Ruling Authorities (d12)

d12 Result

1

Anarchy. The culture recognizes no authority beyond brute force and immediate convenience. Optionally, they are so cooperative and peaceful as to require no authority.

2

Caste leaders. Members obey the leader of their occupational or birth caste.

3

Clan elders. The heads of extended families work together to arrange affairs.

4

Democracy. Whether direct or in the form of a republic, the culture rules by general consensus.

5

Feudal lordship. A great lord rules through lesser ones.

6

Hive mind. They obey the will of the collective.

7

Magocracy. Sorcerers may rule them, or some other special caste of gifted entities.

8

Monarchy. A strong autarch directly rules the domain.

9

Narrative. The natives obey the theme or narrative of the Kelipah, compelled into fulfilling their destined roles.

10

Oligarchy. A group of powerful nobles, merchants, or other figures of importance make decisions.

11

Subjection. The culture is subjected by a strong power, whether neighbors, dark gods, or uncaring aliens.

12

Theocracy. Priests of the elder gods or adepts of some mystical dream-faith are obeyed.