Culture/Government

* Isles of Veyhn - Aristocracy. Crowned Republic. Thalassoracy.
	+ There is a ruling class of nobles who are more wealthy than the commoners and given special treatment, and exercise undue influence, these nobles descend from the first group of Veyhnian's that rose out from the sea, and claim relations to the mythical founder of the Isles on land.
	+ The ruling royal family are entirely ceremonial and for show, though they reap the fame and fortune of such status, they have no political power except the ability to influence public opinion and trends.
	+ They are a maritime empire, as they are mostly on their coasts and not too far inland, though some islands are, and they have the mightiest armada on the planet, due to their uncanny affinity to the sea and her waters, they are also strong in trade, not as much for their inherent trading ability, though they have acquired that through time and practice, but the amount of goods they can hold, the ability to fend off any pirates, and the speed at which they can arrive despite any foul weather. Their ships have never gotten lost, never sunk, and never fallen in battle or been late for an appointment.
	+ It is a federal republic, with the capital city making the overarching laws, while each island has control over their own laws, in addition to the federal, and are not allowed to conflict.
* Soa - Communism. Nomocracy. Isocracy. Direct Democracy. Meritocracy.
	+ The law applies to everyone equally, and everyone has equal political power. Here the citizens directly vote on matters, though those that become distinguished are those with merit, and leaders of organizations or government positions are chosen based on their competency, ability, and suitability to their job. This nation is communist, and the means of production are commonly owned, with products taken for use instead of profit, and there are no states or classes, or money, as everyone gets what they need.
* Manasoa - Tribalism. Timocracy
	+ There are many different independent tribes, usually coexisting, and sometimes merging into larger tribes that can easily overpower others. The leaders of the tribes are always those with the most honor.
* Camling - Feudalism.
	+ A central king, who delegates land and power to lords, who in turn have people under them. The king needs the backing of the nobility to do anything, while some of the kings make the lords bow to him.
* Ithryn - Empire. Absolute Monarchy. Totalitarian
	+ Ithryn is an Empire, having grown from a small state to a large country by conquest, and has attempted, with varying levels of success, to conquer both Nāmen and Camling. This is an absolute monarchy, with the emperor/empress being the government, and only one with any real power. It is also a totalitarian regime, where there is only one political party allowed and any opposition is brutally suppressed, the political party only has the power to lobby for their own interests, which are usually influenced by the will of the emperor, therefore they are, in effect, simply spreading the propaganda of the ruler. Despite some emperors being of the weaker sort, they never lose their official power, but may face opposition from the party, which they may in turn disband, only for the next to reinstate them for public favor.
* Evesté - Anarchy. Minarchism. Adhocracy
	+ Their government is based on relatively disorganized principles and institutions, while one needs not worry about red tape and bureaucratic nonsense, one will most definitely have their papers lost, found, processed incorrectly, and promptly forgotten about until long past when you needed them by. Trains will be randomly late or early, but never on time, save for once in a blue moon. And if you want grocery stores and hotels to function the same across the country, you are in for a rude awakening, and it is advised you stay on your feet. Here they wish the government to have as little interference in their lives as possible, thus there are only three institutions; the military, courts, and police. It is a type of capitalist society, for each their own, and while the government will protect you from crime, that is about all it will do. Since things are not well-regulated, there is very little order, and whether or not that restaurant you went to had standardized hygiene practices for food safety depends entirely on the whim of the cook, and their version of cleanliness will most definitely not match those of another restaurant, and probably not even yours. This nation has the guise of a first-world country, but functions much as a second, and a third on a bad day. This country is an anarchy, everything is voluntary, there is no "state", and people are left to govern themselves, thus many fugitives come to disappear into the chaos. The main reason the people here have done away with a traditional society, is simply the fact that each person's alters cannot agree on anything, so now they all have their way.
* Nāmen - Colonialism. Theocracy
	+ Their leaders are thought to be living avatars of the forest god, or descended from the tree spirits and chosen to speak on behalf of the gods. This small nation was colonized by both the Camlings and the Ithrynians, and so colonialism is well engrained in them, and though it taught them a great many skills and knowledge, it had a detrimental effect on their culture and sense of identity. Only one who can prove to be blessed or chosen by the gods can rule, and there can only be one at a time, any other must be a fraud. The number of true representatives of the gods, and those good at illusions and deceiving people are hard to pinpoint. As once made the ruler, they speak for the gods, and disobeying them is to offend the gods and risk a terrible retribution.
* Yorwyn - Noocracy. Kritarchy. Electocracy.
	+ The people elect a group of judges to rule them in law and in government, as they consider them one and the same, and they are only wise elders, once elected, the people's power ends, as the judges are now the ultimate authority for as long as their term is, which has varied throughout the ages, but usually ranging from 3-5 years, but one can be replaced if they show signs of mental degradation.
* Kanne - Military Dictatorship. Stratocracy. Military Junta.
	+ There is usually always a military council, made up of experienced war leaders, but there have been times where one of them will rise to the level of dictator, and violently depose of his former comrades, until another junta forms to regain control. The society only values physical prowess, and all are trained to be soldiers, as each and any person must be able to be called upon to defend their homeland, this includes women, children, and the disabled, as it modifies its expectations to suit their capabilities, and does its best to give them effectives ways of combat, such as a wheelchair user using a gun, women using lighter weapons and armor, or children being given smaller version of weapons. This nation has the largest and most deadly army on land in the world, toughness and a fighting spirit are in their blood, and further hammered into them every day of their lives, even the elderly stay surprisingly fit and capable well into their old age, as the years of conditioning and muscle memory continue to serve them well. Those who are completely incapable of fighting, have no mind for strategy, or even worse, are pacifists, are exiled completely, or made to do menial tasks unfit for the more worthy members of society, those who are more physically capable, or skilled in military leadership or tactics, are given more prestige and have the opportunity to rise quickly by taking down many enemies or slaying terrifying beasts and showing no fear in the face of death, they not only have unofficial fame, but usually gain money enough to buy collections of rare weapons to show off, or get expensive custom gear, or command men of their own. It is encouraged for the strong to marry the weaker people, to ensure too much of the population does not become useless, but to distribute the natural strength and lucky genes to strengthen society as a whole, as all people are cogs in service to it and must do their part. The unforgiving landscape made for unforgiving people.
* Sorellicor - Noocracy. Geniocracy. Demarchy. Sortition.
	+ This is a country of learning and education, here scholars reign supreme, and even the poorest person is literate, school is free and taken very seriously, as is cultural experience. Though book smarts are the most prized, they do not forget to cultivate other types of intelligence, such as physical or musical, and so there is always somewhere to hone your talents. Those sufficiently educated, that pass an IQ and EQ test, are placed into a pool of candidates, and so there is a council of the intelligent, not necessarily the oldest, but always those with exorbitant wisdom. To be in the candidate pool and have a chance of random selection, one must continually train in leadership and government, and ideally law as well.
* Tör - Kraterocracy
	+ Ruled by those with sufficient strength, cunning, or charm to take the role of leader, every subsequent leader must defeat the previous in a challenge of combat to take his place, strength and capability are respected, such as those with grit and survival skills, or those with power to influence and control people, or those with physical strength, or practical intelligence that puts him on top. Some fight dirty or use tricks to win in the duel, and those who are strong fighters are never dull or lacking in charisma, and many break the molds and set new records for what glory a leader can achieve, and what prosperity or victory he can bring to his people.
* Loron - Hamarchy. Consoiationalism. Concordance System. Confessionalism. Coalition Cabinet
	+ There are three kings from three main regions who rule together, each having equal power, though the size of their lands, resources, and armies are oftentimes not equal. The success of the hamarchy varies throughout the centuries, but always continues the attempt.
	+ This is truly a melting pot and center of culture that has had nearly no instances of infighting or civil war, amazingly, peace has always been at the forefront of the people's minds, and it seems external conflicts have no sway here, as when one is on Loron, one is a Loronian first, just like everyone else, regardless of what else they are, there is religious tolerance, and every nation and people and religion have a place here, fair and equitable, and the Loronian natives are so persuasive, that any disagreements of unfairness (always borne out of greed or pettiness) are swiftly soothed by gifts and honeyed words and promises that need never be acted upon, as all is soon forgotten when one sees the beauty around and feasts on good food and dances to good music.
	+ Loron's answer to nations showing up on their shores wanting what they had, was to share, and how extraordinarily lucky they were that not only did their first invader agree, but the second acquiesced as well. While the Loronian's continued to think of these others as guests, and their lands gifts, thinking themselves the only rightful owners, after all it was their native land, their new roommates started to think Loron was also rightfully theirs, as parts had been in their hands for generations, and then began to think that they somehow had lands that weren't as good as the other's, that they deserved better, again, the Loronians, who should by now be known for their knack of sidestepping conflict with preternatural grace, and a wise dose of speed, simply managed to talk and bribe and distract their way out of this same issue a hundred times, and thus the two "psuedo-Loronian" peoples inevitably were lulled into complacency as if that was all they'd ever known.
	+ These three nations together form a coalition, with a cabinet ruling them.
* Koros
* Rani Heriven - Unitary State. Band Society. Bannana Republic. Nepotocracy. Kleptocracy.
	+ This nation is ruled by a small family with a semi-informal hierarchy, positions of power are given to their relatives regardless of ability, and the family keeps any wealth for themselves, and often exploits their people to take all they can from them, thus they live in outrageous ice palaces, while the majority of the population lives in squalor. This family government has supreme power and is the central ruler for the state. The nation depends on the export of their few resources such as fish, and there are stratified social classes and a strict caste system, this nation is often politically unstable.
* Azzamar - Confederation. Anocracy
	+ Institutions do not have power here, but instead elite groups that constantly competing with each other for power. Some are organizations of like-minded folks, others are old families with old feuds and strong grudges. Anyone not affiliated risks being a pawn, or worse, fodder in bloody schemes. Many of these groups of elite come from one state, simply warring with their neighbors while being under a tenuous treaty that largely exists on paper, but has united them against foreign powers, thus they are the Azzamar Confederation.
* Solmera - Bankocracy. Liberal Democracy. Semi-Presidential Republic.
	+ Banks are the secret power of this nation, though it brings in money for the country, it only cares to serve itself, and even loath to give away too much wealth to those that run them. This land is ultimately a republic, and at its core is a liberal democracy where civil rights are sacred, and everything strives for fairness and justice. It is a semi-presidential republic, where there is a president and a prime minister, both splitting the duties of leadership and legislation.
* Inua:ta - Kakistocracy. Particracy. Ochlocracy. Constitutional Monarchy.
	+ The nation is ruled by a dominant political party, and the prime minister is deliberately chosen based on being the least qualified or worst person, as they believe they are only as strong as their weakest member, and have such faith in their people, that they believe they can train anyone to rule well. Due to this interesting but ultimately foolish idea, the ultimate power lies in the mob, as the masses of people can easily intimidate the prime minister and monarch into whatever action they choose. While the monarch has some power, and usually tries to keep the prime minister in check, their power is limited by the constitution, which is ultimately helpful when the monarch also happens to be the worst of the worst, as it means one less despot to deal with.
* Isla Antrion - Oligarchy. Plutocracy. Capitalism. Corporatocracy.
	+ There is one ruler, but rather the nation is under the control of a group of the most wealthy, and in turn their corporations, where the corporations and those with wealth not lying in a company vie for power, usually sharing it unhappily. This is a capitalist nation that is a breeding ground for commerce, and indeed many of the corporation owners, or independently wealthy lords came from humble beginnings by means of financial savvy and business acumen, though there are a few old money families, most are simply individuals that get toppled by the younger, smarter new new money people that learned from the lives of their predecessors. This is a land of constant change, corruption, and money, where the rich get richer and the poor get poorer, and corporations trample those that get in their way, by threats, accidents (assassinations), coercion, or bribery, they have the most impressive markets with all manner of exotic imported goods, and many foreigners hoping to start a business, and almost always getting bought out by one of the giants.
* Chovran Islands - Netocracy. Elective Monarchy. Federal Monarchy. Matriarchy.
	+ Only women are allowed to rule, therefore they have been gifted the moniker of "Islands of the Queens" or "Queen Islands" . Each island has their own monarch, but their is a High Queen that rules above them all. The queens are elected, but the elections are influenced by social connections, with those that know the right people becoming queens.
* Greywind's Rest -
* Katha - Technocracy. Cyberocracy. Algocracy. Nomocracy. Bureaucracy.
	+ In the country of androids, AI reigns supreme, they built a supercomputer to decide the best course of action for their country using complex algorithms, here those with technological savvy have the most prestige, and serve as aids to the will of the computer, logic and facts are all that matter, and the law applies to everyone equally, there is no discrimination or mistakes, despite this, there is a lot of bureaucracy and red tape, though everything is electronic, and those that understand technology are the ones that maintain the extensive infrastructure and smoothness of everyday life, with the computer as the absolute overlord that knows all and sees all, if you fear crime, or love order, come here.

* Pellion
* Sa'hasa - Socialist. Ergatocracy. People's Republic. Democratic Republic.
	+ Here the working class reign supreme. As they call themselves a people's republic, they hold the ideal that they are ruled for and by the people, the degree to which is ideal is achieved depends entirely on the luck of the century. They lack a constitution, and laws are ultimately decided upon by the majority of the people. This is a socialist nation with a libertarian system, where at their foundation, the people collectively own public services, and the economic framework is decentralized and self-managed in autonomous economic units, with the working class being at the core of those in power.
* Authoritarianism
* Bureaucracy
* Confederation
* Communism
* Democracy
* Ergatocracy
* Fascism
* Federalism
* Imperialism
* Kakistocracy
* Kleptocracy
* Meritocracy
* Republicanism
* Socialism
* Statism