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Anarchist Towns: Anarcho-Fascist

The Philosophy

Societies and peoples must be free to organize themselves as they see fit. It won’t do to bind everyone to a collective group that they have no connection to. The wider a net is cast around society, the bigger its binding arms, the more problems it will face. Democracy is only the latest of a long series of governments that seek to enforce, top down, hierarchies that the people do not want. Capitalism and socialism impose hierarchy and association with those different from the group, and will inherently suffer in trust and suitability for everyone for it. As the original definition of fascism is the power of unity, it must be allowed that groups of people, however they decide, be allowed to separate and unite to suit themselves.


The History

In this military town, many different people of all backgrounds were routinely brought together in service to a distant republic. As the various people chafed under increasingly corrupt generals and as more and more conscripts from far off lands were sent here to train, the people grew unruly. They wanted a place to call their own without having to worry about having the military dregs shoved into their town. A local corporal, well known for his impeccable incorruptibility petitioned the far off crown and his own general to address the people’s’ grievances. A distracted, distant crown and the lazy general laughed in his face, and declared him regent to see if he could do a better job. He quickly set about uniting the locals and creating policies to help the town separate from the crown and its recruits. Giving the locals a voice in their governance and being a strong leader for their interests boosted trust almost overnight and was a complete turn around for a washed out border town. He was the governor they needed and wanted.

The Town

Nahagalesh is a town on the borders of a northern expanse of arid steppes. It has long served as a military outpost surrounded by the indigenous shepherds of the area. The town of older long houses is adjacent to a newer motte and bailey. Newer buildings around town follow the cultural building styles that originated in the area, plus a few improvements garnered from the advancements of more distant crown fiefdoms, such as improved sewage and well systems. The blue-grey clay features prominently in the gaps between logs and rocks of these multi-family longhouses.


The People

As an arid steppe people, they are scrupulous and trusting of people they know but cautiously kind to outsiders. Some of this was tempered by being taken advantage of for so long by the crown and its distant recruits, but their is still plenty of custom of treating guests to food and drink. If someone takes advantage of one of them, as soon as the rest hear of it, that person will find the Nahagaleshi cold indeed, shunned from anything more the barest of necessity of interaction. Most of them have a russet brown hair, fairer skin, and lavender purple eyes along with a short but slender build.

The Market

The markets here are mostly tending towards the free sale and trade of goods and services, with an important caveat: the town, embodied in the leader, will be there to sort out things so everyone has their basic needs met. Experience has shown them that as few restrictions as possible are the optimum way to run things. People here know they can rely on high trust and sharing a strong bond with their neighbors to prevent unfairness and abuse. Private property here is a misnomer, such that property owners are considered to be stewards of the property for the community, with only the absolute rights that the rest of the town grants through its policies. The ideal for trade and property is for the mutual improvement and benefit of all participants as well as society. Sometimes, Nahagalesh will see new policies, rules or fads of products based on what the current leader has reason to believe will work.

The Law

Most law in this town is simple common law, with the customs of the town proscribing the expected behavior of the people beyond that. With such a similar group of people so well connected and unified in their governance, their is little worry of a breakdown that would need extensive codification. Governors are chosen to sit for long periods of time to both write and enforce the will of the town. The times when this ends with corrupt individuals or mistaken policies, the town works well enough together that it can quickly socially ostracize the bad actor. Leaders are not expected or required to listen to criticism, but the ones that ban it are seen as weak. The ideal leader should be able to take in as much information as possible to balance the long term survival and growth of the town.

1d6 People You’ll Meet

  1. Wierdly and asymetrically dressed in traditional garb, this young man with bright purple eyes has a large number of books and papers in his pack. If you give him the chance, he’ll talk your ear off about his great ideas for policies the governor should try. Any chance you can set up a meeting with her?
  2. This old man smells of rotten fish and hardwood. He rifles through is pockets to pull out a scrap of parchment. “They kicked out the legitimate rule of the crown so they could get away with tainting our water supplies with alchemical ooze that makes women mean!” he shouts, pointing at the illegible paper.
  3. She is nearly six and a half feet tall with broad shoulders and scars. Dressed up in tight-fitting studded leather, she scowls at you before she shoulders up to you, knocking people out of the way and taking an apple from a cart. She ignores the rough looks she gets but ducks out of sight as a guard walks down a further street. She is the grand-daughter of the general that was ousted, and feels entitled from the injustice. In her mind, she is a gritty hero doing what she must to stop the fascists.
  4. A homeless man scrounges on the street for crumbs, while being spit on by passers-by. He is secretly an old, ousted governor who failed to try to reinstall the crown as the hierarchical power over the town. His holdings outsider of time still make him rich, but he plays along with being homeless while pulling strings from the shadows.
  5. This middle-aged woman of striking beauty has overflowing joy in her purple-blue eyes. She has done very well in town and acts as the towns promoter. Skilled in the art of negotiation and well versed in the convincing arguments for cultural determination, she will attempt to bring outsiders into the light so to speak. While willing to use her wiles to interest people, she isn’t really interested in a relationship or particularly attracted to anyone.
  6. Shouting at the top of his lungs at the outsiders, this burly, bearded but stocky middle aged man talks about beating up people opposed to the governor or anarcho-fascism. He will blindly accuse the group and demand they point out crown sympathizers unless they want to be confused for one. He’s got a limp handshake and will quickly back down, apologizing, once attractive men are out of earshot.


1d6 Things That’ll Happen

  1. The governor has just posted a new election process for the next governor, fearing that she isn’t doing a great job. It will be a series of challenges that test the morals, abilities, and intelligence of the next, would-be governor.
  2. An enforcer having a bad day decides to bust the players for something minor or follow them until they do. Got made fun of for a mistake, and will stop having a bad day if they get to feel like they outwitted someone or solve someone’s problem. Will become friendly to someone who helps them do both.
  3. A farmer is facing down a town guard, worried about losing his cabbage cart to a rule about the number of mites allowed on each head. It turns out the rules are not actually wrong, and if the players prevent the cart from being burned, a mite swarm will crawl forth to attack.
  4. Democracy Day! Kids all dress up as caricatured people and the adults play along to do whatever a majority of a group of more than 7 children say. This usually involves the kids voting to be given candy, treats, or toys which the adults keep a bowl of by the door to greet the roaming bands of children. The day eventually devolves into kids trying to get bigger and bigger groups to outvote and get each others’ candy. Most try to quickly scarf theirs down to avoid that fate. Most end up with stomach aches or without candy. See how much better it is when you can trust your community to have your back?
  5. A punishment pillory is being installed with a very poorly worded rule regarding how long one can sit idle within site of the town center. The first player to complain or comment negatively where a guard overhears will be given the choice of a small fine or an hour in the pillory for ‘mental idleness’.
  6. The governor shows up and takes an interest in the players. She invites them for tea and pleasantries. She just wants to do hher duty of knowing generally who is coming in and out of town, but doesn’t have any priorities beyond learning the players’ priorities. She can offer accomodations in town and possibly a discount at the blacksmith. Secretly, her worry is that she isn’t doing enough to grow the town, but an objective outsider would see that the town is prospering.

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