"Milandrianism." Named after Milandria, a nation in an anachronistic fantasy setting I'm working on for a pen and paper role playing game, this political ideology combines elements of "Bull Moose Progressive" "Classical Republican" [aka "civic humanism," entirely unlike the GOP in America], and "Platonic" ideologies, with a largely "Guild Socialist" structure, and quite a few other traits that don't really fit in with any forms of government or ideologies that I've previously heard of. Milandria itself is aesthetically modeled mostly after Medieval & Renaissance Europe, with some regional variations. Culturally, they mostly value liberty, justice, and epic, larger-than-life heroism, which is pretty reflective of how the nation was founded: by populist revolution, led by Joles K. Milandred (who was honored with the people's decision to name their new country after him) and his group of what can basically be described as a high fantasy adventuring party, fighting against the previous government, whose form can best be described as "rule by villains" (Though I did put a lot of effort into avoiding making it cliched; while the whole game's setting has many common fantasy tropes, many [of these tropes] are taken in unconventional directions. For example, magic and technology are just different ways of applying scientific knowledge; for example, if you want to cast magic fireballs at your enemy, you'd at least need to know the conditions under which fires burn, and how to manipulate magiplasm in order to create those conditions.).
The Milandrian government involves a pretty great mutual involvement between the government and the populace, and in fact, a lot of the governmental functions are performed by "guilds." Basically, guilds are para-governmental organizations that deal with a particular category of interests, such as industries, security, fields of research, and the like. Their members can come from any background (even members of the state government, though such people get no extra authority, beyond that which they already have from their government positions), and the positions and privileges of members are organized less by rank, and more by what duties members prove they can perform, represented by titles such as "advocate," scribe," "agent," "regulator," "laborer," and so on, and with duties catered to their positions (also, members can have multiple positions, though this requires proving one's ability in each position). While guild operations are governed by purpose, as opposed to bureaucratic rules, there are still various checks and balances put in place to avoid abuse of power, in addition to "Milandred's Mace" described below. The guilds mostly combine the functions of legislation, regulation, and advancement of their respective categories of interests, as well as supporting individuals and private enterprises involved with such interests.
Almost all government functions happen through the guilds; the state government actually does little decision-making of its own, with the monarch and delegates thereof mostly involved in organizing efforts between guilds, mediating disputes, etc., and only assuming any significant power in times of emergency, like what "dictators" were in ancient Rome. On the opposite end, the founders of Milandria, not wanting to have their goal of a utopia ruined by corruption, put into the Milandrian Constitution a provision called "Milandred's Mace" (Joles K. Milandred, the aforementioned founder of Milandria, preferred wielding a large mace), which guaranteed the following:
"If anyone of authority in Milandria is proven to have acted with deliberate contempt for the responsibilities of their position or the virtue of character that must be present in anyone worthy of authority, they will have to face whatever fate demanded by the will of the people of Milandria, and so long as the fate that the people's will demands can possibly be fulfilled, it shall be so."
Given that this is a fantasy setting, the "fate demanded by the will of the people" can get rather interesting, to say the least. "Milandred's Mace" didn't need to be used much, since any would-be corrupt authorities learned pretty quickly that "being a corrupt authority in Milandria" was basically tied with "threatening a Grendemoth's child" as the most masochistic decision one could make [an explanation for what a Grendemoth is, and why it's a bad idea to threaten a Grendemoth's child, as provided along with the original post, will be given in spoiler box below].
Also of note: Given what the Milandrians rebelled against, they see the crucial importance of an enlightened populace capable of opposing tyranny in all forms, not just state tyranny, but also the tyranny of arbitrary conformity (In other words, a nation populated by reasonable people!). Even in a setting where there are beings worshiped as deities in other nations (the "real gods" really don't care to be worshiped, and are basically unheard of by almost everyone; this is by choice, considering the greater existential threat that they're dealing with, from which constant prayers would distract them), the Milandrians don't really care much for gods or religion, instead revering mortal heroes and trying to live up to their example.
One of the problems keeping this ideology from being feasible in real life, of course, would be how little one could trust the people in real life, who would be wielding "Milandred's Mace."
And now, as mentioned in the note in the above post, here's a spoiler box on what a Grendemoth is, and why you should never threaten one's child; this is just for those who are curious, though it does briefly mention the historical background known as the "Lost Age," a time in which people were too busy dealing with all sorts of problems to really record any history (Note: It does have some non-explicit descriptions of Grendemoth reproduction, which aside from being weird, shouldn't be enough to break any rules; still, you've been warned.)
Spoiler!
EDIT: It seems this thread has moved from the "Ranting Board" to the "Gaming Board." I don't have a problem with that, though I'm not sure if the change really needed to be made. Basically, even though this is for a game I'm making, the discussion will probably focus on the ideas in the story and setting of the game, as opposed to any game mechanics. I'm not complaining, or anything like that; I simply like to learn about and consider various thought processes and forms of reasoning, though talking about that in this thread will probably bring it off-topic.