Kraterocracy

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Fictional Ideology
"The party would like to remind you this ideology has never existed" - Ingsoc
This article is about a fictional ideology and has no foundation in real life political movements.

"Govenment is founded on property

Property is founded on conquest
Conquest is founded on power

All power is founded on brain and brawn."

Kraterocracy is an off-the-compass AuthRight ideology that believes it is the natural right of the strong to subjugate and tyrannize the weak. While Social Darwinism merely calls for the utter extermination of the weak, Kraterocracy calls for their complete subjugation. The only hope for the weak of achieving an even tolerable existence is to ascend the ranks via brute strength or manipulation. As such, Kraterocracy is highly comparable to an incredibly extreme and physical form of Oligarchy.

Beliefs

Kraterocracy, derived from the Greek word "kratos" meaning "strength" or "power," establishes a system of governance fundamentally based on the principle that power and strength are the ultimate determinants of authority and legitimacy. The expression "might makes right" is the core tenet of this system, suggesting that those who are capable of asserting their dominance—either through physical force, manipulation, or other forms of coercion—are justified in their rule.

Physical Dominance

In a Kraterocracy, physical dominance is the most apparent and straightforward form of power. This system places a high value on martial skills and the ability to intimidate or defeat opponents through sheer force. Historically, this can be seen in warrior societies where the strongest or most capable fighter often becomes the leader. Examples include various tribal societies and feudal systems, where chieftains or warlords rose to power based on their combat prowess.

In such societies, the government and social order are often militarized, with a strong emphasis on training, discipline, and readiness for conflict. Military leaders or those with substantial combat experience are usually revered and hold significant influence. Public policies may prioritize defense spending, weaponry, and maintaining a robust military presence, both domestically and abroad.

Manipulative Power

Beyond brute strength, Kraterocracy can also favor those who excel in manipulation, using psychological and rhetorical skills to gain and hold power. This form of power is wielded by demagogues who can sway public opinion through persuasive oratory, propaganda, and exploiting societal fears and prejudices. Historical examples include figures like Lucius Cornelius Sulla and Julius Caesar, who combined military prowess with exceptional oratory and political maneuvering, or Adolf Hitler, who used propaganda and mass rallies to manipulate and mobilize the populace.

In modern contexts, media control, misinformation campaigns, and charismatic leadership are tools for maintaining power. Leaders may manipulate democratic processes, such as rigging elections or suppressing dissent, to maintain their hold on power. These tactics create an illusion of legitimacy and public support while undermining true democratic principles.

Imperialism and Ultranationalism

Kraterocratic regimes often pursue imperialistic and ultranationalist agendas. These regimes justify expansion and conquest as natural expressions of their superior power and right to dominate. Historical imperial powers, such as the Roman Empire or the British Empire during the colonial era, operated on principles that resonate with Kraterocracy—believing their dominance over others was justified by their perceived superiority.

Ultranationalism, a key aspect of many kraterocracies, fosters a strong sense of national identity and pride, often to the detriment of other nations or ethnic groups. This can lead to xenophobic policies, aggressive territorial expansion, and the suppression of minority groups within the state. Modern examples include certain authoritarian regimes that aggressively assert their dominance over neighboring countries or minority populations, often citing historical or cultural justifications for their actions.

Racism and Sexism

Kraterocratic ideologies frequently incorporate and institutionalize racism and sexism. By asserting that certain groups are inherently superior and more fit to rule, these systems perpetuate social hierarchies and inequalities. For example, Nazi Germany's ideology of Aryan superiority justified the genocide of Jews and other minorities, while apartheid in South Africa was based on the belief in white superiority over black South Africans.

Sexism in kraterocratic systems often manifests in patriarchal structures where women are systematically excluded from positions of power and decision-making. Societies governed by such principles may enforce strict gender roles, limit women's rights, and maintain laws and practices that subordinate women, reinforcing the power of a dominant male elite, often justified through notions of natural gender differences.

Real examples of similar systems

In modern society, Kraterocracy is rare ocurrence, since individual human strength pales in comparison to the power of collective effort and advanced technology. For example, no one, no matter how physically powerful, can survive a sniper bullet or destroy a tank with their bare hands. The complexity and interdependence of modern societies favor collaborative governance and technological prowess over sheer physical dominance.

However, in ancient times, kraterocracies were more prevalent. Before the advent of sophisticated weapons and organized political structures, the strongest individuals or groups often held power. Their physical prowess and ability to dominate others through brute force allowed them to control resources and maintain order. In such societies, might truly made right, and the strongest ruled without the need for complex systems or technological superiority.

Sparta

Sparta (also known as Lacedæmon) was an ancient Greek polis epitomizing the concept of Kraterocracy, where power is held by the strong. The legendary lawgiver Lycurgus is credited with founding Spartan society, establishing its unique social structure and austere, militaristic culture. Spartan society was divided into three main castes: the Spartiates, full citizens and professional soldiers; the Perioeci, free non-citizens engaged in commerce and craftsmanship; and the Helots, state-owned serfs working the land. Governance was marked by a dual kingship, with two hereditary rulers from the Agiad and Eurypontid families serving as military commanders and high priests. The Gerousia, a council of elders, proposed laws and made crucial decisions, while the Apella, an assembly of male citizens, voted on these proposals.

Spartan culture focused on creating a society ruled by the strongest and most capable warriors. This began with the Agoge, a rigorous training program for boys starting at age seven, aimed at developing physical strength, survival skills, and combat proficiency. Boys endured harsh conditions to instill discipline and loyalty to the state. Weak or disabled infants were subjected to infanticide, ensuring that only the strongest survived to contribute to the Spartan military machine.

Mongol Empire

Most nomadic cultures focused on strength and combat as religious affairs under Tengri, the eternal blue sky. Children were raised as soldiers, horsemen, and hunters—born in the saddle, dying in the saddle. In these societies, power and leadership were often linked to martial prowess and the ability to protect and expand the tribe's territory. When Temujin, who would later be known as Genghis Khan, united the Mongols by union or subjugation, such as with the Tatars, he engaged in the conquest of all the steppe. His leadership epitomized Kraterocracy, as his authority was founded on his unmatched skills in warfare and strategy. Upon his ascension as Genghis Khan, or universal ruler he solidified his power through a combination of strategic alliances and ruthless subjugation of rival tribes.

Under Genghis Khan's leadership, the Mongol Empire expanded at an unprecedented rate. However, it was only after his death that the Mongol policy of universal conquest truly flourished. The successors of Genghis Khan believed that the entire world was their domain under Tengri, and that all rulers of the world were either to become tributaries or be wiped off the face of the earth. This worldview further reinforced the kraterocratic nature of Mongol rule, where power was not just a means of governance but a divine mandate to dominate.

Despite their ruthless conquests, the peak of the Mongol Empire is also remembered for the Pax Mongolica—a period of relative peace and stability across the vast territories they controlled. It was said that a maiden could walk across the entire steppe with a gold plate on her head and come across without getting attacked, robbed, or other violence. This era of peace was possible precisely because of the Mongols' overwhelming strength and the fear they instilled in potential wrongdoers. The kraterocratic foundation of their empire ensured that law and order were maintained through the ever-present threat of swift and brutal retribution against any who dared to disrupt the peace.

Crusader States

The bulk of the Crusader force was composed of ambitious knights and nobles trained in combat and command, often younger sons or those otherwise excluded from the main inheritance of their families. This served as a significant motivator for joining the Crusades, alongside the promise of Absolution for fighting against the heathens who held Jerusalem and threatened the Byzantine Empire. Crusaders were driven by the belief in their divine right to reclaim formerly Christian lands, aligning their military endeavors with religious duty and zeal.

A significant component of the Crusader armies were monastic orders dedicated entirely to the faith and knightly combat, such as the Knights Templar, the Knights Hospitaller, and the Teutonic Knights. These orders embodied Kraterocracy by gaining extensive holdings and resources through their military prowess and strategic acumen. Their ability to protect and expand their domains reinforced their position of power within the Crusader states. Yet, despite their martial focus, the primary purpose of these military orders extended beyond conquest. They were responsible for the defense and well-being of pilgrims traveling to the Holy Land, the establishment of hospitals, and the creation of leper camps for societal welfare. These activities, while benevolent, were also an extension of their kraterocratic authority, as they used their strength to maintain order and provide protection in the territories they controlled.

Under the divine right of their mission, Crusaders were expected to fight and conquer, solidifying their dominance through martial success. Their ability to govern and protect their holdings was a direct result of their military capabilities, further underscoring the kraterocratic nature of their rule. The Crusader states, maintained by the strength of these knightly orders, exemplify a system where power is achieved and upheld through force, aligning with the principles of Kraterocracy.

Timurid Empire

The Timurid Empire, founded by Timur Lenk (Tamerlane) in the late 14th century, represented a formidable polity extending across Central Asia, Iran, and the Middle East. Timur, a Turco-Mongol conqueror, initially ascended to power in Transoxiana, now modern Uzbekistan, and subsequently expanded his realm through a series of military campaigns characterized by significant brutality. His conquests encompassed regions such as Persia, Mesopotamia, and parts of India. Despite the violent nature of its expansion, the Timurid Empire became renowned for its cultural and architectural contributions, with Samarkand emerging as a preeminent center for art, science, and notable architectural achievements, including the Gur-e Amir mausoleum.

Timur's authority was firmly established on his exceptional military capabilities and his strategic acumen in maintaining control over extensive territories. The administrative framework of the empire heavily relied on military leaders, often appointed as regional governors, ensuring that governance was maintained through the constant threat or application of force. This form of rule underscored the principle of "might makes right," where dominance and control were legitimized by sheer military strength.

Timur's legitimacy as a ruler did not stem from hereditary succession or divine right but rather from his demonstrated ability to conquer and maintain dominance. His reign exemplified the notion that power and authority could be secured and justified through military prowess and strategic brilliance. While the Timurid Empire left a significant legacy of cultural and architectural achievements, it also stands as a historical testament to the ruthless application of force and the belief that might indeed confers the right to rule.

Contemporary Examples

In contemporary times, outright Kraterocracy is less common, but elements can still be observed. North Korea under the Kim dynasty, maintains power through a combination of military strength, coercive control, and manipulative propaganda. Military juntas in countries like Myanmar have also exemplified kraterocratic principles, where the military seized control and justified their rule through the ability to maintain order and security by force.

Additionally, corporate environments sometimes reflect kraterocratic values, where aggressive competition and cutthroat tactics determine leadership. Companies where leaders rise through manipulative strategies, underhanded tactics, or sheer dominance over competitors can be seen as microcosms of Kraterocracy.

Other imperialist nations

Fictional

In the realm of fiction and media, Kraterocracy serves as a compelling concept that explores the dynamics of power and dominance in societies where individuals possess extraordinary abilities. These settings often depict worlds where superpowers are not only common but also shape the very fabric of society and governance. Within such contexts, Kraterocracy emerges as a system of rule where strength, often manifested through these superhuman abilities, becomes the primary determinant of authority and control.

At its core, Kraterocracy in fiction embodies a Darwinian vision of governance, where survival of the fittest takes on a literal meaning. Those with the greatest physical prowess, whether it be the ability to withstand bullets or demolish structures with a mere touch, ascend to positions of leadership by virtue of their might. In essence, the rule of the strong dictates the course of society, with power consolidated in the hands of those capable of exerting their dominance over others.

Law of the Jungle (The Jungle Book)

The Law of the Jungle, a fictional concept from Rudyard Kipling's The Jungle Book, describes a code of conduct for animals in the jungle, particularly emphasizing pack dynamics. Phrases like "...For the strength of the pack is the wolf, and the strength of the wolf is the pack..." underscore the mutual dependence and individual responsibility within the pack. Power and leadership are based on strength and the ability to dominate, reflecting a natural hierarchy governed by physical prowess and hunting skills.

In broader terms, the Law of the Jungle signifies an environment where the absence of civilized laws allows the strongest to prevail, encapsulated by the idea of "kill or be killed." This brutal reality mirrors Kraterocracy, where might makes right, and those who can assert their power and strength rise to positions of control. The jungle law embodies a primal form of governance, emphasizing survival and power dynamics dictated by strength.

Kipling's portrayal of the wolves' pack dynamics and the broader interpretation of jungle law both encapsulate the essence of Kraterocracy. Power is inherently tied to strength, whether through individual attributes or collective force, and the strongest hold sway. This natural law underscores the fundamental principle of Kraterocracy: that in the absence of formalized structures, the strongest dictate the rules of survival and governance.

Imperium of Mankind (Warhammer 40k)

The Warhammer 40k universe depicts humanity under the rule of an absolute doctrine, amidst cosmic powers and internal conflicts. For millennia, the Imperium of Man has held hegemony, a colossal state spanning nearly a million inhabited planets and dominating the galaxy, with Earth, known as Holy Terra, as its capital. Governed by the immortal Emperor and his divine cult, the Imperium mandates xenophobia and human supremacy, harshly suppressing progress and dissent to maintain allegiance to the Emperor's will.

Power is centralized and maintained through absolute authority and military might, and the Emperor's rule embodies this principle, as his immortality and divine status symbolize the ultimate supremacy over humanity. The Imperium's dystopian nature, characterized by fear-driven governance and suppression of dissent, reflects the kraterocratic ideology, where any deviation from the established order is swiftly and ruthlessly dealt with.

Within the Imperium, the Archlords of Terra interpret the Emperor's will, ensuring the enforcement of his mandates and the suppression of any perceived threats. This centralized control mirrors the kraterocratic structure, where power is concentrated in the hands of a few who dictate the fate of the masses. In this universe, the strength and authority of the ruling elite are paramount, with any challenge to their supremacy met with force and coercion.

Doom

The concept of Kraterocracy can produce some parallels within the landscape of video gaming, particularly evident in the renowned franchise, Doom. At its forefront stands the game's central protagonist, the Doom Slayer, colloquially referred to as Doomguy. In the game, he Doom Slayer epitomizes the essence of Kraterocracy within the game's narrative framework. He emerges as an indefatigable force, a solitary warrior traversing realms infested with legions of demonic adversaries. His resilience knows no bounds, his resolve unyielding. In the realm of Doom, where the weak falter and the strong endure, the Doom Slayer reigns supreme.

The interactive experience of the game itself mirrors the essence of Kraterocracy, having players assume the mantle of the Doom Slayer and commanding his formidable prowess as they decimate successive waves of infernal adversaries. The game rewards strategic acumen, reflexive agility, and tactical ingenuity – attributes closely aligned with the ideals of physical might and raw power that Kraterocracy preaches.

Sith Order (Star Wars)

The Sith Order within the Star Wars universe embodies a complex amalgamation of ideologies and practices, fundamentally rooted in the Dark Side of the Force (also known as Bogan, or "the shadow"). Central to their ethos is the concept of Kraterocracy, where power is attained and maintained through ruthless strength and cunning, epitomizing the notion that "might makes right." This hierarchical structure, perpetuated by the Rule of Two established by Darth Bane, fosters a culture of internal strife and cutthroat competition, ensuring that only the most formidable Sith ascend to positions of authority. At its core, the Sith Order is characterized by its embrace of individualism and the glorification of personal power, often leading to a cult-like devotion to the Dark Side and the pursuit of domination. This cultism is further reinforced by elements of Fascist Mysticism, wherein Sith Lords like Darth Sidious employ Machiavellian tactics, manipulating both allies and enemies to further their own ambitions and maintain control. Imperialism is a hallmark of Sith ideology, with the belief that the galaxy should be subjugated under their rule, often through oppressive regimes and the institution of slavery.

Darth Maul exemplifies the Sith's penchant for Kleptocracy, using his power to plunder and amass wealth for personal gain. Conversely, Darth Vectivus embodies a form of National Capitalism, where economic power is wielded alongside Force abilities to enrich oneself. Nihilism finds expression through figures like Darth Nihilus, whose insatiable hunger for power and destruction reflects a profound disregard for life and morality. Psychopathy is also prevalent among Sith lords, with traits of manipulation, violence, and a lack of empathy defining their actions.

Underpinning much of the Sith's worldview is Social Darwinism, the belief that only the strongest deserve to rule, and the weak are destined to serve or perish. This ideology extends to the Rule of One espoused by Darth Krayt, advocating for a singular, absolute authority ruling over all. Through a combination of these philosophies and practices, the Sith Order perpetuates a cycle of domination, oppression, and conflict, driven by an insatiable thirst for power and a relentless pursuit of galactic supremacy.

Furthermore, the Sith's fixation on power and dominance extends beyond mere governance; it influences their approach to combat, economics, and morality. Combatocracy dictates that strength in battle determines one's worth and authority, with Sith often engaging in duels to assert dominance and resolve disputes. This emphasis on physical prowess intertwines with their Social Darwinist beliefs, reinforcing the idea that the strong should prevail over the weak. Additionally, the Sith's embrace of Death Worship, exemplified by Darth Nihilus, reflects a nihilistic worldview where destruction is glorified as the ultimate expression of power and freedom from constraints. This Nihilism fuels their pursuit of ever-greater power, regardless of the cost to themselves or others.

SS Spartanism (TNO)

WIP

Redbeardianism

Arthur Desmond, writing under the pseudonym "Ragnar Redbeard," in his book "Might Is Right", advocates for a philosophy that blends Social Darwinism, and extreme individualism, all while promoting a wide range of controversial ideologies laced with elements of Alexandrism. Desmond argues that moral principles and laws are constructs of the powerful to control the weak, asserting that physical strength and power are the true determinants of right and wrong. He critiques religious teachings, particularly Christianity, for promoting weakness and subservience, contending that they undermine natural human instincts and strength. His atheism and anti-religion stance partially extend to a critique of all religious morality as a tool to subdue the strong.

Desmond applies Darwinian concepts to human society, suggesting that the survival of the fittest should govern human interactions and social structures, an idea central to Eugenicism . He believes only the strong should thrive while the weak should perish, and advocates for a Nietzschean embrace of individual will and power. Desmond celebrates extreme individualism and anti-altruism, urging people to act in their own self-interest without regard for societal norms or collective morals. Desmond's philosophy includes a strong element of Anglo-Saxon suprematism, arguing that Englishmen were naturally superior and should dominate other races and cultures, promoting a ethnocentric view of Aristocracy and Caesarism where leadership should be concentrated into a powerful, dictatorial figure.

"Might Is Right" dismisses democratic ideals, promotes anti-constitutionalism, and rejects any notions of equality as illusions propagated by the weak. Desmond argues that true justice lies in a natural order where the strong dominate the weak, aligning with proto-fascist ideologies. He criticizes liberalism, socialism, and democracy for promoting mediocrity and weakening society, instead advocating for aristocracy and hedonism as rightful pathways for the strong to flourish. Desmond's anti-pacifism and contrarianism against Western ethical principles further illustrate his belief in the necessity of conflict and struggle. His anti-Semitism, combined with his disgust for what he calls "degeneracy" and his anti-prostitution views, align with his broader disdain for what he sees as societal decay and moral corruption. In essence, Desmond's work is a radical call to embrace the rawest aspects of human nature, reject societal constraints, and establish a society led by powerful, self-interested individuals.

Personality and Behaviour

Kraterocracy combines the "might-makes-right" attitude of Social Darwinism, with the imposing, intimidating, and calculating demeanor of Ingsoc. He will not hesitate to punch, fight, and/or utterly obliterate any and all who stand in his way, but usually refrains from doing so for the sake of polite conversation and political subterfuge.

Could also be depicted as the Emperor of Mankind in 40k using a Text-To-Speech device from Bruva Alfabusa's series "If the Emperor had a text to speech device". The Emperor depicted in that series constantly swears, is eternally dissapointed, in perpetual agony, and frequently raging and ranting.

How to Draw

Flag of Kraterocracy
  1. Draw a ball,
  2. Color it in black,
  3. Draw a dark blue omega symbol (Ω) in the middle of the ball,
  4. Add a single eye in the center of the omega,
  5. (Optional) Give the ball a sword or other weapon of choice
Color Name HEX RGB
Black #0A0A0A 10, 10, 10
Dark Blue #061A9B 6, 26, 155


Relationships

Peak Strength

    • I am. Do I have to remind you how did you achieve it?
  • Jingoism & Irredentism - Do you love war? I can offer you plenty of it.
  • Caste System - A very useful structure in order to keep the weak down.
  • Autocracy & Absolute Monarchism - An autocratic, all-powerful leader would logically be the strongest and/or most cunning in their nation, so they are in their right to rule.
  • Nazi Transhumanism and Reactionary Modernism - A rejection of "equality" and other worthless values, combined with the power of technology. Very good.
  • Nietzscheanism - I am the ultimate Übermensch; the embodiment of the will to power, liberated from all slave-morality.
  • Optimateism & Caesarism - Sulla and Caesar were the greatest leaders Rome ever saw.
  • Neoreactionaryism - You understand that this society is weak and offer in return a more effective, alternative way using my principles. I am satisfied.
  • Senatorialism - A foe from realms unknown, unseen in all my existence... Our clash shall be LEGENDARY!

Partially Worthy

  • Fascism - The strawman that your opposition created about you is literally me.
  • Ingsoc - You may subjugate the weak, but in their luxury and brainwashing, the Inner Party grows weak as well.
  • Avaritionism - Your strength may prevail, but what is its worth if not to dominate and subjugate?
    • Own. Enrich myself. Be free. Desires are constantly increasing with the increase in the possibilities of their realization.
    • In the larger picture, personal desires hold little weight. Strength serves to uphold order, control, and hierarchy, not to indulge in base cravings.
  • Hive-Mind Collectivism - You do establish sovereignty, but if every foe is alike, what weak is there to subjugate?
  • Kleptocracy - Why must you keep your strength a secret? Make your deception known to the world!
  • Oligarchy - If only you possessed the strength I do, but alas, you do not. Thus, I cannot afford the luxury of calling you a friend.
  • Nazism - You boast of being the "master race", yet here you stand, defeated?
  • Authoritarian Capitalism & National Capitalism - Moderate fools, whose meekness make them a weak foe.
  • Racial Nationalism & Ethnonationalism - You see differences between nations, yet fail to recognize the differences within your own. You don't understand this and foolishly treat everyone equally. You have much to learn...
  • Capitalism & Plutocracy - Yes, there is no unjust hierarchy. But living in luxury has only made you weak and complacent.
  • Reactionary Socialism - A somewhat worthy foe, whose weakness is its compassion for the poor. How pitiful.
  • National Bolshevism - You're very similar to the one above, but more aggressive and, therefore, more worthy.
  • State Liberalism - Another somewhat worthy foe that seems to have empathy for certain lower, pitiful classes. Or even better, pretends to be.
  • Technocracy - You may support the rule of the intelligent and the mentally strong, but where is your physical strength?
  • Machiavellianism - You seem adept at deception and manipulation, but like the above, your lack of physical strength is pitiful.
  • Neoconservatism - You seem to focus too much on trivial things such as "diplomacy". At the very least, you're still a worthy foe.
  • Landian Accelerationism - A formidable adversary, nearly my equal in power, but our visions for the future diverge dramatically. You seek a hedonistic world, a pursuit I despise. But, ideas like Adam Smasher and the use of Hyper-Racism to create superior rulers and workers are quite good, I must admit.
  • Fordism - I mean, you like competition and hierarchies, but I hate your tactics to make people weak. If we meet some day, send me to islands, where most talented foes live.
  • Crusadism & Jihadism - The aggressive and warlike elements are the only aspects of religion that I can respect. What do you mean your goal is to protect the poor and weak? What a waste...
  • Satanic Theocracy - Meh, better than many other religions for that matter. Either way, you are just the other side of the coin. So I’ll CONQUER YOUR HELL!
  • Illuminatism - Why are you so secretive? Real rulers don't fear to reveal themselves to the masses.
  • Feudalism - Too moderate, but still better than many ideologies.
  • Manosphere - The concept of hypermasculinity should serve to exalt strength and power, yet too many of you are just pathetic, feeble degenerates. Return to me when you've become a being worthy of conversation.
  • State Atheism - You could be a contender for a real-life Kratos, but you need to shed some weight. Otherwise, I might just carve that excess fat away from you.
  • Ultranationalism - You ought to subjugate not only weaker nations, but also the weak within your own borders. Don't you understand?
  • Hobbessianism - One of my top philosophers of all time, yet you're still too tame. But do not fret, my friend: I'LL BE YOUR LEVIATHAN...
  • Primalism - The Law of the Jungle is a good starting point, but rejecting sapience means losing the opportunity to become a more powerful being.
  • National Primitivism & Archeofuturism - Somewhat improved versions of the above.
  • Esoteric Fascism - You could have been a worthy opponent, I'll grant you that much. But your mental eccentricities have reduced you to nothing more than a babbling, helpless degenerate. Step aside, or I'll gladly send you off to reunite with your Xeno friends up there in the sky!

Puny

  • Ochlocracy - Prioritizing quantity over quality? You're not even worth a second of my time.
  • Anarcho-Egoism & Anarcho-Nihilism - No gods? No kings? A life not worth living.
  • Communalism - A so-called "utopia", crafted by the weak for the weak. Should it ever come to pass, it will rapidly implode upon itself.
  • Soulism - There is no such thing as an unjust hierarchy.
    • NO, because hierarchy is a man-made thing. And all overcomplicated and hierarchical things will inevitably collapse because universal laws love simplicity! Even stars and black holes will burn out and collapse because of Hawking radiation. Nothing is eternal in the material universe.
    • Life and strength stand against entropy. To believe the latter will prevail is the mindset of cowards who cannot even fathom power, seeing life as meaningless.
  • Anarcho-Primitivism - Why settle for such primitive weaponry? You're limiting your potential.
  • Anarcho-Pacifism - You insist on supporting "peace"? This is pathetic.
  • Radical Centrism - And you, instead, search "compromise" with the foe? Even more pathetic.
  • Mediocracy & Kakistocracy - Their sole purpose is to be punching bags for the strong.
  • Socialism & Welfarism - ALL BEINGS ARE NOT CREATED EQUAL. Some are born strong, some with greater beauty, some into poverty, and others sick and feeble. From birth and through upbringing, in the sheer scope of ability, each individual is inherently different. This disparity fuels discrimination, struggle, competition, and the relentless march of progress, leaving only the weak behind. Inequality is natural; it is EQUALITY ITSELF that defies nature.
  • Posadism - Nuclear weapons are only allowed in cosmic scale matches!
  • Illegalism - Without organization, you will always lose. Get out of my sight, you pathetic scum.
    • There is no point in winning a battle if you have nothing to steal after killing your enemy. Do you even know about combat pragmatism?
    • What makes you think I do not care about Combat Pragmatism? You just want an excuse to be a weak freeloader. It's clear you fear the strength and discipline required to rise above mediocrity.
  • Communism & Anarchism - Ideologies crafted by worthless slaves, deluding themselves into believing they'll find happiness in slaughtering their masters, dreaming of a pathetic "utopia" for the weak where power and wealth are extinguished..
  • Anarcho-Communism - You will never amount to anything. At best, you'll be a minor nuisance to authority, forever a puppet for Machiavellians who exploit you against their enemies. You are an eternal pawn, doomed to suffer the same fate repeatedly, over and over and over again.
  • Insurrectionary Anarchism - Oh, these untermensch have taken up arms and are fighting for... what exactly? It doesn't matter, for I will gut you where you stand.
  • Ergatocracy - A literal dictatorship of the weak.
  • Fully Automated Gay Space Communism - Your ideology will never succeed, and if by some miracle it does, it will be easily shattered with a few commands to some robots or just calling my brother-in-arms. I doubt that you degenerates would be able to prevent this. Adam Smasher and a few Imperium Space Marines could crush your stupid little space commune in a single glorious day.

Further Information

Literature

  • Might Makes Right: Only The Strong Survive by Charles Sledge

Wikipedia

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  1. Although he hated religions in general, he did show some sympathy towards ancient pagan religions such as greek religion, nordic religion and ect.