The Counsel Of Midnus Organization in Arithmus | World Anvil
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The Counsel Of Midnus

The Council is the main governing body of Midnus. It's composed of seven seats: Military, Economics, Agriculture, Law, Foreign Affairs, Interior, and Magic. Every seat is occupied by someone who was voted in by other experts in the field. Each seat has it's own voting procedures that were greenlit by the council. In most cases, in order to vote, you must work in that field and be considered an expert. The Council has the opinion that most people don't know enough to vote. Each seat has it's own powers and abilities in the Republic, but if a majority of the council votes against a decision, they must change their ruling or they'll be kicked off the council. For major decisions, The Council meets and discusses how the choice will impact each of their fields before they all vote and going with the majority.   Military: Pietro NollToro, this seat has control over Midnus' army and how it defends and attacks, though it needs Council approval to engage or end a war. City patrols, training recruitment, defenses, and anything else involving the military.   Economics: Mal, This seat acts as the treasurer, investing and moving money for the Republic and trying to keep them out of debt. They create budgets, fines, trade deals, and are responsible for their finances.   Agriculture: Augusta Yewdy, This seat is in charge of knowing the farming situation of Midnus, as well as making sure everyone is fed. They often work with the economics chair to create trade deals with other Realms. They make sure the people are fed and that the farmers can keep working.   Law: Sugar Macada, This seat is responsible for the creation, ratification, maintenance, and enforcement of laws with the help of the military seat. They are in charge of courts and create legal precedence, with a rudimentary legal system that relies on self-defense and judges. They also make sure that nothing the council does is illegal, keeping everyone in line.   Foreign affairs: Zairadin Fall, This seat focuses on Midnus' relationship with the other Realms. It keeps tabs on the relationships of other Realms and how Midnus navigates and acts in these situations. It also notes how others view Midnus and take that into account.   Interior: This seat is a new addition to the Council after the Fox Rebellion, and was forced in by the people. It monitors corruption within the other seats and makes sure that everything they are doing in Midnus is moral and good. It has access to an elite unite of the army that is only loyal to them, which can be used to enforce laws against the other seats without fear of corruption.   Magic: Minnie, This seat is in charge of the Republics' guilds and magic use. They are meant to bring forth any grievances that Mages have. This seat is new, and was forced into creation after the Fox Rebellion and has only been held by Minnie.

Culture

These people are used to debating and voting for long periods of time before anything gets done, making a large delay in reaction time. Some of the members hate this bureaucracy and some use it as a weapon.

Public Agenda

The public views the Council as their main Government and has a love-hate relationship with them. Some want the Council gone and others want it to stay the same, with the Council always claiming that it acts in the best interest of the people. Sometimes that's true, and other time's it isn't.

Assets

Midnus has access to a sizeable army and navy, morale has taken a huge hit after the failure that was Katerina. They also have access to a ton of farmland, the coast, direct access to the Mists, and bordering the Mountains. It has plenty of wealth normally, but the wallet took a huge hit during the war.

History

This group has been around since Midnus' creation, though it originally only consisted of 5 seats. The Interior and Magic seats were created after the Fox Rebellion.
Type
Geopolitical, Republic
Alternative Names
The Seven Seats

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