This society bows to the word of God as interpreted by His clergy. Those societies that are not entirely composed of believers tend to establish distinct second-class citizenship for the faithless, assuming they are tolerated at all. If a GM is uncertain what sort of religion might be appropriate for the planet, the Resources section in the back of the book includes tables for random religion and heresy generation.
Some theocracies are corrupt and decadent, with clergy that don’t really believe in their scripture and faithful who doubt the truth of their shepherds’ words. Others are zealously vibrant, convinced of the manifest truth of their faith and the need to adhere to its teachings. Rivals that attempt to usurp this power often have to go to the same source, either preaching the corruption of the existing rulers or offering a better, “purer” interpretation of the faith.
The laws of a theocracy tend to be bizarre to outworld eyes, often forbidding perfectly innocuous things and permitting activities that might shock outsiders. Punishments tend to revolve around inculcating a true spirit of repentance and sorrow in the criminal, the better to save a wayward soul. Enforcers consist not only of the official security apparatus, but also the countless faithful eyes in the populace itself, often ready to denounce some neighbor or stranger for trespasses real or imagined.