Random Interstellar Empires/Star Kingdoms

Created by Taalismn, Posted with permission.

“So, the cops likely have the Remid Cluster alerted to us. Forget about going there! Where can we go where that Altess bastard CAN’T bribe somebody to make our lives a living hell?”

“I’m thinking the Gaspidar Clouds across in the next Arm.”

“I am NOT that desperate to be haring off into the unknown regions to sit on cold rocks and scratch fleas for the rest of my life! I mean someplace CIVILIZED!”

“No, listen, there’s at least three charted star kingdoms in the Gaspidar! Civlizations! There’s this thing called the ‘Raduul Imperial Congress’ that looks promising--”

“’Raduul Imperial Congress’? Never heard of them!”

“With any luck the Altess haven’t either. But here’s what the Galactic Gazetteer has to say about them! Mind you, this survey entry was last updated three hundred years ago---”

Spanning the stars with the influence of one’s culture is an ambition of many space faring species---’Manifest Destiny’, the need to find new resources and new homelands to preserve the species, intense curiosity about the rest of the cosmos, the need to dominate; all of these are factors in the establishment of larger civilizations beyond the atmosphere and gravity well of a species’ homeworld. For many, it is a facet of evolution, to grow and expand into new cosmic pastures. For some, it is the ultimate Game, growing from nothing, pitting one’s species against others, and carving out a place in the galactic drama. Some are just starting out, full of vhim and vigor; others have played their hand and are retiring from the stage, while still others have overreached and now face calamity.

These aspirants are the independents of the Three Galaxies, individually likely not to be very powerful or influential compared to the known and established powers like the TransGalactic Empire, Golgan Republic, or Consortium of Civilized Worlds, but taken as a whole a substantial part of the galactic political scene. Some exist as semi-independent entities allied with one of the big power blocs (the CCW and the UWW play host to a number of such smaller star kingdoms), others are under threat of assimilation by them (the TGE in particular), while others are plucky independents who bow to no other power willingly. The following are a set of general guidelines for developing some of these minor powers in the Three Galaxies.

Note: “Kingdom” and “Empire” are used interchangeably here to describe a solar political entity holding sway over a solar system, cluster of star systems, or region of space, even though it may be a democracy or socialist state.

A. Size: How many solar systems does the kingdom hold sway over?

01-14%--- Single Planet/Solar System, but the star kingdom may have influence far beyond its borders

15-39%--- Small: 1d4+1 Star Systems

40- 64%--- Modest: 3d6 Star Systems

65-79%--- Extensive: 1d4x10 Star Systems

80-96%--- Large: 4d6x10 Star Systems

97-00%--- Massive: 1d4x100 Star Systems---Few such massive star kingdoms exist, and garner the immediate attention of major powers like the TGE and CCW, who will seek them out as allies, or regard them as possible opponents.

B. History: Where did the kingdom come from?

01-40%--- Newcomers---The star kingdom started on its own, from a single colony of independents, a naturally evolved new race, or d-bees who came through a Rifts and settled their region of space.

41-90%---Splinter of Older Civilization---The kingdom was formerly part of a larger entity (like the TGE, CCW, UWW, Splugorth Kingdoms, Golgan Republik, etc.), but broke off from it to make its own way. The FWC is a good example of a Splinter Kingdom.

91-00%---Survivors---The kingdom is all that remains, a last colony or remaining outpost, of a once far larger entity (Atlanteans, for instance).

C. Level of Technological Sophistication: How advanced are these people? (From Rifts Dimension Book 2: Phaseworld, pg. 107)In general, star kingdoms must have a minimal level of technology/magic aptitude that allows them to regularly visit other worlds and communicate with their outposts and colonies to qualify as star kingdoms. 01-40%--- Mature Space Age---The society has commonplace space travel and at the very least the ability to visit and develop other worlds in its own solar system. Travel beyond is still possible, using high efficiency relativistic or very low efficiency FTL drive systems, so travel lag between outposts of the star kingdom is a factor. Speed of light or FTL communications ARE possible, further reinforcing the bonds of the kingdom. 41-90%--- Advanced Space Age---The majority of stellar powers fall into this broad category; FTL propulsion has been achieved and is fairly commonplace, tying the worlds of the empire together and facilitating trade/communication with other worlds. 91-98%--- Highly Advanced Civilization---This civilization is the equal of any of the major galactic powers, but has special expertise in one or two particular fields(gravitics, genetic engineering, industrial sorcery, etc). 99-00%--- Amazing Civilization---Superior to all known galactic cultures, and likely to be of interest to the major powers of the Three Galaxies. D. General Attitude/Culture: What are they like? (From Rifts Dimension Book 2: Phaseworld, pg. 108)If contradictory results are rolled up with other factors on these tables, there may be some rather interesting permutations necessary to explain the contradiction...or simply re-roll)

Note that this describes the DOMINANT faction currently in control of the star nation and its polices. Smaller factions may exist within the larger kingdom (much as smaller kingdoms may exist within the CCW or UWW), but the dominant authority holds sway or has the most outward influence (it's what outsiders are most likely to encounter or know about with regards to the nation/entity), with the other factions being actively suppressed or else too small/weak to have much impact on the overall polices and attitudes. The extremes of this are dissident groups like the Free Worlds Council (ultimately becoming their own nation) or extremist terrorist groups like the Dark Conclaves. 01-10%--- Genocidal Xenophobes---If combined with a multi-species composition, then only the species in the star kingdom are exempt from this policy. 11-25%--- Aggressive Racial Supremacists---If combined with a multi-species composition, then only one species rules dominant and the others are slaves. 26-40%--- Warrior Society 41-55%--- Enlightened Imperialists 56-70%--- Peaceful Expansionists 71-85%--- Non-Interventionists---If combined with a military-based economy, then the kingdom sells to everybody, but takes no official involvement. Likewise, anything that would compromise the nuetrality stance of the central government is officially illegal. but may be conducted anyway under the auspices of a government looking the other way. 86-97%--- Pacifists---If combined with a military-based economy, then the kingdom may export non-lethal weapons technology and their ‘mercenaries’ are diplomats or benign peacekeepers. 98-00%---Multi-Factional---Varies; the star kingdom is still defined by several factions actively vying for control (not necessarily violently) of the overall organization. Roll 1d4+1 extra times to determine the various factions; ignore if the Multi-Factional option is rolled again. Typically this state doesn't exist for long; either one faction emerges as dominant, or the star nation splits off into separate factional states.

E: Racial Composition: Who are the dominant species/races that make up the kingdom?

01-40%--- Existing and Known Species (Human, Wolfen, Elf, etc)

41-60% ---Variant of Existing Known Species ---These would be recognizable mutations or modest variants of existing peoples (no more than a 25% variation from baseline for the particular species). These races can be represented by adding an extra dice to one or two stats, or rolling on Step Five: Unusual Characteristics of Rifts Dimension Book 2: Phaseworld, pg. 106.

61-84%--- New Species (Roll up or create a new race)

85-00%--- Combination of 1d4+1 different species; roll again for the different races.

F. Government: Who is in Charge? (From Rifts Dimension Book 5: Anvil Galaxy, pgs. 155-157)

01-05%---Anarchy; nobody seems to be in charge, and this star ‘empire’ is one in name only.

06-07%---Militocracy; rule by the military

11-15%---Autocracy; rule by a single figure/strongman.

16-20%---Monarchy, rule by a hereditary monarch

21-25%---Aristocracy, rule by hereditary nobility

26-30%---Hierarchy; rule by stratified layers of authority

31-35%---Confederacy; rule by allied power blocs

36-40%---Democracy; rule by popular accord

41-45%---Oligarchy; rule by an elite

46-50%-- Syndicracy; rule by common business interests

51-55%---Plutocracy; rule by the wealthy

56-60%--- Bureaucracy; rule by bureaucrats and an elaborate organization of agencies

61-65%---Pedocracy, rule by the learned

66-70%---Theocracy; rule by a religious elite

71-75%---Mageocracy; rule by magic-users

76-80% ---Gerontocracy; rule by those of a certain age

81-85%---Gendocracy; rule by a particular gender

86-90%---Technocracy; rule by the possession of particular skills

91-95%---Mechocracy; rule by machine

96-00%---Other/Exotic

G. Administrative Control: How tightly does/can the central authority/government control its territory with regard to its laws and regulations? This can work for good or ill, as travelers may be spared harsh persecution...or find themselves without the legal protections 01-5%--- Nearly Nonexistent--The central authority's reach is extremely limited and it has few abilities to enforce its dictates beyond its immediate area (usually the capital). Effectively anarchy at the borders/frontiers. 11-25%---Lax---Beyond the central authority's reach and a handful of agents and agencies, the spirit and the letter of the law are up for grabs; blatant and creative (mis)interpretation of the laws and regulations is common, and most people pay lipservice to them. There's not a whole heckuva lot the central authority can do either, and penalties are light to effectively impotent. 26-55%---Loose---The letter of laws are generally followed, but out in the field, away from the immediate scrutiny if the central authority, there's a lot of mild and loose interpretation of the laws, and a lot of overlooking of their intent. Minor dissent and corruption is common, and pretty much overlooked. 56-70% ---Tight---The central government's rulings are thoroughly enforced by its agents and agencies, and it's when the rules AREN'T enforced or administrative control/oversight slips up that it makes the news. 71-89% ---Restrictive---The government runs a tight ship with multiple agencies, frequent inspections and tests, and periodic audits of itself. Penalties for breaking the law are hard, and for government employees not doing their duty, severe. 90-00%---Draconian---The central government has agents all over, enforcing its laws and regulations, and has a network of informers as well, reporting on the quality of governance. Penalties for not obeying the laws, and not enforcing the laws, are harsh to extreme for government employees.

I. External Trade: How does the star kingdom make the majority of its income?

01-15%--- None---The kingdom doesn’t trade at all with anybody; its economy is pretty much self-contained, or else it is struggling with regards to its finances.

16-30%--- Trade---The star kingdom maintains a large mercantile fleet that wheels and deals across the cosmos, trading in various goods, and the kingdom’s planets themselves can serve as trading hubs or way stations.

31-50%--- Raw Materials---The kingdom feeds the industries of others by providing the bulk raw materials needed(minerals, lumber, water, anti-matter, etc.)

51-60%--- Luxury Goods---There are certain things available in the kingdom that are not necessities of life, but which nevertheless command high prices from the right buyers outside the star kingdom. However, dependence on this sort of goods is risky; luxury trends can prove fickle.

61-80%---Manufacturing---The kingdom provides quality finished goods that are in demand elsewhere.

81-90%--- Military---The star kingdom either sells weapons and/or the services of mercenaries

91-00%--- Conquest---The star kingdom relies on what its armed forces, privateers, or pirates can acquire and strip from other peoples and planets.

I-1.(Optional) Commodities (Import/Export): Independent of how the kingdom makes up the bulk of its trade, these are the items that the kingdom is best known for exporting and importing. These items can effectively constitute a second or underground trade economy(for instance, a kingdom that has officially closed its borders to outsiders may be carrying out an intense trade in slaves or pharmaceuticals). Often times the Commodity trade can mask or eclipse in the minds of outsiders what the kingdom REALLY makes its income off (example; the Amberjin system is known for exporting high-tech weapons, but the state corporation that does most of the trade and manufacturing really makes three times as much selling consumer goods like hovercars, personal computers, and high tech building materials). Users of these charts can roll TWICE, once for notable exports (what they’re shipping out, presumably something better or less expensive than what other people are turning out) and a second time for imports (things in high demand back home).

Rolling the same for both imports and exports can mean that the kingdom is looking to acquire different sorts of that same material (example; a star kingdom may be trading large quantities of low-tech inexpensive weaponry in order to acquire more advanced weaponry from other sources, or a planet may be shipping out megatonnes of an easily harvested meat animal or grain found in its system, which the kingdom’s own people can’t digest or have in excess, in exchange for more nutritious foodstuffs from a neighboring system). If the exports dovetail with the kingdom’s primary economy(for instance, a military economy exporting weaponry), then this represents a monomania or extreme specialization in economic focus.

Star kingdoms and empires have a lifespan, like organizations. This is a general indicator of the health of the star kingdom. 01-30%--- Boom---The star kingdom is just starting out and is expanding its territory and influence at an intense level of activity. It is powerful and vigorous, but hasn’t reached its full potential. 31-69%--- Established---The star kingdom has reached a comfortable state of influence; explosive expansion is leveling off, and borders are generally known. The star kingdom is reaching the peak of its power in this current cycle of its existence. 70-85%--- Stagnant---The star kingdom has reached a plateau in its influence; expansion has slowed, the borders haven’t changed much in over a century, and there is some gathering tension between various internal factions over control of the future direction of the kingdom. It is powerful, but may be feeling its growing pains. 86-94% ---Crumbling---The star kingdom is on the verge of a bust; expansion has stopped and begun to reverse. Systems are dropping away and the influence of the central authority is weakening. The central government is holding on, but cracks have appeared in the order. 95-98%--- Imperiled----The star kingdom has reached a critical moment in its history that could result in the empire breaking apart completely or undergoing a massive cultural shift. This may result in a new period of renewal and explosive expansion under a new regime, or may end in the kingdom imploding. 99-00%---Faded Glory. The kingdom failed to renew itself come its crisis point in the past and what remains is now a shadow of its former self. The kingdom's glory days are long in the past and it's all the survivors can do to hang on to what they still have. Education and professional training have atrophied, elaborate tradition has replaced innovation, and new technological developments are minor rehashes of already existing designs and principles. Most citizens are more likely to look back to the grand triumphs of the future than to a brighter and wholly new future, living in the past rather than working towards tomorrow.

The kingdom’s technological level may have a bearing on what goods it can lucratively export...for instance, a species just emerging onto the galactic scene may have trouble successfully selling their technologically obsolete spacecraft designs on the open market, and may have to range far and wide to find less advanced worlds willing and able to buy them. And keep in mind that when it comes to interstellar trade, “one mans trash is another mans treasure”. Different biochemistry, planetary environments, and cultures can result in races being willing to spend large amounts of money on things other races would find worthless or even toxic. A lower tech planet for example might be willing to pay large amounts for cast off or obsolete high tech computer hardware, which traders can get from advanced tech societies cheaply. Those same advanced technology societies might be willing to pay a lot for a simple foodstuff with medicinal or addictive properties, which the low tech planet could make fairly cheaply. Traders who run such routes are frequently very wealthy, since they can sell their goods for far more than they payed to get them. 01-15% ---Consumer Goods---The kingdom produces goods for the civilian markets of others, or else is shipping the stuff in for its own civilian populace. (01-30% electronics, 31-60% textiles, 61-75% vehicles, 76-00% furnishings and appliances)

16-20% ---Biotech---The kingdom may be noted for selling (or buying) biological riches or genetic engineering services.(01-75% plant and animal strains, 76-00% gross genetic engineering)

21-30% ---Spacecraft/ Starships--- The kingdom is either noted for its shipyards and shipwrights, or else is in the market to acquire spacecraft from outside sources.

31-55% ---Raw Materials---The kingdom’s mines, energy plants, and plantations produce the materials needed by others’ industries...or else they need such to keep their own economy running.(01-50% mineral ores, 51-75% organics, 76-00% energy)

56-70% ---Agricultural--- The kingdom has a trade in selling foodstuffs to other worlds. Conversely, they may be buyers of foodstuffs, either to satiate appetites for the exotic, or to stave off famine. (01-75% vegetable, 76-00% meat)

71-76% ---Drugs---The kingdom makes or seeks medical drugs and substrates, or else is notorious for selling illegal chemicals or its populace has an insatiable appetite for narcotics. (01-75% pharmaceuticals, 76-00% narcotics)

77-79% ---Nanotechnology---The kingdom either has expertise in nanotechnology, or else seeks to bootstrap itself by acquiring it from elsewhere.

80-85% ---Manpower---The kingdom’s PEOPLE are its best known commodity; either voluntary migrant workers selling their services, or slaves/transported disidents shipped out to be sold on the galactic labor market. ( soldiers, laborers, engineers, entertainers, etc. )(01-60% voluntary, 61-00% involuntary)

86-90% ---High Tech---High-end technology is the commodity being bought/sold here. (01-50% computer systems, 51-75% robotics, 76-00% bionics/cybernetics)

91-00 ---Weapons---The kingdom is known for dealing in weapons, either making and selling them, or looking to buy them. (01-50% Infantry/personal, 51-75% vehicles, 76-90% capital units, 91-00% nucleonics and weapons of mass destruction)

H. Status Rating: