Arbiters Profession in Legends of Enoch | World Anvil
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Arbiters

Arbiters advise upon, interpret, and sometimes enforce, or assist in the enforcement of, Federacy Guidance and Regulations. Arbiters are needed to know if a particular Guidance has been breached or if conflicting Guidances can be applicable to a given situation. Higher level Arbiters have been known to find amazing loopholes and can cut through mounds of Red Tape (the bulk of which is ensuring that other, sometimes obscure Guidance is not being missed), and are therefore highly valued. Arbiters in their official capacity hold the status of Diplomats throughout the Federacy.   Computers have easily advanced to the place where they can efficiently run all of Resoni society, but history hints of that being attempted more than once with rather poor results. Sentients are not particularly fond of machine rule; who knew? Arbiters are necessary to inject sentient thought into the bureaucratic process while attempting to ensure that things function smoothly from a guidance principle.  

Career

Qualifications

Arbiters must be able to comprehend directives and compare the application of Guidance to events (Administration, some Empathy may help). To the extent that they may be required to render judgment as to whether an event is covered by even obscure Guidance, they must have a comprehensive understanding of how to access and interpret Guidance, which seems to almost have a formula that's indecipherable to all but the most studious of socio-algorithimists.   Arbiters are Federacy Regulation Enforcement Directorate Officials and must renounce any other familial or national ties before receiving their commission (and traditionally, before beginning their official training).   Talented or High level Arbiters are also trained Investigators (sometimes spearheading Federacy Special Investigative Units as many situations require the rigorous ability to unearth hidden evidence; talented Investigators become Troubleshooters 

Career Progression

At the First or Second Circles, Ranks or Orders, Arbiters are Initiates and are considered to be in training until they are an Arbiter of the Third Circle.   Arbiters of the Sixth or Seventh Circle are usually Diplomats, otherwise these serve at least one tour of five years as Ministers of the Magistratum. There are rare Arbiters of this level who serve as a Minister of the Magistratum and then retire, but there are some which have been known to retain or be recalled back into their commission.

Perception

Purpose

The purpose of Arbiters is very similar to all other B'crats: to keep humanity active in the system. Specifically, they function as legal advisor, judge and sometimes jury when someone comes in conflict with Guidance.

Social Status

Arbiters who are operating in official capacity are afforded the equivalent status of Diplomats - Administrators or Directors directly in the service of High Officials. Therefore, they are not to be hindered in their activities. Even Arbiters who are not acting in official capacity are accorded the benefit of the doubt in most circumstances and left unmolested. However, they are also held to an incredibly high social standard. Arbiters guilty of misconduct can expect truly severe penalties with additional Betrayal of the Trust charge tossed in for extra measure.

Operations

Tools

Matrix of Discernment. This specialized device further modifies an Enhanced PERSONA, having deductive algorithms and investigation enhancement tools which are used to assist an Arbiter in researching information and rendering judgment upon a Matter of Guidance. Of course, they contain the most up to date Guidance available.

Workplace

Most Meeting Assembly places can quickly be set up as a Hall of Guidance. Some results are rather informal and can be transmitted via secure missive.   Commandeering a Courtroom: An Arbiter can request a specific location be requisitioned into a Hall of Guidance which allows the requirement for it to be swept for security and minimum acceptable communications access. By Guidance this request is typically made through channels and at least 25 hours in advance of need, though this can sometimes be expedited in cases of emergency.

Provided Services

  • Administrative Services. All Arbiters are fully trained B-crats and can function as a B'crat of similar rank. This is not a service they advertise, but it is something generally known.
  • Advice on Guidance approach. Arbiters are indispensable when a situation is being considered and interested parties need to know if it will run afoul of Federacy Guidance. Initiates (Arbiters of the First or Second Circle) are allowed to give Guidance, but it has to be authorized by a full Arbiter.
  • Advocates. Advocates advise and help clients prepare statements and evidence for clients. Initiates are allowed to serve as Advocates.
  • Determination of Guidance Violation: Full Arbiters can determine whether a Guidance has been violated, and usually during the rendering of his or her judgment, can indicate whether conflicting or related Guidance has been violated. Arbiters typically recommend sentencing, and this sentencing is usually accepted. Those who disagree with an Arbiter's decision has the right to appeal to a higher level Arbiter, with the Office of Final Resort being the final court of appeal in the Federacy System.
  • Diplomacy: Full Arbiters may be commissioned with a Diplomatic Mission or Post to represent the interests of the Federacy. All member states of the Federacy have at least one stationed Diplomat, and many Developed Colonies sometimes have them. This is useful because in smaller populaces, said Diplomat can (and often does) perform all other Arbiter services.
Alternative Names
RBs, Arby's, Biters
Demand
High
Legality
Arbiters are typically not bound by Local Ordinances and Laws, but this does not mean that they are free to interfere with the operations and processes of sovereign states. Beyond Federacy Core Guidance, most Guidance deals with issues pertaining to "Actions Beyond Sovereign Borders" which can include events between members of two different sovereign states. In point of fact, only sovereign states can make Laws, and all other organizations must abide by those laws. However, those laws cannot counter Federacy Core Guidance (for example kidnapping will never be a legal activity on any location in Federacy space.    All Federacy citizens can request trial by Hall of Guidance, but this can prove tricky as the Federacy highly values the sovereignty of its members and will typically return the matter to the hands of the local officials, often with further damning evidence. If the Federacy does take a case and find them in violation of Guidance, the offender may wind up with maximum penalties imposed by both the Federacy AND the local officials.    However, a Federacy citizen can request Federacy Advocate Review and doing so can often put a positive slant on things because while the Arbiter will not be in a position to provide a ruling, not only can he give advice, but is also bound to report any judicial improprieties. As all Federacy citizens have a right to a fair trial, violation of such is a violation against Federacy Guidance, which may be cause for an Arbiter's Investigation.

Articles under Arbiters


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