief Stockholder– This type of autocrat technically owns the government by virtue of buying up a majority of the government’s debts and obligations. The chief stockholder uses their ownership of government debt to influence political decisions and steer the government toward profitability.

Gilded Faithful– The leader of this society is the head of a religion that exerts economic power through its tenants of tithing, donation, and contribution to community funds. Gilded intertwine the economic systems of the society and the faith so deeply that they are treated as a single entity. Gilded faithful often spend the large sums of capital taken in through tithe on public works projects, centers of community worship, and missionaries to spread the faith.

Organized crime boss – Heads of criminal families tend to rule with an iron fist, projecting an aura of fear and strength. Often extorting the citizens that live within their territories, crime families and syndicates steal from their citizens with threats of physical violence and racketeering

Resource Baron– This type of plutocrat uses their complete control of a necessary resource to hold hostage a government. This predatory hoarding of natural resources concentrates wealth in the hand or the resource baron and makes the state more of a tool for the purpose of self-enrichment.

Tycoon– This type of plutocrat rules through control of business and commerce, often buying up government debts, or funding officials whose policies align with their business interests. Tycoons establish monopolies, drive competitors out of business, and take every reasonable step to maximize profits.

Guild master– This type of autocrat speaks for the entirety of a particular labor force. Masons, crafters, miners, even wizards all form guilds and the guild master uses their influence as the head guild representative to withhold guild services in exchange for political leverage.

Mercenary Guild leader– The Mercenary guild leader rules through capital and force, leveraging their army of trained soldiers to keep the populace in line. A mercenary guild leader could have been installed recently after a successful campaign against the previous government, or a longstanding professional army that eventually grew to national status.

Shipping Magnate– This type of autocrat uses a massive logistical network of ships, caravans, and well maintained roads to generate massive wealth and exert influence on the whole of society. Most shipping magnates rely on control of infrastructure, armed guards, and massive consortiums of merchants in order to generate wealth and power. 

Merchant Noble– This type of autocrat uses their position at the head of a family of powerful merchants to buy their way into nobility. Through the use of tremendous wealth and the command of various employing industries, the merchant noble gains the power and respect of old nobility without the ancient traditions of old landed gentry.

High Clan Leader– The high clan leader oversees and organizes the activities of a group of family clans that work together for mutual gain. The high clan leader sees that all the other clan heads are performing their function and usually earns their lifetime appointment through ritual combat or a group vote amongst all the other clan leaders.

Subjugator This type of autocrat considers their subjects property part and parcel with the land they inhabit. This control is usually exercised through property dispensation, levied taxes, and generous gifts to those who submit to the will of the plutocrat.

 

Supreme Kitarch

2d6

Supreme Kitarch

2

Sentient Weapon

3

Rouge Angel

4

The Final Judge

5

Soulweigher

6

Iron Fisted

7

The Wise and Just

8

Law bringer

9

Magus

10

Law Machine

11

The Overseer

12

The Sphinx

 

Sentient weapon– A sentient weapon with an overwhelming personality rules through its possession of the current ruler. Sentient weapons are usually designed for the roles they take up, in the case of kritarchy to judge the deeds, actions, and hearts of mortal kind. The true nature of a sentient weapon can be a secret spoken of only by assistants, and servants, or open knowledge known throughout the society.

Rogue angel– The rogue angel is a descended being of pure good that has come to save mortals from their own sins. Like the extreme paternalist, rogue angels enforce the celestial tyranny on mortals to protect them from themselves. However unlike the paternal tyrant the celestial also protects from outward facing corrupting influence like that of fiends and aberrant beings.

The final judge– This society is controlled by a supreme judge that settles disputes, institutes new laws, and interprets the existing code legal. The final judge rules on only matters of greatest importance while regional courts deal with local issues. The final judge is selected from the longest serving regional judge and regional judges are selected from trained lawyers who attend law schools and receive certification.

Soulweigher– The soulweigher is a powerful mortal paladin that uses their allotment of divine power to see into the hearts and minds of mortals, judging their thoughts and intentions. Soulweighers can see and measure the evil that dwells in the hearts of mortal kind and use their powers to drive out darkness.

Law bringer– This type of kitarch considered it their duty to spread the laws of the empire to all peoples in all lands, everywhere. Law bringers vary from the self-superior savage tamer to a true idealist that believes in instilling equal protections to all through a uniform legal system.

Magus–  The magus is a supremely powerful magic user that has glimpsed the arcane structure of the multiverse and has come away with some incontrovertible truth that they use to instill law and order within a society. The magus uses their supreme magical prowess to locate and punish criminals, train fellow law mages, and divine the laws of the universe.

Thumb on the Scales– This Kitarch uses their position as the land’s highest judge to benefit themselves or society. This type of kitarch ranges in their behavior from an authorized organized crime boss that orders the commutation of sentences for their allies, to a zealous pursuer of justice who exceeds the boundaries of the law in the name of bringing in criminals.

The wise and just– This type of kitarch takes their position as a leader of a nation as a solemn vow to rule for the good of their people. They institute fair laws, solve disputes with impartiality, and take personal responsibility for failures within their domain.

The sphinx– The ruler of this society is a powerful sphinx that lays out the laws and settles all disputes within the society. The sphinx rules over its domains agelessly and dispassionately defending its territory, and fostering its society with a mind that extends beyond the mortal realm.

The Overseer– The overseer is a powerful psionic entity that can read the minds and intentions of its citizenry and can punish or reward them based on their usefulness to the state. Common overseer figures are powerful psionics with a bend toward law like mind flayers, Mind mages, elder doppelgangers, and other alien eldritch entities.

Law Machine– This ruler is a golem created to impartially adjudicate all matters regarding the code legal. The golem is created for the sole purpose of interpreting, creating and enforcing the law and is able to entirely without emotions adjudicate any dispute.

 

Sorcerer Supreme

2d6

Sorcerer Supreme

2

Singularity

3

Sorcerer

4

Diviner

5

Enchanter

6

Evoker

7

Archmage

8

Transmuter

9

Necromancer

10

Warlock

11

Abjurer

12

Lich

 

Singularity- This type of magic user uses their magical power to siphon the arcane power of the magic users and magic creatures in order to enhance their magical prowess. Singularities usually live thousands of years and can accomplish feats hundreds of times more potent than most wizards with the stolen magical power. This magical theft is accomplished numerous ways, from touch based magical vampirism, to magitech that requires sedated living hosts that slowly wither to husks.

High Sorcerer– This powerful magic user uses their command over the fundamental forces of magic itself to assert control over the general populace. Sorcerers can shape the nature of their spells to suit whatever need they desire, whether they are torturing their enemies or bringing water up from the earth to water their citizens crops. Sorcerers are mysterious and unpredictable making their goals vary wildly, but usually they attempt to increase their own power through rituals and self perfection.

Diviner– This type of tyrant uses divination magic to amass intelligence on friend and foe alike establishing massive magical surveillance webs and orders of secret police. Diviners have all the best intelligence, compile lists of state enemies and discreetly eliminate anyone that poses a threat.

Enchanter– This tyrant uses their magic to beguile, influence, or otherwise magically brainwash their citizens. Often the magic used by an enchanter will involve a daily ritual like drinking from a certain well or looking at a light show. No matter the vehicle for the enchantment the affected populace becomes pliable to the tyrants desires and are treated as livestock by the enchanter.

Evoker-The evoker uses mastery over energy to rule over their domain. Evokers reduce enemies to cinder with fireballs, create walls of stone or force to defend their fortresses, and send spies or enemies into pits of conjured acid. Evokers are usually more directly active in their dominions because their powers focus on direct manipulation of matter and energy and often raise large forces to protect them while they travel their lands manipulating infrastructure and geography itself as they go.

Archmage– This society is ruled over by a powerful magical generalist with expertise in every school of magic. Archmages tend to focus on broad additions of their magical knowledge and are thusly more flexible in its use. Some archmages generally share this magical knowledge and create schools and military academies they control to capitalize on these trained magic users. Some restrict magical knowledge, jealously monopolizing possible sources of arcane power and scooping up any magic user that falls into their domain to be brainwashed or disposed of.

Transmuter– The transmuter tyrant uses there control over the elements and transformation magic to control or enrich their citizens as need be. Transmuters turn enemies into stone and sheep, construct unfeeling golem guards, and “enhance” citizens with new strengths and abilities.

Necromancer– This supreme magic user commands both the living and the dead. Necromancers use their command over the undead as an tireless mindless endless workforce and military. The living are utilized for their intelligence and autonomy, both of which the undead curb when it comes to defying the will of the necromancer.

Warlock– This autocrat draws their power from an incredibly powerful magical entity, with which they have entered into a supernatural pact. Warlocks use their power to please the entities to which they have pledge themselves, this usually involves human sacrifice or cruelty for fiends and old ones and grandiose displays of decadence for the fey.

Abjurer– This society is under the protection of a powerful abjurer, a magic user that specializes in defensive, warding and binding magics. Abjurers create massive protection spells that sense those that would do harm, bar entry to those not possessing of a particular item, and even bind elementals, celestials or fiends to serve as security forces.

Lich-This tyrant is a lich, a supremely powerful undead wizard whose soul is bound to an object in their possession. Liches usually use positions of power to amass greater arcane power, however whether they choose to operate in the open hurling black flames at detractors and raising there corpses as servants or take refuge in the secrecy of illusion and enchantment magic, is a matter of personal preference.

 

Military Dictator

2d6

Military Dictator

2

Sentient weapon

3

Visionary

4

Knight Defender

5

Fleet commander

6

Liege Legionnaire

7

Major general

8

Warlord

9

Mercenary Guild leader

10

Calvary Conqueror

11

Outrider

12

Kratocratic Command

 

Sentient weapon– A sentient weapon with an overwhelming personality rules through its possession of the current ruler. Sentient weapons are usually designed for the roles they take up, in the case of military dictatorship to lead armies, bring low foes, and grow the might of it’s wielder’s military.  The true nature of a sentient weapon can be a secret spoken of only by assistants, and servants, or open knowledge known throughout the society.

Visionary – This dictator has a master plan of a civilization that spreads across the face of the globe. The visionary funds exploratory missions, plans colonies, and sends their great armies to secure riches and resources for their people. The visionary always has a grand plan for the future and devotes the resources of an entire society into attaining it, whether or not the plan is actually sane or viable.

Knight Defender– This society is ruled by a knight commander who has taken a vow to defend the realm, leading a group of landed knights in defense of the common citizenry. Knights take an oath to faithfully execute the laws of the land and raise soldiery that all answer to the knight commander.

Fleet commander The fleet commander exerts their military might through complete command of the seas and oceans. These fleets are often comprised of commissioned navy vessels Fleet commanders utilize seagoing might to capture enemy ports, secure seagoing trade routes, and discover and colonize new territories.

Liege Legionnaire– This society is run by a high ranking soldier that commands leaders of local military garrisons. Legionnaires are not only a professional military but also engineers and construction workers building roadways and aqueducts. The Liege legionnaire approves all construction projects, commissions roads, and rallies troops in times of war.

Outrider Leader– This society is ruled over by a outrider leader that oversees a corps of highly specialized light infantry and cavalry. The outriders focus on road patrol, boarder guard, collecting criminals, and guarding colonists.

Major general– Commander of a massive ground force the major general rules through land conquest and the strategy and tactics thereof. Major generals promote the defense of their own people, and sometimes their subjugation though conscription into armed service. Major generals also make use of the military to provide crucial infrastructure,

Warlord– Warlords rule by their capacity to raise and maintain large and loyal armies, exerting military, political and social control. Warlords use military control for the purpose of personal enrichment and extending controlled territory. This tends to create a positive feedback loop in which warlords raise large armies to expand their territory to draw from a larger pool of soldiers to serve in their armies.

Mercenary Guild leader– The Mercenary guild leader rules through capital and force, leveraging their army of trained soldiers to keep the populace in line. A mercenary guild leader could have been installed recently after a successful campaign against the previous government, or a longstanding professional army that eventually grew to national status.

Calvary Conqueror– This empire is ruled by a nomadic emperox that travels with their army of mounted warriors moving from foreign nation to foreign nation and forcing them to pledge fealty and taxes with military might. Calvary conqueror emporoxes utilize the superior mobility and strategy to defeat large armies with minimal casualties to their own forces.

Kratocratic Command– This nation is ruled over by the individual who has the strength or skill to seize reins of government. Through use of cunning schemes, loose knit alliances, and combat prowess this autocrat proves themselves to be the strongest individual the society has to offer and earns the right to command the military.

 

Absolute Monarch

2d6

Absolute Monarch

2

Blood key

3

Cultural Institution

4

Warmonger

5

Commander Sovereign

6

Divine Progeny

7

Highest House

8

First Of their name

9

Wise and Just

10

Pragmatist

11

Iron Fisted Ruler

12

Dragon

 

Blood key– This Monarch rules through the use of an ancient magical device that responds only to the presence of their blood. The technology can be something that extends their own power like a gargantuan magical laser that acts as protection against invaders, or something integral to daily life like a magical aqueduct that brings in the necessary drinking water for the people. Either way the monarch is in power only because they and their direct relatives are the only ones that can operate the device.

Cultural institution- This society is ruled over by a historically respected and honorable family who over many years amassed lands and fortunes. The head of this family wields this great respect to set cultural and societal standards as well as military and economic decision. They are a beacon around which the masses rally and place pressure on other members of the nobility to follow their lead.

Commander Sovereign– The commander sovereign is a product of military training that has instilled a love of tactics, rigid discipline, and heavy handed organization in the structure of daily life. The commander sovereign rules their territories like the command an army everything is on time, clean, and up to regulation. Society is efficient and well defended, but oppressive and droll.

Warmonger– The Warmonger is a type of sovereign that makes an industry out of conquest and the declaration of enemies. Crusaders use the pageantry of war to cover up its inherent costs picking fights they can win handily then using the victory as an excuse for celebration.

First of Their Name– This society has just adopted a new monarch through bloody revolution and a new power now sits upon the throne. The first of their name monarch has something to prove a set of ideals that got them installed as the new monarch that they need to live up to. Under the watchful eye of their subjects the first of their name must make real material change to their society and meets resistance from detractors and old foes who sense the weakness of society post revolution.

Divine Progeny– This society is ruled by a demigod the, offspring of a divine being and a mortal. In the case that the progeny is a first generation descendant they will display great powers from the portfolio of their divine parent. If they are many generations descendant these powers will be lessened but there will always be some marker of their status, whether merely a holy symbol shaped birthmark or some metaphysical sign of divinity.

Highest house– This monarch is the ranking member of the highest house of all houses of nobility. Owing to their superior breeding and rank amongst the nobility the monarch enjoys the privilege of assigning promotions of rank in the lesser houses, granting lands or spoils of war, and stripping the honor of disobedient or disloyal members of lesser houses.

The wise and just– This type of monarch takes their position as a leader of a nation as a solemn vow to rule for the good of their people. They institute fair laws, solve disputes with impartiality, and take personal responsibility for failures within the monarchy.

Pragmatist– The pragmatist monarch rules because they believe someone has to. They have a clear coherent vision for how they want the world to operate and are efficient and ruthless enough to oust anyone in their way.

Iron fisted ruler– This ruler assures no infractions against their laws or citizens goes unpunished. Iron fisted rulers see that their will is carried out faultlessly and that infractions against them are met with harsh punishment.

Dragon– The dragon is a imperialist motivated by greed, dragons often demand massive sums of wealth, praise, and mortal sacrifices to be heaped upon them. In the case of literal dragons all these standards apply as well, dragons are millennia old killing machines whose schemes can see the rise and fall of dynasties.

 

Aristocrat

2d6

Aristocrat

2

Merchant Noble

3

Knight Defender

4

Warlord

5

Noble Warrior

6

High Clan Leader

7

Cultural Institution

8

Populist Ruler

9

Divine Appointment

10

Highest House

11

Political Savant

12

Dragon

 

Merchant Noble– This type of autocrat uses their position at the head of a family of powerful merchants to buy their way into nobility. Through the use of tremendous wealth and the command of various employing industries, the merchant noble gains the power and respect of old nobility without the ancient traditions of old landed gentry.

Knight Defender– This society is ruled by a knight commander who has taken a vow to defend the realm, leading a group of landed knights in defense of the common citizenry. Knights take an oath to faithfully execute the laws of the land and raise soldiery that all answer to the knight commander.

Warlord– Warlords rule by their capacity to raise and maintain large and loyal armies, exerting military, political and social control. Warlords use military control for the purpose of personal enrichment and extending controlled territory. This tends to create a positive feedback loop in which warlords raise large armies to expand their territory to draw from a larger pool of soldiers to serve in their armies.

Noble Warrior– This society is ruled over by the head of group of families trained in the art of combat and tactics, elite warriors that train others to fight under their banner. Warrior nobility tend to focus on the honor of combat, bragging of conquests, tallying foes defeated, and gaining ranks based upon success in battle.

High Clan Leader– The high clan leader oversees and organizes the activities of a group of family clans that work together for mutual gain. The high clan leader sees that all the other clan heads are performing their function and usually earns their lifetime appointment through ritual combat or a group vote amongst all the other clan leaders.

Populist ruler- This type of aristocrat is elected upon the death of the previous ruler by an election held amongst the nations subjects. Candidacy qualifications are outlined in the constitution and usually require being a member of the royal family, or of a noble house.

Cultural institution- This society is ruled over by a historically respected and honorable family who over many years amassed lands and fortunes. The head of this family wields this great respect to set cultural and societal standards as well as military and economic decision. They are a beacon around which the masses rally and place pressure on other members of the nobility to follow their lead.

Divine appointment– This ruling family has through angelic covenant been place in power to rule justly and fairly over an outlined dominion of faithful citizens. The language of the covenant prevents the ruler from acting against the good of their people and should that covenant be breached the angelic protection shall be withdrawn. Through special covenant with the divines the family selects which of it’s members becomes the head of the household.

Highest House– This aristocrat is the head of the largest and most powerful of many noble houses and is constitutionally invested with the power to settle disputes, grant lands and powers, or even strip titles from fellow nobles. While the monarch has power in any of the other nobles territories the constitution usually outlines the degree of autonomy the nobles have to act on their own.

Political Elite– This aristocrat has achieved the highest possible position in the society’s power structure through clever manipulation, tactical alliances, and strong negotiation skills. A political elite is well educated not only in the practical matters of science, economics, and military tactics but also of negotiation, maintaining relationships, and understanding people.

Dragon– The dragon is an aristocrat motivated by greed, dragons often demand massive sums of wealth, praise, and mortal sacrifices to be heaped upon them. In the case of literal dragons all these standards apply as well, dragons are millennia old killing machines whose schemes can see the rise and fall of dynasties.

 

Theocrat

2d6

Theocrat

2

Avatar

3

Prophet

4

Returned Soul

5

Cult Leader

6

Weapon of the Divines

7

Spiritual Leader

8

Faithful Steward

9

Divine Bloodline

10

Heavenly Appointment

11

Oracle

12

Messiah

 

Faithful Steward– This type of ruler feels personally responsible for the spiritual wellbeing of their citizens and institutes laws and ordinances to encourage certain moral and spiritual practices. This creates a De facto religion supported by the state as the government tends to play favorites with faith based organizations.

Touched by an angel– This theocrat has been given a vision of an ideal society by an angelic power and now seeks to mimic this vision of divine society on the material plane. The angel left this faith leader wit a mark to denote their divine status. This usually manifests as a halo, glowing eyes, a tattoo of celestial characters, or some other signifier of divine power.

Weapon of the Divines– This ruler uses a zealous warrior caste to spread the faith of their society to its neighbors and beyond. The warrior traditions of the religion preach a divine protection cast over the soldiery and the leadership as well as the promise of honor and spiritual reward after death.

Divine Bloodline– This ruler draws their family tree from one of the Gods and rules the land according to their edicts. The people truly believe that this theocrat is infused with divine blood and worship the family with religious fervor.

Spiritual Leader– This type of ruler wields more power though their position as a high religious figure than the government of the society does. The legitimate government often defers to the spiritual leader and always asks for their console and advice before making any new policy decisions.

Oracle– This theocrat is the sole source of connection between the realm of the material and the realm of the divine. The theocrat receives visions or advice from the divines and forms the laws, structures, and goals of the society around the divine information.

Prophet– Prophets are spiritual leaders that receive communications from the divines and act as their intermediaries on the plane. Prophets vary in their strength, whether they merely receive messages they interpret from the divines or are actually overtaken by them when speaking their word.

Cult leader-A cult leader makes the citizens they rule over believe they were chosen to lead them whether or not an actual divine had a hand in selecting them. Cult leaders create an air of unquestioning loyalty amongst their selected cultists and use the faith of their flock to accomplish their own goals.

Returned Soul– The returned soul is a spiritual leader said to have returned from the realm of the gods in a never ending cycle of reincarnation to lead the faithful of a particular religion. The returned soul is sought by the clergy of the religion whenever the last returned soul dies, is raised to lead then the cycle repeats on the death of the leader.

Heavenly Appointment This leader was appointed by a god or pantheon to lead and protect the society.  The divinely appointed usually receive some symbol or token that proves their connection to the particular pantheon or deity and they rule in accordance with the terms of the agreement.

Avatar– This theocrat is, or claims to be the avatar of a particular deity descended from their position in the heavens to rule over mortal kind. Avatars tend to have extreme divine power, and utilize their power and clergy to reshape the world according to their wills.

Messiah– this autocrat is viewed by the populace as a savior figure  sent by a divine agent or pantheon to guide and protect the society over which they rule. These messiahs are often endowed with powers from their deities as a symbol of the approval of the gods.

 

Imperialist

2d6

Imperialist

2

Cavalry Conqueror

3

Collector

4

Supremacist

5

Law Bringer

6

Territorial Imperialist

7

Leviathan

8

Thalassocrat Imperialist

9

Megalomaniac

10

Visionary

11

Divinely inspired

12

Dragon

 

Calvary Conqueror– This empire is ruled by a nomadic emperox that travels with their army of mounted warriors moving from territory to territory and forcing them to pledge fealty and taxes with military might. Calvary conqueror emporoxes utilize the superior mobility and strategy to defeat large armies with minimal casualties to their own forces. Cavalry conquerors are unique in that they tend not to hold a source of centralized power in cities but rather mobile tent capitals and logistics chains that are highly mobile.

Collector– This imperialist seeks to expand their territory in order to add exotic artwork, technologies, and even entire cultures to their dominions. Collectors seek artists, engineers, scientists, merchants and artisans to add to their cultural, political and militaristic power. These aggressive globalists attempt to harvest talent from other societies with bribes, propaganda, and sometimes force in order to possess the most skilled individuals of all fields anywhere.

Supremacist– The supremacist is an imperialist that believes in the inherent superiority of the society from which they originate and seek to subjugate all other societies for the purpose of serving their own. Supremacists usually believe in some kind of perverse natural order, in which they and their people are a superior version of the species and their installation to global prominence is a reflection of the natural order of the universe.

 Law bringer– This type of imperialist  considered it their duty to spread the laws of the empire to all sentient creatures by placing them under their dominion. Law bringers vary from the self superior savage tamer to a true idealist that believes in instilling equal protections to all through a uniform legal system.

Territorial Imperialist– Territorial imperialists make expanding their own territorial borders a top priority. Territorial Imperialists near wilderness send colonists to tame the wilds, soldiers and engineers to connect their territories to the capital, and administrators to govern the acquired territory. If there borders but with other peoples they send artist, bards, and insurrectionist to sow discontent then the military to add those civilizations to their own.

Leviathan– This imperialist believes in the path to world peace through conquest, annexation and unity of all mortals under a single globe spanning government. Leviathans believe that war is the natural state of human beings, and it is the leviathan’s sacred duty to be prepared to defend and expand their territories through war. Peace can only exist if the entirety of the world submits themselves to the will of the emperor.

Thalassocrat Imperialist– This empire is ruled over by a commander of one of the most sizeable fleets in the known world. The Commander of waves explores the ocean and seas in search of new territories to add to their dominions extending their control with shipyards, ports, warehouses, and ever growing fleets of warships ships that secure their settlements.

Megalomaniac– This imperialist is only concerned with proving their own superiority and status. The megalomaniac holds festivals, banquets, and military parades all as a show of their own power and grandeur. Megalomaniacs wage wars of conquest to prove their superiority over other nations and add to the throngs of peasants to come and throw laurels at their feet.

Visionary – This imperialist has a master plan of a civilization that spreads across the face of the globe. The visionary funds exploratory missions, plans colonies, and sends their great armies to secure riches and resources for their people. The visionary always has a grand plan for the future and devotes the resources of an entire society into attaining it, whether or not the plan is actually sane or viable. 

Divinely inspired– This imperialist seeks to expand their influence and settle new territories in order to spread word of a particular religion to which they subscribe. The inspire imperialist invasions a world in which all people worship the same divine and work to accomplish this through education, missionaries, and bloody conquest.

Dragon– The dragon is an imperialist motivated by greed, dragons often demand massive sums of wealth, praise, and mortal sacrifices to be heaped upon them. In the case of literal dragons all these standards apply as well, dragons are millennia old killing machines whose schemes can see the rise and fall of dynasties.

 Kleptocrat

Kleptocrat

2

Bandit Clan Leader

3

Demagogue

4

Enchanter

5

Pirate Commander

6

Merchant Guild Head

7

Organized Crime Boss

8

Thieves Guild Head

9

Swindler

10

Resource Baron

11

Hedonist

12

Dragon

 

Bandit clan head– Bandit clans can make the roadways between major population centers practically unusable extorting tolls or outright robbing merchants that would use them. What’s more a bandit leader can use stolen trade good, or tolls levied against merchants to raise additional soldiers and put pressure on major population centers to pay into their protection rackets.

Demagogue – This society is ruled by a populist leader who has appealed to a base public sentiment in order to gain power. Demagogues appeal to fear, hate, and the worst sentiments of mortals and tend to weaken the rest of the government and invest additional power in themselves.

Enchanter– This tyrant uses their magic to beguile, influence, or otherwise magically brainwash their citizens. Often the magic used by an enchanter will involve a daily ritual like drinking from a certain well or looking at a light show. No matter the vehicle for the enchantment the affected populace becomes pliable to the tyrants desires and are treated as livestock by the enchanter.

Pirate commander– Pirate commanders use hoards of pilfered treasure and the threat of maritime invasion to make citizens comply with demands of resupply or use of their controlled waters. By extorting the citizens pirates can come to rule over numerous ports and island chains and amass sizable influence.

Merchant guild head– This type of kleptocrat utilizes their position as the head of a powerful monopoly to overtake the functions of government and turn the whole of society into a vehicle of self-enrichment. Guild members are afforded more rights than the average person and the labor of unguilded employees is extracted for maximum profit. 

Organized crime boss – Heads of criminal families tend to rule with an iron fist, projecting an aura of fear and strength. Often extorting the citizens that live within their territories, crime families and syndicates steal from their citizens with threats of physical violence and racketeering

Thieves guild head– Thieves guild leadership often directly steal from their citizens, leveraging their stolen wealth to buy power and influence. Heads of thieves guilds intentionally corrupt governments and law enforcement agencies to make them unusable by citizens therefore making them a de facto government.

Swindler–  This country is ruled by a former thief who used their amassed fortune to buy their way into the government, then their charm and poisoners kit to work their way into the highest position of power. Swindlers often enjoy the lavish lifestyle that accompanies power, some are only in it for the riches, and influence but others have given up crime for good and want to make some small place where they can live like they please with the absolute freedom that comes in rulership.

Resource Baron– This type of plutocrat uses their complete control of a necessary resource to hold hostage a government. This predatory hoarding of natural resources concentrates wealth in the hand or the resource baron and makes the state more of a tool for the purpose of self-enrichment.

Hedonist– This kleptocrat lives only for their own pleasure. They utilize the full resources of their society to allow them to have the best food, drink, and leisure activities, often delegating the responsibilities of their office to underlings or neglecting them altogether.

Dragon– The dragon is a kleptocrat motivated by greed, dragons often demand massive sums of wealth, praise, and mortal sacrifices to be heaped upon them. In the case of literal dragons all these standards apply as well, dragons are millennia old killing machines whose schemes can see the rise and fall of dynasties.

Tyrant

2d6

Tyrant

2

Sentient Weapon

3

Masquerade Fey

4

Hedonist

5

Disguised Fiend

6

Sociopath

7

Extreme Paternalist

8

Madman

9

Megalomaniac

10

Subjugator

11

Rogue Angel

12

Dragon

 

Sentient weapon– A sentient weapon with an overwhelming personality rules through its possession of the tyrant. It asserts its will and ensures it is passed on to whomever sits in command. Its true nature can be a secret spoken of only by assistants, and servants, or open knowledge known throughout the society. In the case of a tyrannical weapon, the intelligence trapped within has been warped by a hunger for blood that has caused it to go mad.

Masquerade fey– A fey power, tired of its life within the feywild, has come to enjoy itself in the mortal world. Now the whole of this society finds themselves catering to the bizarre whims of this creature, perhaps because they have been enchanted or brainwashed by it’s strange magics or perhaps because it has secretly replaced the old tyrant.

Hedonist– This tyrant lives only for their own pleasure. They utilize the full resources of their society to allow them to have the best food, drink, and leisure activities, often delegating the responsibilities of their office to underlings or neglecting them altogether.

Disguised fiend– A fiend has deposed and replaced the old ruler turning the power of its position into cruel exercises of power that increase the suffering of society. The fiend seeks to drive souls around it toward cruelty and tyranny, corrupting their souls and increasing it’s hellish fortunes. These fiends are usually rakshasa but ambitious, succubus, incubus, and cambion also

Sociopath– This tyrant has high degrees of self confidence and lacks the capacity for empathy making them unable to understand the needs of others. The sociopathic tyrant sees all other humans as tools by which to expand their power and accomplish their goals.

Extreme Paternalist– This tyrant utilizes their unchecked power to curb harmful behavior of their own charges. In this way the tyrant hopes to protect citizens from themselves through the implementation of laws that restrict the citizens freedoms. These restrictions are often viewed as oppressive by outside entities.

Madman– The mad tyrant is a creature of fear ever paranoid that their power will be stripped from them. Mad tyrants retain dozens of tasters to avoid poisoning, execute any individual that slightly compromises security, and sleep far less than is strictly healthy. They trust no one and nothing.

Megalomaniac– This tyrant is only concerned with proving their own superiority and status. The megalomaniac holds festivals, banquets, and military parades all as a show of their own power and grandeur.

Subjugator– This type of tyrant considers their subjects property part and parcel with the land they inhabit. This control is usually exercised through property dispensation, levied taxes, and generous gifts to those who submit to the will of the plutocrat.

Rogue angel– The rogue angel is a descended being of pure good that has come to save mortals from their own sins. Like the extreme paternalist rogue angels enforce the celestial tyranny on mortals to protect them from themselves. However unlike the paternal tyrant the celestial also protects from outward facing corrupting influence like that of fiends and aberrant beings.

Dragon– The dragon is a tyrant motivated by greed, dragons often demand massive sums of wealth, praise, and mortal sacrifices to be heaped upon them. In the case of literal dragons all these standards apply as well, dragons are millennia old killing machines whose schemes can see the rise and fall of dynasties.

 

Oligarchy

2d6

Oligarchic philosophy

2

Noonacracy

3

Kritarchy

4

Secret Cabal

5

Mageocracy

6

Plutocracy

7

Aristocracy

8

Stratocracy

9

Theocracy

10

Confederacy

11

Technocracy

12

Bizzarocracy

 

Noonacracy– This society is ruled by philosophers and great thinkers. The wisest and most intelligent scholars gather to discuss laws, military action, infrastructure planning and any other topic relevant to the lives of the citizenry. Academic institutions, scholarly enclaves, and oratories hold great power as their resources train the next generation of great minds. (Page 21)

Kritarchy– This society is ruled by a system of courts, lawyers and judges that both craft and adjudicate all legal policy. Judges convene courts and decide what responsibilities the society has to its citizens lawyers present cases as to what powers the government can exercise. (Page 22)

Secret Cabal– This society is ruled by a hidden consortium or secret society and maintains a puppet government through which it enacts it’s goals. These cabals can range from malevolent influencers that privately funnel public wealth into their own hands, to benevolent guardians of an ancient philosophy seeking to better mortal kind from the shadows. (Page 24 )

Mageocracy– This society is ruled by a group of powerful magic users that maintain their power in society through the combined use of magic. Mageocracies vary wildly from goodly wizards that use their combined might to defend their citizens from invading forces to villainous sorcerers that brainwash the citizenry into serving them as unthinking puppets. (Page 25)

Plutocracy– This society is ruled by the wealthiest of the wealthy. From merchant guilds to bandit clans, plutocrats use their wealth to buy into power then use that power to amass additional wealth creating a strong positive feedback loop. (Page 29)

Aristocracy– This society is ruled by several specific families that control large chunks of land. Aristocrats are considered more honorable or at least of higher status than the common citizen and thusly enjoy many more freedoms. (Page 27)

Stratocracy- this oligarchy is ruled by a group of military leaders. These can be independent corps of nomadic cavalry, unified mercenary companies or separate naval fleets who have pledged to protect one another and defend each other’s holdings. Military service qualifies an individual for political service as both the military and the state function as the same entity. (Page 30)

Theocracy- this oligarchy is ruled over by the dominant religion of the society. A council of clergy comes together in prayer and set out how the priorities of the state and the priorities or the dominant religion can overlap to the benefit or detriment of its citizens. (Page 32)

Confederacy– this oligarchy is comprised for notable statesmen from a group of small independent states that form a single government. The confederacy is United in actions that effect the whole such as mutual defense and economic policy, but local law varies from state to state. (Page 33)

Technocracy– This society is run by individuals of the highest technical skill, usually engineers, bureaucrats, or scientists.  The society is completely dependent on widespread use an ancient or newly developed technology. Only the technocrats know how the technology works and jealously guards the secrets of its operation to remain in power. (Page 35)

Bizzareign– This society has a completely unique or bizarre government that relies on a group of powerful magical entities to lead it. In a bizzareign magic, unique philosophies, or strange cultural traits have led to the formation of a truly unique style of government. (Page 36)

Noonacracy

2d6

Noonacracy Type

2

Occult Society

3

Intelligence Agency

4

The Political Class

5

Bureaucracy

6

Monastic Order

7

Philosophers Corp

8

Council Of scholars

9

Divinely Enlightened

10

Ideologues

11

Chorus Of ghosts

12

Druidic Conclave

 

Occult Society– This society is under the control of a group of scholars that attempts to gain power through metaphysical means. By studying the structure of the planes, how magic flows through the universe , and how humanoid minds effect matter, the occult society hopes to unlock deep secrets about the nature of the universe that will give them power over it.

Intelligence Agency– This society is entirely controlled by its own intelligence apparatus. The intelligence agency assesses threats, steals secrets and inserts propaganda to keep itself in power and its enemies in the dark. There may be a figurehead such as a monarch or ruling council but their power is nominal when compared to the council of spymasters.

Elucidated Society– This society is under the control of a group that holds secret knowledge about the world and uses that knowledge to influence the powers of government. This hidden knowledge is usually esoteric, histories of long lost peoples, lost technologies and used to manipulate the structure of society writ large.

Political Class– This society is ruled over by privately educated noble families that uses their knowledge and ability create large scale structures of organization to rule their subjects. These educated elites are usually the only literate individuals in their domains and employ other literate individuals to manage administration and expansion of their territories.

Bureaucracy– This society is ruled over by a sprawling bureaucracy that deals with all matters for economic to social policy. On the matters of gravest importance chief executives from every department meet and make decisions on a whole government scale each using the jealously guarded power of their department.

Monastic Order This society is ruled over by an order of monks that have devoted themselves to the pursuit physical and spiritual improvement. The gurus of the order have attracted so many followers that they have united the entirety of the culture around their ideals.

Philosophers In The Round–  This society defers all of its decision making to a group of great thinkers that ponder issues ranging from the inherent nature of mortals to ideal societal structure. These philosophers form an exclusive corps of brainpower that can think their way through any situation and hand out solutions in exchange for social status.

Council Of Scholars– This society is structured around a massive academy that attracts the brightest minds from around the world. Individuals with the greatest academic achievements that can prove their policies and projects will be of most value to society are granted funding by the council of Scholars.

Divinely Enlightened– This society owes all of its decision making to a council of divinely inspired scholars who have received a portion of the grand celestial plan and work together to interpret it from their shared visions. These heavenly philosophers usually have marks that denote them as having received divine inspiration like a tongue of holy flame, shimmering white hair or eyes, or a tattoo in the celestial script.

Political Party -This society is controlled by a single political party professing the tenants of the society’s guiding ideology. These ideologues believe wholeheartedly in their chosen societal structure and their zeal for protecting it is almost religious.

Chorus Of Ghosts-This society is governed over by the deceased ancestors of the society. Citizens come to the well of ghosts to learn lessons from the past and get advice on how to precede in the future. In matters requiring a physical body priests, oracles, or temple attendants perform tasks the ghosts set out.

Druidic Conclave– This society was founded by druids and these very druids guide its members in worship of the animistic spirits of the land. The druids teach the people how to live in harmony with the land and to live of nature’s bounty.

Kitarchy 

2d6

Kitarchy 

2

Precogs

3

Soul Weighers

4

Mind Mages

5

Armed Judiciary

6

Divine Justices

7

Court Circuit

8

Lawyerly consensus

9

Council Sphinxes

10

Law Golems

11

Secret Court

12

Pinnacle Court

 

Precogs– This society is ruled over by a caste of precogs that oversee the development of society, assess threats within and without, and use their knowledge to steer the society however they choose. Precogs are often either revered and treated with open worship in societies in which they develop, or kept secret masked and protected by guards at all times. Precogs are often developed with selective breeding of the magical talent or produced with magical experimentation.

Soul Weighers– This society is ruled over by divinely empowered paladins that serve not only as law keepers but as a de facto military and police forces. These paladins make broad use of truth seeking magic as well as their ability to sense evil to weigh out any villainous intent in the hearts of interrogation and pursue justice with the guidance of the divine.

Mind mages– This society is ruled over by mind mages that read the thoughts and intentions of the common citizenry in order to uphold a code of written law. Mind mages use their divination magic to monitor the actions of citizens and are prepared to “correct” errant behavior with influencing magic. Mind mages tend to be more powerful when gathered together and are often bred or trained specifically from birth.

Armed Judiciary– This society is ruled over by a police force that also serves as the judiciary, investigating the crime as well as assigning the punishment. Becoming a member of the armed judiciary usually requires passing an examination on the code legal as well as an intense training period designed to weed out all those not devoted to upholding the law.

Divine Justices– In this society judges are spiritual leaders and utilize the laws and tenants of the faith to settle disputes and craft new policies. Becoming one of the justices requires an invitation from a majority of justices and the position is only offered too those of piety, fairness, and legal acumen.

Court Circuit– This society is ruled over by a series of courts that settle disputes between members of the populace and create new laws based on rulings in the courts. In this system citizens may appeal lower court decisions to higher courts up to five times at the end of which they are tried before the ultimate court whose decisions go unquestioned.

Lawyerly Consensus– In this society disputes are solved by arguments between legal scholars which also serve as policy makers. Clients bring their case before a convention of impartial lawyers who discuss until a consensus on the just course of action which is then enforced by the military or police.

Council of Sphinxes– In this society law enforcement, internal disputes, even economic and social policies are put before a group of 2 to eight sphinxes to be debated then decided upon. Whatever the sphinxes decide is taken as law and are to be carried out by the citizens. Any impediment or alteration to these policies as declared by the sphinx are considered illegal punishable offences and are often met harshly.

Law Golems– This society is run by mass produced golems that make all decisions economic, military, law enforcement, infrastructural, or otherwise, based on the code legal placed in their shem. A long dead wizard wrote the self-maintaining golems to “act in the benefit of all mortals” and it is from this simple ill thought out request that one golem has become an army of police, judges, infrastructure, workers, growers, and a host of other professions that assess mortal needs and modify their behavior to meet them.

Secret Court– This society is controlled by a group of hidden judges that try cases, create laws, and provide funds for law enforcement all from the cover of anonymity. With the secrecy of the justice system the masked judges hope to create a society in which the laws affect all regardless of societal status. Becoming a secret court justice requires the other justices to vote in others based on their contributions to the legal field.

Pinnacle Court– This society is ruled over by a high court whose judgment is unquestionable and whose ruling are made into law. The Pinnacle court can summon any individual to appear them, step into any interpersonal matter, , after hearing arguments from both sides resolve the grievance and create a new law to address the issue in the future.

 

Secret Cabal

2d6

Secret Cabal 

2

Intelligence Agency

3

Fringe Cult

4

Paramilitary Group

5

Fate Weavers

6

Shapeshifters

7

Elucidated Society

8

Masquerade of Vampires

9

Reptilians

10

Occult Society

11

Sacred Oath

12

Arcane Council

 

Intelligence Agency– The government of this society has been coopted by its own intelligence agency. Rather than informing appropriate authorities on threats and points of interest discovered by the agency, the agency now just takes direct action, securing assets it believes will benefit the society and counteracting any harmful plots it discovers. Intelligence agencies expand their networks within and without of their domains, which means occasionally citizens with revolutionary minded ideas go missing in the night, never heard from again.

Fringe Cult– This society is controlled by a fringe religious cult that worships one or more of  the old gods of the far realms. These bizarre alien beings often communicate through cryptic signs, demand strange rituals be performed in their names, and give out pieces of strange technology.

Paramilitary Group–  This society is under the control of a group of violent ideologically driven assassins or soldiers. Powerful secret policing groups, black clad assassins, or intelligent saboteurs silence any individual that works against the goals of the paramilitary group or poses a unique threat to their ideology.

Fate Weavers– This society is under the secret control of augers and seers who have gained insight into the future and attempt to steer the society toward a particular destiny. Fate weavers discuss their visions, determine what threats to the great tapestry of fate,  and identify individuals selected to change the world by the forces of destiny.

Shapeshifters– This society is under the control of a group of shapeshifters who have used their unique abilities to deceive the people as to their true nature. The nature of the shifters determines much of their motive, for instance succubae and incubi will  attempt to secure a steady supply of victims from which they can siphon energy. Lycanthropes, doppelgangers, and even slaads form these societies to protect their own and gain power and influence amongst humanoids.

Elucidated Society– This society is under the control of a group that holds secret knowledge about the world and uses that knowledge to influence the powers of government. This hidden knowledge is usually esoteric, histories of long lost peoples, lost technologies and used to manipulate the structure of society writ large.

Masquerade of Vampires– This society is secretly controlled by a nest of vampires usually either a single clan or several clans that have come to a peace arrangement and have divided up their territories within the society. Generally the vampires use their people as livestock, breeding then feeding upon them like cattle, they use their charm magic, and undeath to amass great fortune and live in unholy decadence hiding their true nature from the populace.

Reptilians– This society is secretly ruled over by a group of reptilian creatures masquerading in humanoid forms. These reptilians are usually devoid of emotion, focused on creating disinformation campaigns, and secretly work to ensure the docility of the populaces they enslave. Yuan ti, illusionist lizard folk, and even green dragonborn often form into these insidious cabals focused on domination and control.

Occult Society– This society is under the control of a society that attempts to gain power through metaphysical means. By studying the structure of the planes, how magic flows through the universe , and how humanoid minds effect matter, the occult society hopes to unlock deep secrets about the nature of the universe that will give them power over it.

Sacred Oath– This society is under the control of a group of individuals who have taken a binding oath to uphold some principle or set of principles that will advance society in some way. The society has taken their oath in secret so corrupting forces will not be able to target them but each member secretly upholds the society’s philosophy with their own resources.

Arcane Council– This society is controlled a council of magic users that uses their knowledge and spellcasting prowess to plan out and build ideal societies. The arcane council uses spellcasting and intelligence to problem solve, expand their influence, and amass additional wisdom with which they secretly influence the society they inhabit.

 Magocracy

2d6

Magocracy

2

Lich lieges

3

Arcane Order

4

Mage School

5

War wizards

6

Weave Knot

7

Arcane Council

8

Coven

9

Magic Users Guild

10

Seers

11

Sorcerous Nobility

12

Mind Mages

 

Lich Lieges– This society is in the skeletal clutches of a group of powerful liches that rule a sizable chunk of territory. Lich lords often employ lesser intelligent undead like vampires and wights as their soldiers, using them to rule over populations of mortals as if they were livestock to be used in the lich lords spells. Less often, benevolent liches will look back on their lives and use their undeaths to create the society they wish had existed when they were alive.

Arcane Order– This society is controlled by a secret society of wizards who use their magic and arcane knowledge to steer the culture to their own ends. Arcane orders vary greatly in their motives from secret orders that seek to advance dark research into forbidden forgotten magics, to goodly spellcasters that monitor the dark forces of the world and protect the people from their destructive influences.

Weave Knot– This society is ruled over by a group of wizards that have worked together to create a knot in the weave. Through this warping of the universal flow of magic the wizards can pool their power into a single space warping construct capable of greater creation than any one of them could achieve alone. All wizards connected in the knot can draw upon the power individually, enough to cause buildings to spring up overnight, fields to be plowed and planted in a day, and hordes of invading orcs to be incinerated instantly.

War Wizards– This society is ruled over by a group of land owning wizards who have formed together in a defensive pact. Each wizard maintains a small army of spellcasters that they are careful to train with only enough spellcasting knowledge not to be a threat to their seat on the war council.

Mage School– This society is under the protection of a powerful school of wizardry that concerns itself not only with the dispensation of magical power but a philosophy of service to accompany it. The academic council of the mage school enforce a strict ethical code and harshly punish magic users that abuse spell craft for their own personal benefit. Graduates are encouraged to use magic to protect the innocent, uphold the truth, and to contribute to the scope of wizardly knowledge.

Arcane Council– This society is controlled a council of magic users that uses their knowledge and spellcasting prowess to plan out and build ideal societies. The arcane council uses spellcasting and intelligence to problem solve, expand their influence, and amass additional wisdom with which they can govern their subjects. 

Coven– This society is ruled by a powerful coven of witches to which the society at large is extremely deferential. Witch covens range from benevolent spiritualists whos magic is used to the maximum benefit of the society, such as healing, plant growth, and protection, or wicked tyrants who place curses upon those who oppose them, summon devils to lord over the populace, and perform human sacrifices that increase their power.

Magic Users Guild-The magic users guild is a type of oligarchy in which organized magic users have the bulk of the power in society due to public reliance on their spellcasting.  This type of government usually comes up in societies which rely on magic for basic survival like desert civilizations whose water sources have dried up or frozen countries whose mages thaw the earth in order to grow crops.

Seers– This society is controlled by a council of magical seers that use their ability to peer into the future and anticipate the needs and difficulties of the society they govern. The seers use their magic to steer the society to be the best possible version of itself.

Magical nobility– This society is ruled over by a family or group of families who possess inherited sorcerous power. Possession of magical ability proves the right to rule and the general populace are mere servants of their whims.

Mind mages– This society is ruled over by mind mages that read the thoughts and intentions of the common citizenry in order to uphold a code of written law. Mind mages use their divination magic to monitor the actions of citizens and are prepared to “correct” errant behavior with influencing magic. Mind mages tend to be more powerful when gathered together and are often bred or trained specifically from birth

 Aristocracy

2d6

Aristocracy

2

Fate Marked

3

Cultural Institution

4

Magical nobility

5

Warrior Clans

6

Confederated Houses

7

Dominate Family

8

Ranked Houses

9

Hidden Rivals

10

Caste System

11

Political Class

12

Lycan Pack

 

Fate Marked– This society is ruled over by individuals who have been endowed with a divine mark by a particular pantheon of deities. Individuals who receive a mark are swept away at birth and raised by individuals who bear the same mark and be trained to rule.

Cultural institution- This society is ruled over by a historically respected and honorable family who over many years amassed lands and fortunes. Houses that have reached the status of a cultural institution have taken steps to ensure their reputation remains unimpeached including publics works projects, patronizing works of art that testify to their glory, and throwing festivals for the common folk.

Magical nobility– This society is ruled over by a family or group of families who possess inherited sorcerous power. Possession of magical ability proves the right to rule and the general populace are mere servants of their whims.

Confederated Houses– This society is ruled over by land owning families who have bounded together into a loose confederacy. The heads of each house charge rent which the extract in the form of agricultural products, manufactured goods, or currency made on their lands. Each of these heads of household come together in meetings

Warrior Clans- This society is ruled over by groups of competing warrior families that separately administer, tax, and expand their territories. These clans often fight amongst one another, trade between territories, and form alliances to conquer smaller clans or barbarian tribes.

Dominate Family– This society is ruled over by a single dominate noble family that has a hand in every industry and completely controls all policies within their territory. The family greatly values talent and will often pull non blood individuals who show particular talents into the family through marriages or “blooding” ceremonies.

Ranked Houses– This society is ruled over by a group of noble houses of various status that each send representatives to discuss issues, forge alliances, and assess external threats. Some houses have higher rank and membership and receive more representatives but does not completely dominate for fear of unified smaller houses.

Hidden Rivals– This society is ruled over by a confederacy of noble houses that are explicitly forbidden from declaring war on one another but secretly sabotage, assassinated, and pilfer from one another to increase their power. Hidden rivals employ spies, bribe bandits, and arrange kidnappings so they can gain more influence while avoiding the penalties that occur from direct war.

Caste System– In this society every individual is born into the role that they have to play in society with almost no chance for social mobility. Members of the ruling class in this society enjoy higher status than the lay person and are trained from birth in the art of rulership. In this society those borne in the ruling class enjoy decision making power and increased rights.

Political Class– This society is ruled over by privately educated noble families that uses their knowledge and ability create large scale structures of organization to rule their subjects. These educated elites are usually the only literate individuals in their domains and employ other literate individuals to manage administration and expansion of their territories.

Lycan Pack– This society is ruled over by a group of lycanthropes who use their shared curse to raise their power and influence within their domain. These lycanthropes vary in their activities based on the nature of their curse, from fiercely loyal super predators like werewolves, some are brutish wereboar bullies, and some are proud protective werebear clans. 

Noble Houses– This society is ruled by land owning nobility to whom a common person can pledge loyalty and years of servitude and be given a place to live and work. Noble Houses are referred to as such for their self-imposed responsibility to protect those employed by them. In a noble house system usually each different family house will take up a different industry and trade will ensue between the houses not only of goods and services but of house members as commodity in the form of political marriages and trades of skilled craftspeople.

Stratocracy

2d6

Stratocracy

2

Caste System

3

Outriders Corps

4

Knightly concordance

5

Pirate League

6

Liege Legionaries

7

Warlord Alliance

8

Protectors of the realm

9

War wizards

10

Mercenary Guild

11

Armed Judiciary

12

Noble Warriors

 

Caste System– In this society every individual is born into the role that they have to play in society with almost no chance for social mobility. Members of the ruling class in this society enjoy higher status than the lay person and are trained from birth in the art of rulership. In this society decision making is made by the warrior class

Outrider Corps- This society is ruled over by a outrider leader that oversees a corps of highly specialized light infantry and cavalry. The outriders focus on road patrol, boarder guard, collecting criminals, and guarding colonists. Decisions about where and how to deploy are made by local corps that meet with leaders of different jurisdictions and decide who needs additional troops or supplies. 

Knightly Concordance– This society is several knightly domains that have banded together for the purpose of shared defense and trade. Each of these knightly realms maintains their own local laws, and follow a shared code of honor but come together with their trained soldiers in mutual defense of one another’s territories. Knightly titles are usually hereditary but they can also go to individuals who perform acts of great valor.

Pirate League– This society is under the protection of several small pirate fleets that have banded together into a loose confederacy, respecting one another’s claims on territory and even coming to each other’s aid in times of war. Pirate leagues extract taxes from merchants and fishermen that operate in their waters and often meet in council to settle territorial disputes, work out trade deals, or even commission ships from craftspeople residing in one another’s sovereign territories.

Liege Legionnaires- This society is run by a council of ranking soldiers that command leaders of local military garrisons. Legionnaires are not only a professional military but also engineers and construction workers building roadways and aqueducts. The Liege legionnaire approves all construction projects, commissions roads, and rallies troops in times of war.

Warlords– Warlords rule by their capacity to raise and maintain large and loyal armies, exerting military, political and social control. Warlords use military control for the purpose of personal enrichment and extending controlled territory. This tends to create a positive feedback loop in which warlords raise large armies to expand their territory to draw from a larger pool of soldiers to serve in their armies.

Protectors of the realm– This society is led by a group of trusted generals who have recently deposed the previous system of government on the ground of tyranny. Protectorates rule until a new form of government can be instituted or become the new default form of government if there is no clear power structure that is readily capable of taking over. 

War Wizards– This society is ruled over by a group of land owning wizards who have formed together in a defensive pact. Each wizard maintains a small army of spellcasters that they are careful to train with only enough spellcasting knowledge not to be a threat to their seat on the war council.

Mercenary Guild -The Mercenary guild leaders rule through capital and force, leveraging their army of trained soldiers to keep the populace in line. The leaders of a mercenary guild are usually a group of investors who keep their soldiers supplied with food weapons and gear, expert generals who train their employees in disciplined fighting, or tacticians that know how to plan successful conquests and extract capital from territories they control.

Armed Judiciary– This society is ruled over by a police force that also serves as the judiciary, investigating the crime as well as assigning the punishment. Becoming a member of the armed judiciary usually requires passing an examination on the code legal as well as an intense training period designed to weed out all those not devoted to upholding the law.

Noble Warriors– This society is ruled over by a group of families trained in the art of combat and tactics, elite warriors that train others to fight under their banner. Warrior nobility tend to focus on the honor of combat, bragging of conquests, tallying foes defeated, and gaining ranks based upon success in battle.

Plutocracy  

2d6

Plutocracy 

2

Mandarinate

3

Colluding Industry

4

Mercenary Guild

5

Tycoons

6

Joint Stock Company

7

Merchant’s Guild

8

Magic Users Guild

9

Bandit Clan

10

Banana republic

11

Labor Unions

12

Captains Of industry

 

Mandarinate– This society is nominally beholden to some deity or figurehead but it’s true power lies with an administering guild that sees to the craft and implementation of all policies within their domains. Mandarins tend to be thoroughly bureaucratic, with rigorous examination, highly stratified ranking systems, and excruciating amounts of paperwork.

Colluding Industries– This society is run by a group of colluding industries who conspire to keep wages low, prices high and themselves in power. These colluding industries affect the lives of daily citizens by starving the uncooperative of basic resources and buying off all forms of policing. The collusion between industrial groups is kept secret but because frequent action is taken to quash competition it becomes an open secret rather quickly.

Mercenary Guild The Mercenary guild leader rules through capital and force, leveraging their army of trained soldiers to keep the populace in line. A mercenary guild leader could have been installed recently after a successful campaign against the previous government, or a longstanding professional army that eventually grew to national status.

Tycoons– This society has been drastically shaped by a few privately wealthy individuals who each hold monopolies on certain sectors of the market. Tycoons enforce their power by being one of the primary employers and managing their own security and properties.

Joint Stock Company– This society is ruled by a council of shareholders with a significant interest in economically developing the territory they administer. Joint stock companies usually operate with the aid of mercenary companies that defend their interests colonizing new territories and setting up profitable industries of their choice.

Merchant guild head– This type of kleptocrat utilizes their position as the head of a powerful monopoly to overtake the functions of government and turn the whole of society into a vehicle of self enrichment. Guild members are afforded more rights than the average person and the labor of unguided employees is extracted for maximum profit.

Magic Users Guild-The magic users guild is a type of oligarchy in which organized magic users have the bulk of the power in society due to public reliance on their spellcasting.  This type of government usually comes up in societies which rely on magic for basic survival like desert civilizations whose water sources have dried up or frozen countries whose mages thaw the earth in order to grow crops.

Bandit Clan – Bandit clans can make the roadways between major population centers practically unusable. What’s more a bandit leader can use stolen trade good, or tolls levied against merchants to raise additional soldiers and put pressure on major population centers to pay into their protection rackets.

Banana republic– This society is basically enslaved to the production and exportation of a particular crop. This society is the largest single producer of a particular crop, a position which it uses to obtain massive sums of money and influence. The people often suffer for this as often they are compensated poorly for their labor and forced to work by paid soldiers in order to keep the exports constant. 

Labor Unions– This society is controlled by labor unions, bosses of these conglomerations of workers meet to exchange labor and build the society out to their plans. Labor unions require dues rather than taxation and even commissioning their own products the profits of which they split amongst their members as dividends. In societies such as these independent businesses are almost entirely eliminated

Captains of industry– This society is ruled over by a group of powerful industrialists who cooperatively control almost every industry in the society. The industry captians have formed a coalition to improve the living conditions of society writ large through philanthropic contribution, job creation, and civil works projects.

 

 

Theocracy

2d6

Theocracy

2

Shamans

3

Divine Justices

4

Local Parish

5

Monastic Order

6

Saintly Orders

7

High Pontiffs

8

The Reborn

9

Divine appointment

10

Caste System

11

Dogmatists

12

Holy Host

 

Shamans– This society is ruled by experimental spiritual leaders who use rituals and drugs in order to receive divine revelations. Shamans act as advisors and spiritual guides, attempting to adapt to challenges that the society may face through divine revelation.

Divine Justices- In this society judges are spiritual leaders and utilize the laws and tenants of the faith to settle disputes and craft new policies. Becoming one of the justices requires an invitation from a majority of justices and the position is only offered too those of piety, fairness, and legal acumen.

Local Parishes– This society is broken down into religious councils that oversee the spiritual and political affairs of villages, towns, and cities. Representatives from these parishes meet with other parish heads and discuss challenges their localities face and together decide the stance of the faith on issues that the faithful encounter. Parishes are built around churches or temples which are usually the first and largest buildings to appear.

Monastic order– This society is ruled over by an order of monks that have devoted themselves to the pursuit physical and spiritual improvement. The gurus of the order have attracted so many followers that they have united the entirety of the culture around their ideals.

Saintly orders– This society is ruled by a religion that produced numerous and varied saints. Orders have sprung up that focus on the specific teachings of each saint as they devoted their lives to the teachings of their chosen divines or pantheon. These saintly orders tend to be organized into general groups like orders devoted to education, care for the poor, economics, agriculture and a whole host of other issues.

High Pontiffs– This society is ruled by a group of high pontiffs that administer all manners of faith and law within their domain. The pontiffs use the tenants of their faith to establish social, economic, and scientific policy and their word directly affects the teachings of the church.

The reborn– This society is controlled by a group of souls bound to the material plane by a cycle of ceaseless reincarnation. These bound souls retain small fragments of their memories of their past lives and when they are in close proximity gain the divine powers of the pantheon that gave them their gift.

Divine Appointment This ruling council was appointed by a god or pantheon to lead and protect the society.  The divinely appointed council usually receive some symbol or token that proves their connection to the particular pantheon or deity and they rule in accordance with the terms of the agreement.

Caste System– In this society every individual is born into the role that they have to play in society with almost no chance for social mobility. Members of the ruling class in this society enjoy higher status than the lay person and are trained from birth in the art of rulership. In this society priests hold all of the power of decision making and policy crafting

Holy Host– An entire pantheon has taken avatar forms and pass their law edicts and philosophies on to mortals in their incredibly powerful divine avatar forms. A holy host plays their roles in society as their deity would in the heavens, with each divine avatar takes an aspect of public life and rules over it settling disputes with consensus or combat.

Dogmatists– This society is controlled by a priesthood devoted to the creation of a society that most closely follows the edicts set forth in the dogma of the dominant faith. Holy texts guide the craft of social policies, interpretations of scripture become law and anything that falls outside of canonical teaching is deemed sacrilegious and punishable by law.

Confederacy

2d6

Confederacy

2

Quarrelsome Hydra

3

Cultural Union

4

Religious Conclaves

5

Pirate League

6

Noble Houses

7

City State Alliance

8

Warrior Clans

9

Knightly Concordance

10

Trade Federation

11

Ideological Union

12

Many headed Dragon

 

Quarrelsome Hydra– These independent small states have a historical enmity toward one another for various cultural and historical reasons, but have unified their military force in response to an even more hated enemy. Hydra Confederacies try to meet in unity as little as possible as these conventions tend to end in ceaseless bickering or fistfights, but when any one member state is picked on by a larger power  the other states attack mercilessly. 

Cultural Union–  This society is a collection of independent states that band together because of a shared set of cultural views or common history. Friendly relationships between the similar cultures have fostered bonds of peace and cooperation between the members of the union that work harmoniously to grow their influence.

Religious Conclaves– This society is a confederation of disparate religious communities that practice the same faith. These communities operate autonomously but contribute to shared temple construction, shrines and religious doctrine that go to all of the participating enclaves.

City State Alliance– This society is a confederation of multiple city states each with varied cultures, histories and economies that have banded together out of a sense of solidarity. The alliance convenes regularly to offer mutual support, pledge funds for road or sea trade between its members, and discuss threats to the independence of their alliance.

Warrior Clans- This society is ruled over by groups of competing warrior families that separately administer, tax, and expand their territories. These clans often fight amongst one another, trade between territories, and form alliances to conquer smaller clans or barbarian tribes.

Knightly Concordance– This society is several knightley domains that have banded together for the purpose of shared defense and trade. Each of these knightly realms maintains their own local laws, and follow a shared code of honor but come together with their trained soldiers in mutual defense of one another’s territories.

Pirate League– This society is under the protection of several small pirate fleets that have banded together into a loose confederacy, respecting one another’s claims on territory and even coming to each other’s aid in times of war. Pirate leagues extract taxes from merchants and fishermen that operate in their waters and often meet in council to settle territorial disputes, work out trade deals, or even commission ships from craftspeople residing in one another’s sovereign territories.

Noble Houses– This society is ruled by landowning nobility to whom a common person can pledge loyalty and years of servitude and be given a place to live and work. Noble Houses are referred to as such for their self-imposed responsibility to protect those employed by them. In a noble house system usually each different family house will take up a different industry and trade will ensue between the houses not only of goods and services but of house members as commodity in the form of political marriages and trades of skilled craftspeople.

Ideological Union– This confederacy is composed of disparate bubble societies that all subscribe to a common philosophy or ideology and have banded together as one. While the territories and lands each enclave possesses is minimal or scattered the unions ability to uphold their ideals comes from aid given between members, accomplished with permanent teleportation circles and reliable long distance communication.

Trade Federation–  This society is governed by cooperative economic and political agreements between independent small nations for the purpose of joint economic growth. Trade federations ally to enrich their citizens and protect their investments domestically and abroad. These Federations

Many Headed Dragon– This league of small nations and city states pledge to keep peace amongst themselves and each work to produce soldiers, weapons and armor in the service of war. The league has banded together to take on other city states and even larger nation states and split their lands and treasures amongst themselves evenly.

Technocracy 

2d6

Technocracy

2

Biomancers

3

Automated Society

4

Construct Minds

5

State Alchemists

6

Civil Engineers

7

Bureaucracy

8

Ancient Memory

9

The enhanced

10

Council of Scholars

11

Magitech Producers

12

Captains of industry

 

Biomancers– This society is controlled by biomancers who through magical and technological genetic augmentation enhance their citizens. Biomancers vary from the benevolent exterminators of illness, and hunger who produce magically enhanced food, to cruel slavers who create whole races of genetically enhanced servants that perform to their cruel satisfaction.

Automated Society– This society is completely dependent on a work of hundreds of constructs that need maintenance by a group of dedicated artificers. The constructs mine, farm, build and even police taking care of the most basic needs of the citizens in accordance with the decisions of the artificers corp. This means that the artificers enjoy additional wealth and power for the use of their work force.

Construct minds– This society is ruled by a group of sentient magical constructs, either living weapons or golems whose superior intelligence has put them in a position of rulership. These constructs excel at skill acquisition, never need to eat or sleep, and devote all their time to solving the problems of society, predicting mortal behavior with astounding accuracy.

State Alchemists– This society is ruled over by a government run bureau of alchemists who believe in the advancement of mortal life through the use of chemistry and magic. State alchemists use alchemy in every aspect of society from enhancing food yields with fertilizers, to enhancing people with potions.

Civil Engineers– This society is ruled by a dedicated corps of civil engineers who build out roads, aqueducts, and other massive public works that promote health and industry.  The engineer corp works with the military to make the best battlements, urban planners to grow healthy cities, and farmers to create irrigation technologies.

Bureaucracy– This society is ruled over by a sprawling bureaucracy that deals with all matters for economic to social policy. On the matters of gravest importance chief executives from every department meet and make decisions on a whole government scale each using the jealously guarded power of their department.

Ancient Memory– This society is ruled by a group of research scientists that have discovered a way to operate an ancient and powerful technology. This technology could be something like a water retrieval system for a dry area or something as terrifying as a giant sun focusing laser, but the scientists remain in power as long as they know the secret of the technology’s operation.

Mechanists– This society is ruled over by a group of artificers that create construct exoskeletons and artificial limbs to enhance their citizenry. Mechanists range from peaceful builders of artificial limbs and powerful armor, to crafters of forced cybernetic monstrosities.

Council Of Scholars– This society is structured around a massive academy that attracts the brightest minds from around the world. Individuals with the greatest academic achievements that can prove their policies and projects will be of most value to society are granted funding by the council of Scholars who

Magitech Producers– This society is controlled by producers of ubiquitous magitech devices that are relied upon at every level of society. Airships, living weapons, power grids that capture arcane lightning, all controlled by a single monopoly that makes sure that their tech can never be used against them.

Captains of industry– This society is ruled over by a group of powerful industrialists who cooperatively control almost every industry in the society. The industry captains have formed a coalition to improve the living conditions of society writ large through philanthropic contribution, job creation, and civil works projects.

 

Bizzareign

 

2d6

Bizzareign

2

Elemental Masters

3

Council of Sphinxes

4

Automated Society

5

Yugoloth Corporation

6

Vampire Clan

7

Coven

8

Chorus Of ghosts

9

Fey Court

10

Naga Den

11

Lich lieges

12

Draconic Overlords

 

Elemental Masters–  This society is ruled by a group of powerful genies and their elemental servants, who operate sometimes harmoniously or sometimes at cross purposes. Elemental masteries usually consist of one djinn, one marid, one eefriti, and one dao each representing their elemental aspect. When they work harmoniously they have the power to drastically reshape their domains, when they quarrel they cause huge natural disasters.

Council of Sphinxes– In this society law enforcement, internal disputes, even economic and social policies are put before a group of 2 to eight sphinxes to be debated then decided upon. Whatever the sphinxes decide is taken as law and are to be carried out by the citizens. Any impediment or alteration to these policies as declared by the sphinx are considered illegal punishable offences and are often met harshly.

Automated Society– This society is completely dependent on a work of hundreds of constructs that provide all the basic resources for citizens. The constructs mine, farm, build, maintain themselves, and even police taking care of the most basic needs of the citizens in accordance with some long forgotten unknowable spell. Citizens spend their time doing all the things constructs cannot like writing, playing sports, making art, and inventing new technologies.

Yugoloth Corporation– In this society is run by a company of yugoloths who took over through a sudden series of mysterious purchases and government deposals. Yougoloths are driven by greed and profit and often form societies in which citizens are formed into massive profit seeking companies that exploit workers, pillage the environment, and quash individual freedoms.

Vampire Clan– This society is run by a clan of powerful vampires that operate openly and enforce their will with magic, immortality and supernatural strength.  The vampires generally stratify their societies by branding a section of the populace as second class citizens or feedstock and give power to another class of citizens to manage them as if they were livestock.

Coven- This society is ruled by a powerful coven of witches to which the society at large is extremely deferential. Witch covens range from benevolent spiritualists whos magic is used to the maximum benefit of the society, such as healing, plant growth, and protection, or wicked tyrants who place curses upon those who oppose them, summon devils to lord over the populace, and perform human sacrifices that increase their power.

Chorus Of Ghosts-This society is governed over by the deceased ancestors of the society. Citizens come to the well of ghosts to learn lessons from the past and get advice on how to precede in the future. In matters requiring a physical body priests, oracles, or temple attendants perform tasks the ghosts set out.

Fey Court– This society is subject to the whims of a group of capricious fey who have decided to holiday amongst mortals for a few thousand years. Fey emotions affect the seasons, plants, and even the mood of the people, sending them into racchus bacchanals or depressive tailspins on a whim. Fey courts operate with the same bizarre immortal logic that fey entities do, mortals fall in and out of favor laws are written and repealed within hours, and society fluxuates between extreme poverty and wild riches all based on how the fey feel.

Naga Den– This society is ruled by a group of nagas who act as spiritual leaders, advisors, and oracles. Naga dens vary based on the types of naga that rule. Spirit nagas operate in cultish secrecy, establishing secret police, demanding ritual sacrifice and conspiring to increase their arcane power. Guardian nagas act as stewards, focusing on the health, and wellbeing of their citizens.

Lich Lieges– This society is in the skeletal clutches of a group of powerful liches that rule a sizable chunk of territory. Lich lords often employ lesser intelligent undead like vampires and wights as their soldiers, using them to rule over populations of mortals as if they were livestock to be used in the lich lords spells. Less often, benevolent liches will look back on their lives and use their undeaths to create the society they wish had existed when they were alive.

Draconic Overlords– This society is controlled by a group of like minded dragons. Draconic overlords vary by color and composition. If the dragons are a composed of single color they are most likely a family brood that either rule fairly and compassionately in the case of metallics or cruelly and sadistically in the case of chromatics. If the group is composed of differently colored dragons they are usually a defensive league or holy order. In the case of multicolored chromatics they are usually a scheme of Tiamat who has tasked the dragons with adding a large sum of treasure to Tiamat’s hoard.

Democracy

2d6

Democratic philosophy

2

Authoritarian Democracy

3

Theodemocracy

4

Sortition

5

Presidential Democracy

6

Parliamentary Democracy

7

Liberal Democracy

8

Consensus Democracy

9

Direct Democracy

10

Socialist Democracy

11

Anarchist Democracy

12

Bizzarachy

 

Authoritarian Democracy– This is a democracy in name only as regardless of how citizens vote corruption, tradition or some other force prevent the citizens from actually being able to affect their government in any reasonable way. (Page 39)

 Theodemocracy– In this system a set of religious texts serves as the basis for the democracy of the society. Theodemocracies vary wildly by the type of religion the majority practices, but all use faith as the basis of their individual democracies. (Page 40)

Sortition– In this system power is decided by a drawing of lots in which citizens write the name of an individual they would like to see in power then selected at random from the lots. Jury service, the running of local government, and even service in the military is determined by chance. (Page 41)

Parliamentary System– This society has a parliamentary legislative body that decides public, economic, and legal policy. The parliament selects a head of state usually amongst their own members and approves all positions within the government. Parliments usually have either one or two houses, in two house systems citizens vote for a set number representatives equally apportioned to each jurisdiction, or based on the population. (Page 42)

Liberal Democracy– In this system democracy is the vehicle by which citizens are granted personal and economic freedom. Citizens view the government as a way by which they can exercise their autonomy and preserve their freedom and quality of life. (Page 43)

Consensus Democracy– This society engages in a democratic process that attempts to engage the most voices and opinions from along its political spectrum in order to come to consensus in its decision making. A consensus democracy requires a supermajority for political decisions, making the political process slower but the final result much more agreeable to the majority of society. (Page 48)

Presidential Democracy– In this system the citizens select a single leader through popular election who is invested with significant legal power and decision making ability. Chief executives have their power granted to them by the people and are usually commissioned to serve for a fixed term, though the populace usually has recourse to remove them from office should they abuse the powers of their office. (Page 44)

Direct Democracy– In this system the populace votes directly about all matters legal, economic, social, and even military. Direct democracies call for citizens to directly participate in how their government functions with popular referendums and changes in government coming with popular sentiment. (Page 45)

Socialist Democracy– In this system the government exists at least nominally as a vehicle by which the quality of life of it’s citizens are enhanced. Socialist democracies are usually powerful agencies that flex their authority to prop up a set of values the electorate holds. (Page 46)

Anarchist democracy– This system of government loaths hierarchy and attempts to use democratic processes to distribute power to the individual level. Anarchist democracies tend to be highly participatory and adaptable but often lack built in organized responses to major threats. (Page 49)

Bizzarocracy– In this system the democratic process is influenced by an outside force, be it magic, external powers, or strange philosophies. Bizzarocracies still distribute the power amongst the people they just accomplish this distribution through magic or strange practices. (Page 50)

 

Authoritarian Democracy

2d4

Authoritarian Democracy

2

Pious Electorate

3

Coerced Populace

4

Elected Demagogue

5

Corrupt Republic

6

Political Class

7

Minority Vote

8

Mob Rule

 

Pious Electorate– This society is deeply religious and only allows individuals of the dominate faith to participate in the democratic process. Voters always vote in line with the teachings of their religion and even make attempts to put spiritual practices into law as a requirement for citizenry.

Coerced Populace– This society has been coerced by a powerful single party or politically active military that threatens the populace into voting along certain lines. Coerced populaces are often captured by powerful state surveillance and are punished for voting against the interests of the current ruling class.

Elected Demagogue– This society has elected a demagogue that ran on a platform of fear and hatred and now seeks to expand their powers in order to deal with this so called issue. Demagogues appealing to peoples base desires tend to expand their powers beyond the norm for their executive position.

Corrupt Republic– In a corrupt republic elections are held regularly but they are by no means free or fair. Institutions count votes in a manner that keeps certain politicians in power regardless of the actual will of the populace. Bribes, political corruption, and backroom deals run rampant as a wealthy or well connected minority exert the most control over the political system.

Political Class– This society has a dedicated class of political elites from which the citizens have the choice to vote on their representation. Often the political class falls out of touch with the needs of its populace since their concerns differ so greatly from that of the common person.

Minority Vote– This society restricts who is able to vote to a certain class, occupation, ethnic background, or gender. These restriction in who is able to vote leads to much of the legislation favoring the voting group and creates stratification along the lines of who wields power.

Mob Rule– This society settles perceived offenses, disputes, or other issues by gathering a large group of impassioned individuals and enacting mob justice. Mob rule occurs in places where the government is particularly weak, so that when they propose legislation that is unpopular among the citizens they are forcibly removed from office and punished by the crowd. These mob punishments also go against common citizens which often leads to the unjust persecution of fringe groups.

 

Theodemocracy

2d4

Theodemocracy

2

Pious Electorate

3

Divine Selection

4

Spiritual Leaders

5

Voting Conclave

6

Constitutional Cannon

7

Church State Synergy

8

Divine gift of freedom

 

Pious Electorate– This society is deeply religious and only allows individuals of the dominate faith to participate in the democratic process. Voters always vote in line with the teachings of their religion and even make attempts to put spiritual practices into law as a requirement for citizenry.

Parish Representative – This society elects individuals to represent territories administered by the local parish. These elected representatives can be either clergy, or particularly faithful members of the congregation who go to the capital of the faith to address larger matters that threaten the faith at large.

Spiritual Leaders– This society is lead by a powerful church organization but it is up to the people to select their own spiritual leaders through popular elections. Citizens vote for church  officials that agree with their interpretation of the faith or propose reforms to church policy they would like to see enacted.

Voting Conclave– This society makes political decisions as a part of it’s religious observances, all members of the faith vote on community and state issues within the boundaries of their place of worship. All citizens have the right to come and vote on public issues but because the church is responsible for informing the electorate about when decisions will be made, individuals outside the faith often miss important elections.

Constitutional Cannon– In this society religious texts serve as the legal code that grant rights and protections to all citizens. The populace has the right by popular vote to change the religion and society itself by voting in and out sections of the text and determining what is cannon. The church itself acts as the executive branch making sure the popularly decided cannon is upheld.

Church State Synergy– The democracy is propped up the dominant religion of the society whose divines extoll the virtues of freedom and equality. In order to manifest the lessons of their divine patrons, the people have set up free and fair elections in the manner prescribed by their deities.

Deity Presiding– In this society the people decide from a pantheon of deities as to which of their churches will rule over the society at large. Citizens pick deities based on the policies of the churches acting as a faith based plurality political party system.

 

Sortition 

2d4

Sortition

2

Oversight Committees

3

Compulsory Service

4

Community Courts

5

Selected Magistrates

6

Sortition Parliament

7

Executive Council

8

Complete Sortition

 

Oversight Committees– In this society the democratically elected parliament is overseen by regular review of a citizen selected oversight committee. Citizens are chosen by random lots to review and oversee the activities of politicians, assuring they are acting in the public interest. These committees have the authority to investigate and remove politicians who abuse their power or violate the law.

Community Courts– In this society disputes, public policy, and all issues public and private are solved by the court system or randomly selected jurors. When two rulings conflict the trial goes to a higher court where a new jury pool hears and decides on the case until citizens selected from the whole of the country can vote on the issue.

Compulsory Service– In this society citizens are randomly selected to operate local governments and military so they can better understand the operation of their government. Citizens must do a stint in government service by putting their name in a lottery to serve on juries, community service projects, humanitarian aid or provide a donation to excuse themselves from service. Citizens who participate are compensated for their time and understand better how the government operates and how to improve it.

Selected Magistrates– In this society individuals who wish to run for office can place their name in a lottery to be randomly selected and serve a four year term in office as the chief legislature of a particular district. These candidates can convince others to write the name of the candidate as well increasing their chance of selection.

Sortition Parliament– This society votes only for their own local government officials, such as district representatives, city council members, and mayors. The legislative branch is selected by the drawing of lots from individuals within these local governments. These parliament members serve short two year terms after which every member of the legislature is randomly reselected ensuring that the parliament is never around long enough to factionalize.

Executive Council– This society votes only for members of its parliament but it’s council of chief executives are chosen by random selection from within the parliament. In this way individuals representative of the whole of society gain executive power while making sure the candidates are qualified by having them go through at least one election.

Complete Sortition– In this society all positions in government are selected via the random drawing of lots. In most cases basic competence tests are issued to the general populace in order to make sure they can function in the position but the society values the diversity of societal positions and points of view in government service.

 

Parliamentary System 

2d4

Parliamentary system

2

Sortition Parliament

3

Rainbow Coalitions

4

Economic Union

5

Service at Leisure

6

Defense Council

7

Cultural Coalition

8

Constitutional Monarchy

 

Sortition Parliament– This society votes only for their own local government officials, such as district representatives, city council members, and mayors. The legislative branch is selected by the drawing of lots from individuals within these local governments. These parliament members serve short two year terms after which every member of the legislature is randomly reselected ensuring that the parliament is never around long enough to factionalize.

Rainbow Coalitions– This society has a parliament with dozens of small political parties each with their own policies, ideologies, interests, and concerns. These small factions unite on some issues and disagree on others leading long periods of debate about highly specialized issues. Rainbow coalitions usually occur as a result of ranked choice voting where smaller more specific issue parties have a better chance of making it into power.

Economic Union– In this society the primary function of the parliament is to regulate economic matters making certain that the citizens they represent have the means to provide for themselves. Economic unions focus on regulating or deregulating banks, private and state owned businesses and setting standards for taxation. Economic unions rarely write legislation aimed specifically at personal freedoms as it is not considered the place of the parliament to step in on those matters. Economic unions draw their power from their ability to grow the economy and provide for their people.

Service at leisure- This society’s parliament has complete control over the executive branch appointing and removing officials at their own discretion. They also tend to have power over judicial appointments and constitutional amendments meaning that as long as a majority remains in power they have supreme law of the land.

Defense Council– In this society the primary function of the parliament is that of commanders over the military. Local governments have the power to settle all domestic and economic issues but the national parliament deals with diplomacy and the deployment of military force. Depending on the political climate this defensive council can use the military for pure self defense and infrastructure construction, or

Cultural Coalition– In this society the primary function of  the parliament to regulate social norms and cultural standard throughout society. Cultural coalition parliaments range from groups focused on promoting social welfare and personal freedoms, to traditionalists that promote old aesthetics and artforms from the nation’s history. Cultural coalitions derive their power from understanding the way their people live and what changes they can make to make their culture stronger.

Constitutional Monarchy– In this society parliament has the true policy making and legal power while the monarch serves as a cultural icon or figurehead. In some instances the monarch may cast a vote to break a tie or exert some minor executive privilege but they’re powers can be greatly blunted by an act of parliament.

Liberal Democracy

2d4

Liberal Democracy

2

Workplace Democracy

3

Welfare State

4

Executive Council

5

Rainbow Coalitions

6

People’s Republic

7

Economic Democracy

8

Libertarians

 

Workplace Democracy– In this society workers of every industry form into unions who vote on leadership that negotiates rates on their behalf. Workplace democracies also require that members of the workforce have some say in management of enterprises for whom they work and often have representation on the board of directors.

Welfare State– This society state protects and promotes the economic and social well-being of the citizens, based upon the principles of equal opportunity, equitable distribution of wealth, and public responsibility for citizens unable to avail themselves of the minimal provisions for a good life.

Executive Council– In this system citizens vote for members of an executive council each responsible for a particular set of powers within the government. These departments are usually divided into groups like military, economic, legislative, judicial, scientific, cultural, agricultural, or any number of departments.

Rainbow Coalitions- This society has a parliament with dozens of small political parties each with their own policies, ideologies, interests, and concerns. These small factions unite on some issues and disagree on others leading long periods of debate about highly specialized issues. Rainbow coalitions usually occur as a result of ranked choice voting where smaller more specific issue parties have a better chance of making it into power.

 People’s Republic- In this system the people vote for representatives who are charged with passing laws and taking policy action that preserves the interests of their citizens. In a peoples republic usually has a body popular, meaning they receive a number of representatives equal to the populations of their district, or body senatorial meaning they receive an even number of representatives all around.

Economic Democracy– In this society citizens vote on how the government uses its raised tax dollars. Citizens vote on what departments of the government will receive their tax dollars and in what proportion. They also elect representatives that will look out for their interests and which departments are worth the investment.

Libertarians– In this society the government is reduced to a bare minimum of function serving to merely settle disputes and provide common defense for its citizens. In this way citizens have the maximum possible freedom and are expected to rely upon themselves for economic and social advancement.

 

Presidential System

2d4

Presidential System

2

Cultural Beacon

3

High Overseer

4

Lead Economist

5

Complementary Powers

6

Commander Elect

7

Tyrant elect

8

Figurehead

 

Cultural Beacon– This society elects a chief executive who uses their ability to influence social, cultural, and education policy as their main source of power. Cultural beacons come to represent the popular sentiments at the time of their election, affirming popular values with policy. Cultural beacons are many things to many people as they have to understand how the majority of their constituents live and understand what they need to accomplish to preserve or improve those unique ways of life.

High Overseer– In this society the people elect a chief executive whose primary job is to oversee a sprawling bureaucracy and leverage its power to address the needs of its citizens. The High overseer can appoint new department heads, hire and fire additional staff, and even create new departments. The high overseer is usually regulated by independent citizen commissions or elected representatives that

Lead Economist– This society votes to elect a leader who’s primary responsibility is to increase the quality of life and financial security of their constituents. Lead economists vary by the economic philosophies they pursue, with some assuming rigorous planning and regulation and some allowing the markets nearly complete autonomy to pursue growth however they see fit. Whatever their tactic it is the duty of a lead economist to see that their people are provided for.

Complementary Powers– This society the chief executive has powers roughly on par with that of an elected legislative branch with which it is in constant competition. In theory each half of the government keeps the other in check making sure that neither becomes tyrannical. Often the chief executives additional powers during wartime of during emergencies while the elected legislatures have additional power during peacetime.

Commander Elect– This society elects a chief executive whose powers come from control over a massive and powerful military. The commander elect uses the military in all aspects of governance from social programs, to infrastructure, to territorial expansion. Commander elects range from peace loving diplomats that use the military solely for national support and policing, to democratic imperialist overthrowing tyrants and expanding influence.

Tyrant elect– This society votes for a new head of state every few years, who upon assuming power has the entire run of the government. There are a few powers they do not possess for instance changing the term limit, or the constitution, but other than these few exceptions the tyrant elect can do anything they believe serves the society’s interests.

Figurehead– This society votes to elect a chief executive that holds no real executive power but serves merely as a cultural institution. Figurehead governments are usually complimented by a complimentary legislative body either elected or unelected that wields real power within the society.

Direct Democracy

2d4

Direct Democracy

2

Mob Rule

3

United Tribes

4

Referendum power

5

Standing Confederation

6

Council System

7

Military Elections

8

Open Session