The Galactic Council Organization in Jeslore | World Anvil
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The Galactic Council

"The Galactic Council is the dominant political force controlling the tri-faction federation that has control over several planets within its system. It is generally regarded as the most libertarian-left government to ever exist within its own history, as all the systems come together to make a government representing the common man." - Hitchiker's guide to Jeslore   They are officially labeled as a Socio-libertarianarchistic society with capitalistic market features. In short terms, however, they are most frequently referred to as a large scale libertarian/democratic socialist society. All these confusing names, however, simply all mean that the galactic council is a very large government with very relaxed control over its land.   They are hard to rate with standard political classifications but are moderate left-wing/progressive. Despite branding as libertarian, their government has a lot of power, but can not use it the same way a traditional government does.

Structure

The galactic council is made up of a number of council chairmen, each representing a planet under the control of the faction. These chairmen all hold meetings about 3 times every 2.920.00 hours (about 4 months) to discuss actions that ought to be taken in the name of the whole faction. These actions include (but are not limited to):
  • Military intervention
  • Colonization of a new planet
  • Usage of the council commando
  • Trade routes
  • Declarations of war
  • Alliances with other factions
The galactic council is generally best described as the people in charge of the entire tri-faction federation (Council Commando, Drosden Fleet & Peacemakers) and the representatives of all colonized planets, be they conquered, created, or cleared.   Meetings of the council can last a very long time, with varying amounts of disagreement. It is, for this reason, the representative of Jeslore, is known as the chief executive chairman. The opinion of the CEC holds the same weight as that of other chairmen, but in a stalemate, they have the final say. Colonized planets are generally governed quite autonomously, in fact, the only planets that the council has a more direct effect on are usually the ones created from scratch (Apex-122, Imm'enne, Tiphus, etc) as those are generally more secure and offer more accommodation to the weary politicians.   Chairmen are elected officials on their own planet. They are the presidents, prime ministers, and premiers of the country of a planet with the highest success score. This ironically means that they are both non-elected and publicly elected officials at the same time. The galactic council was created on the premise that it should represent the will of the common man on a galactic scale, this is why planets do not hold planet-scale elections to elect a new council chairman. A planet-scale election could be a cause for civil unrest, and that is not even considering how catastrophic corruption and lobbying could be for the fate of a whole planet.   In a vacuum, chairmen are simply elected officials of countries. The politician themselves is not part of the process, instead, a single country, union or any other sort of geopolitical organization is chosen based off it's "success score". To ensure there is no foul play in getting into the council, the most successful country is selected by a system that calculates the happiness of its citizens and general quality of life. Success score is generally calculated with these measurements (and more):
  • Low Suicide rates
  • Effective welfare and unemployment assistance
  • Low unemployment rates
  • Low homelessness rates
  • Good retirement benefits
  • High literacy rate
  • Effective healthcare
As an additional benefit to a streamlined process, this system also directly incentivizes politicians to work in the interests of the people, and not just the interests of companies and focus groups. This structure does have its drawbacks, as it rewards innovation and intelligent spending plans as much as it punishes poverty and low income. Poorer countries will almost always be left in the dust, having even less chance to become chairman.

Culture

While the council itself generally does not foster culture, the planets that it has increased control over are generally more corporate and fast-paced in nature. The culture surrounding them very much mimics their very technocratic nature, appealing to the masses but also being somewhat indistinct.   There is only one thing that is consistent across the territories of the faction, and that is their law brackets. While every person is equal before the law, not every law is equal. Laws come in 5 brackets: Misdemeanors, Delinquencies, Felonies, Malignancies, and Degeneracies.   Misdemeanors Misdemeanors are petty and don't warrant much force or urgency. It typically includes menial things such as double parking, jaywalking, littering, and noise complaints. These are crimes that have almost no impact on the life of someone else and are typically punished with a stern talking to or a fine. It generally depends on the criminal record of the suspect and the mood of the officer involved.   Delinquencies Delinquencies are petty crimes that are often chalked up to humane nature or a weaker character. It's generally things like vandalism, graffitiing over public walls, trespassing, gambling, possession of soft drugs, petty theft, and minor violence. This is the most common crime bracket and it's typically the work of hooligans and street rats. These crimes are generally punished with fines, community service, and often times even just a warning.   Felonies Felonies are more severe crimes that require some level of malicious intent and planning, or just dangerous amounts of stupidity/neglect. It includes things like kidnapping, destruction of property, corporate theft, animal abuse, robbery, possession of hard drugs, grand larceny, money laundering, extortion, and other things of that caliber. These are crimes that warrant force and rigor from the peacekeepers. Since bailouts have been outlawed for over 500 years, this crime bracket is almost always met with jail time or at the very least a very hefty fine.   Malignancies Malignancies are very major crimes that require some sort of disconnection from the inherent empathy that the council expects. Malignancies are unacceptable crimes with major implications for the victim and are treated as such. It is the first crime bracket to warrant an armored response from law enforcement and typically involves crazy week-long goose chases. Crimes in this bracket include:   Murder, embezzlement, state betrayal (a crime where a person representing the state uses their function to commit crime I.E a member of the financial department stealing funds. Police brutality falls under this.) armed robbery, degradation (A crime in which a person is abused/imprisoned to a point they are psychologically broken.), depravity (see degradation. In this instance, the victim has been broken beyond repair. Depravity is typically added to a sentence after being found guilty.), cult activity, political assassination, immoral sexual deviancy (pedophilia, bestiality, necrophilia), theft of military equipment, reckless conduction of science, human trafficking, terrorism, organized crime, and rape.   Malignancies are met with extreme usually armored force from peacekeepers and sometimes even peacemakers. Crimes committed by civilians that were necessary to exposing/ending a malignancy are never charged. Without exception, anyone committing a malignancy is issued at least one life sentence typically with re-education and limited contact with non-prisoners.   Degeneracies Degeneracies are crimes of the highest grade, violating every expectation of decency and morality that the council has of its citizens. People committing these crimes are no longer considered citizens of the faction but rather direct enemies and they will be treated as such. Every capable man will be encouraged to hunt these suspects down and bring them in dead or alive, from the most amateur bounty hunter to the most experienced trailblazer. Crimes in this bracket include:   Violations of the Kitzbach convention (this means any sort of war crime as well as the conduction of unethical science), slavery, genocide, ritual bestiality, insurgency and sedition, treason, illegal ownership/usage of WOMDs, the murder of a war-hero, destruction of important historical artifacts/memorials, mass degradation, mass murder, denial of the atrocities committed by the empire, communication with banned deities, major political corruption, coup attempts, spillage of state secrets, and obstruction of justice.   Degeneracies are typically committed by politicians, dictators, or any other sort of influential person. They warrant the full response of anyone in the faction as people committing them are not only an enemy but also an affront to the faction. People committing degeneracies are very rarely actually put on trial, as they're usually well prepared and will put up a fight, and units sent in to retrieve them are given the order to shoot on sight. When they do survive, they are put in jail indefinitely with very limited contact with outsiders.

Public Agenda

The Galactic Council is mainly concerned with managing colonized planets and helping more localized politicians better do their work. Their most important job is to refine trade routes based on the ever-changing supplies and demands of different colonies, which is a constant struggle with no end. The peacemakers can be called in by planetary and even national government, as the peacemakers are a public stand-in for the military for colonies. But the council commando can only be called in at the approval of the whole council.   War also falls under their department. The council generally avoids all-out war, but they will not hesitate to launch a counter-assault when a colony is invaded. They will also declare war on factions that do not adhere to their core principles of individual liberty, respect for life, and opposition to cruelty. During times of war, however, the council does not have much input in how it is fought, that is the task of the military generals of both the council commando and the peacemakers.   Meanwhile, their departments are responsible for actually carrying out the decisions they make.

Assets

The galactic council has the entirety of the faction's market, military, and the population at its disposal. Taxes heavily differ between colonies and local governments, but they do always directly go to the council's department of finances and trade to be dispensed and divided.

History

It was originally founded to maintain control over occupied territories after the fall of the empire. It was established in occupied territory and came into full power around 1988, tasked with overseeing the rebuilding of what had been destroyed in the battle and helping the locals recover. Once this task was completed and the allies moved out, the council was discontinued until the year 3200 where they were repurposed for a quite similar goal: maintaining order and peace over colonies on other planets. It was not expected that the council would eventually outgrow the dracholmian union in every aspect. This is an interesting issue, as technically it was established that the galactic council held much more power than the dracholmian union, but at the same time, the galactic council was still a commissioned government serving the union.   in 3230, the Dracholmian Union rescinded its power over the Galactic Council, essentially trading roles with them if the council promised to turn its home planet of Jeslore into a sanctuary. This decision was reached in the wake of the pacification of the first great old one, a god-like entity long thought to be invincible. From there, the galactic council became dominant over the Dracholmian Union, essentially becoming its protecting power.

Demography and Population

The population is extremely mixed across all colonies and lands, except on Jeslore itself where most races have a tendency to stay in their own country mostly for climate reasons. The birth rate is average at best and the death rate on the other side is relatively low when it comes to civilians at least. A breakdown of most common races across colonies goes as followed:  
  1. Linnessians - Native to the hub of Jeslorian politics, Jeslore. Linnessians are a human race with a lifespan of about 70 - 90 years (pushed to 150-225 with modern medicine). Unlike other races, Linnessians aren't born with inherent abilities, making them mostly unremarkable at face value. Their strength lies in their balance of learning and strength potential, allowing them to adapt to almost any environment and take on any job. Also, they breed like rabbits. Linnessians make up about 17% of the faction's population.
  2. Gan'shte Illith (Desert Elves) - Native to the atrium desert and essentially the elven equivalent of the dwarves, the desert elves also boast the ability to learn extremely quickly without risking health issues. In addition, as is standard for elves, they have sharper senses and better reflexes. Their relationship to other races is much less glamourous, however. They were enslaved to the liches of the deserts for centuries until they broke free, after which a lot of them decided to become pirates. By stealing technology from everyone, including the dwarves, they eventually carved out a place for themselves in the technological arms race. By the time the vortaustkank arrived, they were already one of the most advanced races. Desert elves have relatively short lifespans for elves, capping out at about 500, with modern medicine pushing it to 1000. Desert elves make up about 11% of the population.
  3. Bylian Dwarves - Native to the volcanic wastelands of Bylyn, the dwarves are renowned for their creativity and ingenuity, serving alongside elven and mankind for decades as their engineers, snipers, and builders. Dwarves retain a 'child brain' for most of their life, allowing them to learn at a much faster rate than any other race. It's this ability to learn fast that makes them the driving intellectual force of the federation. Their biggest weakness is that due to an increase in white muscle mass, they are prone to weight gain. Due to their shorter stature, dwarves should have a longer lifespan but dietary and body-related issues make them one of the races with the shortest lifespan, living for about 65-80 (but pushed to about 120 - 170 with modern medicine. Bylian Dwarves make up about 7% of the faction's population.
  4. Majolkkrat - Communists from below the ground. Once, the iron union ruled all of the undergrounds, but their oppressive regime caused many to rebel or defect. Today, they are one of the most common sights in Jeslore. Their leathery armor and mole-like claws make them into effective soldiers and builders but like the dwarves, they're also highly intelligent, being the first race to start using guns. Their hunched posture is a front for how fast a majolkkrat can run when it adopts a raptor-like posture. They have an average lifespan of about 120-150, with modern medicine pushing it to 225 - 300. Majolkkrat make up 5% of the population.
  5. Zombies - Essentially the first example of a haywire robot uprising. Long ago the zombies rebelled against their necromancer masters, who could not defeat them and gave them their freedom. While zombies can not reproduce sexually, they were raised in such immense numbers in the past that today they make up for 3% of the population. Zombies are defined by their inherent inability to feel pain and their ability to attach and detach their limbs like it's nothing. They are just alive enough to not rot and look horrifying, although some of them have almost cartoon-like exposed bones. Zombies also don't have an inherent lifespan, it is very hard to kill them too until the brain is destroyed beyond use.
There are also races considered rare, almost endangered. The list of those races goes as followed:
  1. Elder Guardians - Elder Guardians are immense, highly intelligent octopus' that have a strong argument for being classed as minor god-like entities. They are one of the few races to be directly created by one of the vanguard (it is guessed they are altered versions of the common octopus, made into the leviathans they are by either Fodmess or Kyther). They are peaceful, wise creatures that have taken to protect the water elves from extinction. It is estimated that only 12 elder guardians are alive.
  2. Half-Genies - Unsurprisingly, with how rare regular genies are, the number of genies that have been wished free is significantly smaller. Reports show that there is a confirmed number of about 75 of them. Half-Genies are often confused with desert elves, they used to be distinguishable by more vibrant hair colors before hair dye was invented. They are considered the most resilient race, as they keep their wish-granting power after being freed, but only usable on themselves. On top of that, they can only be killed if their lamp is destroyed, which is exactly why every half-genie still alive has refashioned it into a piece of equipment. Half-Genies can reproduce sexually, but the child will inherit none of their innate abilities.
  3. Aqui Illith (Water Elves) - Water elves were once one of the most widespread races, living all over the ocean. They were pushed to the brink of extinction by the quirgoids. Until the elder guardians extended their help, water elves were fairly easy prey for the quirgoids and charchara and their high intelligence couldn't save them. Aqui Illith also have extremely long lifespans, reaching ages of 2-3 thousand. It is for that reason they were also hunted like normal fish to produce thyme. Aqui Illith are also not actually elves but more an aquatic relative of beastfolk. Though their numbers are on the rebound, there's still only about 3,500 of them left.
  4. Northern Hymek - Big fluffy brutes from the north, the northern Hymek are not rare because they were decimated by war or genocide - they are nearly impervious to most sources of damage used during that age of conquest. They simply have extremely slow gestation periods and no real pressure to procreate. Northern Hymek are defined by their ability to harden their chitin to near metal levels of solidity when given enough light, making them essentially fast, flying tanks that are extremely territorial. They have very long lifespans of 1200-1500 years and have a total population of about 7,200 divided over a dozen of villages in ragnarock.
  5. Syiin Illith (Sun Elves) - Sun elves are the single most targeted race of Jeslore, being the prime recipient of not just one but two of the biggest, most brutal genocides in the history of Jeslore. Their numbers were decimated and they have yet to recover from it. Sun Elves are defined by their distinctive empathy and readiness to help others, especially the injured. They also have immense stamina regeneration and agility, allowing them to consistently outmaneuver those that want them wiped off. Sun Elves are the only mortal race native to Jeslore that does not die of old age. Their numbers are around 12,000 total across all colonies.
Some races are also extinct or are not confirmed to exist in the first place.
  • Vanguard - The vanguard were a pantheon of god-like entities that were exterminated by the governmental union.
  • Cycloptos - A race of giant cannibals that were exterminated thousands of years ago.
  • Vanguard Angels - Most of the angels were killed alongside their masters, others that chose to fight against them died in the same war.
  • Umbra'l Illith (Shadow Elves) - As far as the department of domestic security and civil protection, and most local governments are concerned, shadow elves do not exist. Any instance of entire regiments of imperial soldiers disappearing in their supposed territory was officially chalked up to magical anomalies. While there is evidence of their existence, it is not considered enough or definitive and has a curious habit of going missing.

Territories

The Galactic Council holds control over around 234 planets, all of which are represented within the council. Notable planets include:
  1. Jeslore - The homeplanet, and the stage for all the lore
  2. Apex-122 - The first planet made by dwarven hands.
  3. Imm'enne - The bunker planet
  4. Scythe-177 - The Zombie infested planet
  5. Tiphus - The factory planet

Military

The council commando and the peacemakers deal with combat situations for the council itself, serving as the dispatchable armed forces of the entire faction.

Technological Level

The nation and factions under the council are incredibly advanced. Examples of their technology include:   -Fusion ammunition. Ammunition formed from a type of gas in a canister that can change its own state of matter when it experiences a certain chemical reaction. When exposed to electricity it will become extremely solid, almost like metal. Fusion weapons typically make the fusion gas change its state of matter around super-heated plasma gas or venomous substances to create special types of ammo. It can be made into anything ranging from explosive to poisonous.   -Emergency teleportation. Teleportation that does not require a charge up and can transport a person long distances in the case of an emergency. The only setback is that it can only warp to locations with a certain anchor that needs to be selected before warping. Lifeline devices are public technology and devices like these usually have PDA features included ranging from phone functions to a camera.   -Solidified light. Solid light is often used for the ammunition of bows or personal energy barriers. When solidified, light usually gets super hot in one area and a mild temperature around the base. With arrows, one part can typically be held and the other side that is projected to be sharp has extremely high temperatures to help pierce standard armor. Solid light barriers are incredibly tough and can stop even bullets dead in their tracks, however, they run on projectors that lose battery life with each impact blocked. These batteries can be replaced quickly to re-establish a form of cover.   -Superdrainer batteries. Batteries utilizing a balloon deflation effect, forcing out charge level to intensify the beam. Essentially laser bullets that travel at the speed of light making them impossible to dodge and as they do not combust to propel the bullet, just ignite a battery, guns using this type of ammunition have no recoil. Lenses are made out of a special type of crystal to prevent it from bursting when the energy flows through and after firing the battery is ejected out of the weapon.   -Autotarget battery. A row of single-shot guns that through an assistant AI can target and fire at multiple hostiles with pinpoint accuracy. These guns are made for law enforcement to resolve hostage situations quickly.   -Sentient artificial intelligence. Jeslore has many AI-controlled robots capable of sentient thought and sometimes even emotions, though often these are incredibly glitchy as their chemical injectors respond out of sync with their perception.

Religion

The Galactic Council sends mixed signals when it comes to religion. They have struggled immensely to clear their home of the parasites known as the vanguard and thus have the perception that every godlike entity is a parasitic lifeform that feeds off of planets. On top of that, they generally brand themselves as god killers to their enemies. Which is an odd combination with their libertarian stance on religion, where they allow anyone to believe anything as long as it is not an entity that could invade the realm. The breakdown of religious convictions in Jeslore looks something like this:
  1. Guardian's Faith 35%
  2. Agnostic 25%
  3. Atheist 19%
  4. Nihilist 11%
  5. Church Of Kragen 5%
  6. Knight's Fath (Frostspike Templar Religion) 3%
  7. Vanguard Reformed 1%
  8. Other 1%
However, the galactic union has strictly banned the worship of great old ones, demonic entities, and any other sort of malicious god-like entity. Communing with Zartor is a major offense, as he is considered the number one enemy of the galactic council.

Foreign Relations

The galactic council has very good relations with most factions surrounding them, except for the statonian empire who attacked them and then lost 27 planets within a week. Their most significant relations are:   The Cykx Dominion As the stewards of the galaxy, the cykx are already obligated to establish contact with any faction that emerges from a planet, but they were particularly interested in the galactic council as ages before they emerged, a convoy ship of theirs crashed on Jeslore and because it is surrounded with a big bubble of water they could not pierce, they were forced to leave their own behind, which is something that goes against the morality of the crystal legion.   Relations between the Cykx dominion and the galactic council are generally positive, as they took proper care of the cykx stranded on their planet and are relatively level-headed, more so than most other factions. Also, they are very willing to co-operate, which is something the Cykx particularly appreciate. They also acknowledge that soldiers enlisted under the galactic council have a notable ability to fight off the world eaters, the archnemesis of the Cykx.   Despite everything, the Cykx still see the galactic council as below them. As far as the Cykx are concerned, they are still irresponsible apes wielding weapons far beyond their own comprehension and thus prefer to maintain a purely professional relationship with the council. They are also concerned about the power that the galactic council has at its disposal, the same way anyone would be concerned about an armored gorilla with a shotgun. They're also well aware of the fact that J4k08 is a cunning, ruthless, and highly skilled spymaster that is more adept at the gathering of information than even the council may be aware.   Statonian Empire The first war the galactic council ever fought off their own planet was also their shortest. As it happened, the statonian empire invaded a council colony, ignoring Cykx space empire conventions and forfeiting their assistance in terms of war. After several attempts to negotiate were met with silence, the galactic council launched a counteroffensive, leading to the empire losing 27 planets within the first week and 50 more before they sued for peace.   Even after their dissolution, the statonian empire and the galactic council are firm enemies, evident by the galactic council's refusal to interfere when their capital planet was being sacked by pirates.   Drosden Fleet The fact that the galactic council and the drosden fleet are officially firm enemies, like cat and mouse, is merely a front. In reality, they are secretly very close allies. Kat and her rogues essentially behave as the attack dogs of the council, allowing them to fight other factions without having to officially declare war or risking losing planets. The drosden fleet is also excellent at attacking supply lines, giving the galactic council an extra edge in times of war.   Drosden/Council relations are maintained by a man by the name of Mikely Buttersworth, a mostly unremarkable general from the high command.   Sabatonians While they have not interacted much with each other, there is a definite sense of distrust between the council and the sabatonians. The galactic council generally disapproves of the reckless usage of WOMDs of the Sabatonians, particularly nuclear armaments but would rather not make any official statements. On the other side, the Sabatonians do not particularly appreciate the prying eyes of the department of civil protection and domestic security and the hot breath of the Galactic council in their neck, even if they have to rally against the same enemies which include the world eaters, the servants of hunger and Zartor's posse.   The galactic council does show a consistent amount of respect for the sabatonian fighting spirit, and is not shy of supplying them with armaments and troops, even if the only soldier type capable of fighting in the rugged trench systems of sabatonia is the death angel.

Agriculture & Industry

Usually, when colonizing planets, specific large sectors are appointed for agriculture and industry. Their primary hub for industry and R&D is Apex-122, the factory planet. Each aspect of the economy gets a specific sector on a specific planet appointed to it for maximum efficiency.

Trade & Transport

Most of the goods are traded and transported within the faction itself although they will often trade with other factions to strengthen relationships. Between planets, it's done through space vessels and on planets, this is typically done through highways as teleporters tend to have a cooldown time and struggle with moving large amounts of items at the same time.

Education

The council agrees pretty frequently that education is an extremely important aspect of a healthy society and as such teachers and schools get large amounts of funding for their material. Each sector of a planet, based on its size is obligated to have at least 9 middle schools, 13 high schools, 8 colleges, and 6 universities for higher educations. Because of its funding, public schools are able to accept people of low income.

Infrastructure

The first line of defense that the immortal council provides for its colonies is a network of 'space sentries' which are large autonomous cannons programmed to target unauthorized ships and notify military commanders who can give the order to open fire. These sentries are kind of littered throughout the territory without much forethought, making it hard to track down and destroy each one of them for an invading hostile force. They are equipped with a defensive 'boardburner' AI that sends out a signal to a device that is hacking into it and frying crucial parts of the device, effectively making hacking impossible. They are designed to pound on large targets like carriers from across the system but are also equipped with close-range flak cannons which makes sending out fighters to take them out even harder.   The second line of defense for the council's territory is the joint peacemaker immortals armada that swarms Jeslore itself while having smaller fleets protecting the colonized planets.   Each colonized planet is equipped with teleporters to quickly travel between sectors and highways to travel to secluded locations, move large amounts of merchandise or travel between sectors when the teleporters are down for maintenance or in the event of a power cut. Each colonized planet is equipped with at least one spaceport for access to outer space with large amounts of parking area for civilians that need to travel between planets.   There are advanced ways of dealing with waste, oftentimes trash is repurposed or disintegrated and turned into fuel. The sewer system is likely where the council very much lacks ingenuity as it resembles a more standard sewer network, sewage from there is usually collected and vaporized in specific facilities away from the population and then either recycled or destroyed.   Travel between colonized planets is pretty much free but someone needs to prove they are native to Jeslore if they want to travel there. For the sake of preservation and treating it as a sanctuary off worlders are usually not allowed in Jeslore unless for specific diplomatic reasons. The teleporter station just outside Jeslore's exo-ozon bubble might very well be one of the most strict entry points in the universe. To enter first a person's space cruiser and luggage will be thoroughly checked before they may enter the disinfection area. Then they will have to fill out a long form stating what their business is in Jeslore while their ID and immortal citizenship card are thoroughly checked. Then they will have to admit their citizen ID card with tier 2 clearance. After that their walk pattern and a physical sample will be thoroughly examined to filter out any off worlders in disguise. After that, they will have to give a detailed explanation of where they intend to go with as few inconsistencies as possible before they're finally allowed to teleport into the planet. The whole process can take up to 6-7 hours and if a person is suspected to be a spy they will be arrested and brought away from the station for interrogation.

War Crimes

  • Conscription - While they dropped it now, during the war against certain great old ones, the council had a bad tendency to impose conscription on colonies to keep up with the demand for fighters.
  • Unethical science - The galactic council gave researchers a green light to perform experiments on Rotcore and other captured god-like entities, many of these experiments were considered unethical at best.
  • Abuse of prisoners - All of the great old ones the council defeated were experimented on and many were converted into a source of power.
Designated Status: Well-meaning opportunist   Status Meaning: Well-meaning opportunists do their best to avoid committing war crimes but occasionally find themselves doing them anyway either out of necessity or because of an opportunity they believed was too good to pass up. While morally grey, it would be unfair to call them fully evil, as the war crimes they do commit are defensible or rather petty, or they came from a position of dire need.

For billions, as one.

Trivia Fact:
Chairman is a gender neutral term in the context of the council. The word "man" in chairman is more a reference to the most humane virtues such as empathy, enthusiasm for justice, need for freedom, and desire for equality that is expected of any chairman in the council.
Founding Date
1987
Type
Government, Leadership
Capital
Alternative Names
Immortal Council (historical), Galactic Union, The Council,, The Galactic Senate.
Predecessor Organization
Training Level
Elite
Veterancy Level
Decorated/Honored
Demonym
Feds
Head of State
Head of Government
Government System
Technocracy
Power Structure
Federation
Economic System
Mixed economy
Currency
Cyber credits
Legislative Body
All encompassing
Judicial Body
The council is more than just a coalition of planet representatives. It also has several departments each tasked with carrying out the decisions that the council agreed upon, making them the real driving force. A simplified list of departments goes as followed:
  • Department of domestic security and civil protection - Essentially a centralized intelligence agency tasked with monitoring and investigating potential threats to the peace and stability of day-to-day life and generally upholding order. They are the watchful eye and silent protector of every citizen living under the council. Their most important jobs include: Directing the peacekeepers, tracking down terrorists, monitoring allied factions, investigating potential threats, and protecting confidential information. The department of domestic security and civil protection is currently in the capable hands of J4k08 (pronounced as Jakob), the first robot to win a general election.
  • The High Command - The war department. These esteemed military generals and war heroes orchestrate military expeditions and direct research into new equipment. They carry out the declarations of war issued by the council and handle any strategic planning during said wars. They also handle the training regiments for both the peacemakers and council commando and maintain the quality of the council's finest men. Their most important jobs include: Maintaining the death angel corps, wrangling the drosden fleet into the proper direction, producing military equipment, and keeping tabs on Zartor and his posse.
  • Department of trade and finances - The premier financial planning agency that does the practical works of rerouting trade routes, dividing funds, and generally maintaining a very delicate balance between the ever-growing need for money within the federation. They keep track of all the income and spending within the faction and detecting irregularities to snuff out fraud. They're also the ones in charge of preventing energy crises. Their most important jobs include the division and dispensing of funds, detecting fraud and irregularities, maintaining sustainable resource gathering practices (fishing, hunting, farming), and maintaining the efficiency of trade routes.
  • Department of applied sciences and public prosperity - The scientific sector of the council's government that focuses on inventing new equipment, medicine, and transportation technology that will aid the other departments, and the common man living in any of the colonies. The department of applied sciences and public prosperity has a wide range of responsibilities, the most important one being public health and medicine. They are the only department with a subdivision known as the ministry of public health and safety that is specialized in supporting colonies with their healthcare plans and supplying them with the necessary medicine. Their other responsibilities include: Researching new technologies (such as sustainable energy, military equipment, communication, medicine, etc), supporting planets with the healthcare resources necessary, helping governments prepare and deal with outbreaks, etc
  • Department of education and culture - The sector tasked with supplying local governments with the information and supplies they need to keep the population well educated and prepared for the future. They're also in charge of dealing with and funding the cultural aspects of society. Relevant information from the department of applied sciences and public prosperity will be presented to local governments to be included in the curriculum of students across the faction's territory. Their most important jobs include: keeping localized governments up to date with the most effective forms of teaching, archiving, and maintaining historical data, and protecting the cultural sector.
These departments employ their own employees and agents to carry out the will of the council members.
Official State Religion
Location
Official Languages
Controlled Territories
Neighboring Nations
Notable Members
Political Ideology:
Synthetic Socialism
  Alignment:
True Good   Power Type:
Diplomatic/Production   Military Expertise:
Expeditionary-Force/Spec-ops

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Articles under The Galactic Council


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