The Transiapheian Bulletin

d86 Volatile City-State Governments

For Iapheia, but can probably be adapted to any setting that needs quarrelsome city-states in a roughly early 20th century milieu. This list is optimised for gameability and interest rather than realism - a parliamentary democracy where there's sometimes an unpopular prime minister and elections are a bit turbulent but everything is basically fine isn't much of a crucible for adventure.

Roll 1d8 for a broad category and 1d6 for a subcategory.

  1. Republic. The city-state has a parliament or senate, democratic elections, and probably a Chancellor or Prime Minister as head of government.
    1. One-and-a-Half-Party System. There are two major parties, but one holds a deeply entrenched majority. The other may resort to non-electoral means to pursue its goals.
    2. Tripartisan Entente. Three major parties, one of which is smaller than the other two, but big enough to keep them from getting a majority and thus become a kingmaker.
    3. Proportional Gridlock. Lots of parties with very few seats each. Governance is sporadically achieved through massive, unstable coalitions.
    4. Multi-Cameral. Several legislative chambers with distinct but overlapping remits and party systems, joined by a complex system of veto and amendment rights.
    5. Imbalanced Suffrage. Voting power varies based on social standing, age, gender, or some other criterion, and all parties must court the privileged groups.
    6. Representative Plutocracy. Nominally a democracy, but the government raises money by literally selling votes, so anyone with enough cash to burn can functionally set the agenda.
  2. Oligarchy. The city-state is ruled by a group of elites whose composition and succession is not subject to the will of the public.
    1. Ancient Aristocracy. An ever-shifting kudzu of families, titles, privileges, and loyalties. The bickering nobles only close ranks when their shared position is threatened.
    2. Theo-Aristocracy. An exalted caste of priest-gentry, detached from and often resented by the regular church. All decisions are justified on the grounds of fundamental, ineffable virtue.
    3. Robber Barons. Successful industrialists buy their way into the halls of power. Many only want political power as a tool to bludgeon their commercial rivals.
    4. Clan Dominion. The government is a council of elders from several ancestral ruling clans, eternally feuding but bound by intermarriage and treaties.
    5. Timocracy. A pseudo-democratic system where voting power is determined by property ownership. The general public rents almost everything from calcified landowning families.
    6. Astrologarchy. A citizen's social standing is based on their astrological charts; only those born under the most auspicious confluences can govern.
  3. Dictatorship. The city-state is ruled by a single person, whether they call themselves a Premier, a Grand Duke, or a Supreme Leader.
    1. Contested Monarchy. An ancient throne with a tangled, disputed line of succession. Unsuccessful monarchs are quickly deposed or assassinated in favour of more popular pretenders.
    2. Philosopher-Tyranny. The dictator is expected to base their decisions on an existing body of political wisdom. Their tutors hold more power than their closest subordinates.
    3. Astynocracy. Ministers are theoretically free to manage their domains, but kept in line by an omniscient secret police force, which may even outrank the dictator.
    4. Microfeudalism. Individual wards and government departments are overseen by Viceroys or Lord Mayors who, in turn, command a civil service of hereditary vassals.
    5. Eternal Throne. When the dictator dies, a new vessel for their divine soul is "found" through a complex series of rites and tests (which always picks one of the old dictator's allies).
    6. Saturnalian Despotism. The dictator is a normal citizen chosen at random at a fixed interval, and a rotating cast of advisors struggles to direct their absolute authority.
  4. Bureaucracy. The city-state has no separate legislative branch - everything is handled by a sprawling, and likely ponderous, civil service.
    1. Bureaucratic Mire. The civil service is a sclerotic, self-perpetuating nightmare of working groups and regulations. Much is done to ensure that nothing is accomplished.
    2. Mandarinate. A theoretical meritocracy, decided by a byzantine system of exams and qualifications which have very little to do with actual civic acumen.
    3. Kritarchy. Government by pure jurisprudence. Magistrates interpret and enforce existing laws; high-ranking judges can effectively make new ones through legal exegesis.
    4. Athenian Democracy. All major decisions are made by referendum. These votes are often corrupt and heavily swayed by pressure groups within the civil service.
    5. Civic Cult. The civil service is religiously motivated, dividing its worship between the heavens and the city itself. All governmental procedures are laced with ritual and superstition.
    6. Unified Theory. The civil service follows a strict set of formulae and principles devised by a venerated, delusional social scientist. Deviation is vital, but must be concealed.
  5. Private Governance. The city-state doesn't have a dedicated ruling body. Governance is the domain of some other sector of society.
    1. Stratocracy. An established military government, formed during the Last War and never dissolved. There is no distinction between civil servants and soldiers.
    2. Junta. A "provisional" military government. Constant unrest gives it a pretext to continue martial law until the "civic emergency" is over.
    3. Holy Tribunal. A secret council of religious officials makes policy, and the extended church hierarchy enforces it with a private army that may clash with the regular military.
    4. Corporate State. A single vast corporation or corporate conglomerate rules, treating the city-state as just another piece of its portfolio.
    5. Sophocracy. A council of revered academics has taken charge of the city-state, ruling based on the latest scholarship and sometimes conducting social experiments on the populace.
    6. Rule of Beauty. Artists rule, in pursuit of their own esoteric agendas. Politics and aesthetics are tightly intertwined, and unfashionable tastes can be cause for exile or worse.
  6. Anarchy. The city-state doesn't have a dedicated ruling body. Governance is handled at a lower, more atomised level.
    1. League of Boroughs. The city-state is split up into dozens of smaller polities, some as small as a few city blocks, each with its own elected government.
    2. Syndicalism. All power is held by trade unions, which exchange resources and aid in a network of mutual partnerships. Union officials can become petty tyrants in their own domains.
    3. Fractal Commune. A decentralised web of intentional communities, ranging in size from dozens to thousands of people. Vicious politicking is common both within and between them.
    4. Egoism. A fully atomised society where the only sin is restricting another person's freedom. When disputes arise, wars can break out over who's restricting whom.
    5. Hyperagorism. In theory, a society built on voluntary exchanges. Laws exist only to protect this principle, and are only enforced by a few dedicated volunteers. Wealth is power.
    6. Arena of Ideals. Civil war as social praxis. Political movements are militias. Violence is constant and incoherent. This brutality will someday create the perfect society. Someday.
  7. Exotic. Roll again with 1d6 as the first die and apply one of the following modifiers.
    1. Kleptocracy. The system has been fully co-opted by organised crime. All elections, appointments, and trials are transparently rigged.
    2. Fifth Estate. The city-state's thriving amateur press is a political force in its own right. Polemicists and muckrakers can command so much power that their opinions become de facto law.
    3. Divinatory Law. The system is bound to the will of the divine, as conveyed through oracles, scripture, or pure chance. Potentates strive to bend the omens to their own agendas.
    4. Governance Engines. Primitive cogitators are used to assist with decision-making, supposedly calculating the best courses of action. They are painfully easy to sabotage.
    5. Narcocracy. Important decisions are made under the influence of psychedelic drugs, which are believed to open one's mind to the cosmic truth.
    6. Necrocracy. The dead are a part of the political process. Politicians act as proxies for the views of deceased national heroes. In some systems, corpses can vote through living relatives.
  8. Combined. Roll again twice with 1d6 as the first die. Both systems exist in one of the following relationships.
    1. Joint Rule. Systems A and B are expected to work in harmony, and little can be done without the consent of both. Bitter, quarrelsome compromise is the norm.
    2. Dormant Hierarchy. System A has a universal veto or similar crushing power over System B, and only custom and decorum keep System A from using it to rule outright.
    3. Departmental Divide. Systems A and B handle different aspects of government. Fierce arguments over grey areas between the two domains are common.
    4. Geographic Divide. Systems A and B rule different regions of the city-state. The borders are vague, ever-shifting, and cause for constant conflict and occasional violence.
    5. Demographic Divide. Systems A and B rule different subsets of the population, with different laws and cultural norms for each. Society is fiercely stratified and punishes mingling.
    6. Pseudo-Revolution. System A is the original administration. System B is an illegal anti-government with enough popular support to protect it from reprisals. Chaos ensues.