The Politics of Guild Wars, Prophecies
The lands of Tyria are quite simple when it comes to politics, given that the land is split into three kingdoms, Ascalon, Orr, and Kryta.
Ascalon
Once beautiful, but now devistated by the Charr, King Adelbern has organized his forces tightly to defend what's left of the lands. His son, Prince Rurik quietly disagrees, thinking it is time to launch an offensive on the Charr.
Orr
West of the Crystal Desert, south of Ascalon, this land is often to said to have been the one 'favored by the gods', as it rests in the shadow of Arah (a deserted city, but former home of several gods). Generally peaceful sorts, Orr did not initially join in many Guild Wars that soon took over its neighbors, but eventually had to rise up to defend itself. Orr failed at this task, and the Charr marched onwards in their worldwide plan of devistation. While the Charr never made it to Arah due to the King's advisor unleashing a devistation known only as the Cataclysm, it was at a suicidal cost to the rest of the land. Orr actually has no political system to speak of now, as the remnants of the undead float through the lands, and the once glorious cities stand in ruin.
Kryta
The Kryta is home to an organization called the White Mantle, worshippers of the 'unseen ones'. They are the root of all law and order, maintaining a series of temples across the lands. The tropical region was touched by the Charr as well, but of the three is most likely prepared to prevent future problems of the sort.