The Outer Rim Confederacy Organization in Stories of a Galaxy | World Anvil

The Outer Rim Confederacy

Structure

The Outer Rim Confederacy is a union made up of 12 sovereign Worlds, organized as a non-partisan presidential republic.   The Congress is comprised of two chambers: the Governors Chamber and the Delegates Chamber. Each World is allotted 7 seats for Delegates in Congress. In the Governors Chamber, there is one seat per Governor. However, since the Governor is often required to remain on their home world to govern it, debates often take place through a Speaker, who may also be a Delegate. In the absence of the Governor, the Speaker is considered the leader of a Delegation. The Delegates Chamber is primarily a chamber for discussion, while the Governors Chamber is where binding decisions that cover the entire Confederacy are made through voting. Each world has one Governor, and each world has one vote.   The composition of planetary delegations varies from planet to planet, but typically includes individuals who have been elected to such positions through some form of election on their home world.   The Governors Chamber elects the President and Vice President from among the delegates. The delegate elected as President is no longer a delegate of their world, which frees up a seat for a new delegate. Once selected, the President forms their cabinet from the Delegates, and cabinet members continue to represent their home world as delegates.   For a new world to join the ORC, a prospective world must have a world government and must be accepted by unanimous vote in the Governors Chamber

Culture

Citizens of the ORC put a high value on individual freedoms and self-reliance. this is expressed in several ways in ORC society, with one of the clearest examples being:   Citizen-Soldier, The concept of the “citizen‐soldier” is based on the notion that citizens have the obligation to arm themselves to defend their communities from foreign invaders and from domestic tyrants. it is best understood in opposition to other forms of military organization, particularly the practices of hiring mercenaries or establishing professional standing armies of the state. In the latter two cases, soldiers and officers are isolated from society and can represent a praetorian challenge to legitimate rule. By contrast, the citizen‐soldiers embody the will of the people directly because they are the people. They have a stake in preserving liberties and rights in a society, hence supplying a check on tyranny and corruption of governments. This is followed by a low level of centralized government control, and relatively liberal gun laws.

Territories

Currently there is 12 Worlds as parts of the Outer Rim Confederacy.
Auraxis - Seen as the Capital of the ORC, known for its vast open semi-arid plains.
Cybera - world mostly covered by Taiga and Tundra, known for its harsh winters and large underground gas reserves.
Pawnee - known for its great open parries and large lone standing rock formations.
Lemoyne - known for its Swampy marshlands and red clayed grassy meadows.
Moheka - known for its endless forrests of very tall trees.
Nova IV - known for its cold weather, walled towns, vast open plains and large open pit mines.
Liberty - industrial power house within the ORC, with many manufacturing plants, steel mills and factories. known for its urban sprawl.
Remus- system with two naturally habital planets, Remus Prime known for it Orbital Shipyards and Planetary scrapyards. while Remus Secundus is known for its pastoral lands.
Straya - resource rich, former imperial penal colony.
Crux - Wet world, known for its long archipelago of tropical islands.
Vista - Dry desert world with large populated mesas.
Inkaanye - Dry world know for its windswept savannah and tribal influences.

Military

The Outerrim Confederate Defence Forces or OCDF, is made up of two branches of service, the Navy (ORCN) and the Army (ORCA). the OCDF is organized around the concept of the Citizen‐Soldier, resulting in only a small standing professional military, with the majority of them being focused around technically complex operations, such as Naval vessels, Advanced sensory systems and such things. with other roles and capabilities able to be filled by mobilized part-time soldiers. resulting in a Navy that is made up of professional servicemen, and operates at around 5/6th occupancy in peace time. with being brought to 100% occupancy in wartime from reserves and militias. While the army operates with an occupancy of around 1/3rd in peace time, with the remaining 2/3rd being found from mobilized Planetary Militias.

Outside of the standing forces of the OCDF, but still part of the OCDF, there are several Planetary militias. this is where the Part-time Citizen-Soldiers are organized under. to be able to volunteer of the Planetary militias you have to be between 17 and 57 years of age, physically and mentally fit. when in a militia its expected of each member to archive a minium of 30-days in active service every year, to remain a member. active service is defined as partaking in exercises, courses and showing up for calls to service.

Each month, depending on estimated unit readiness, unit competence and what units may be needed depending on current threats, the OCDF selects units among the all the planetary militias to be Minutemen; The Minuteman program is a month where the selected units are on high alert, ready to be fully mobilized and deployed, off word if needed, within 24 hours. to help facilitate this each Planetary Militia undertake what is commonly known as Minuteman exercises, for all its units. these are exercises where the units undergoing them, will be mobilized with minimal notice, and deployed to conduct field exercises, minium length of one week in the field. the exact length of the field component of the Minuteman exercises and when what units undertake them, vary greatly from unit to unit, from militia to militia, from Planet to Planet.

Rank Structure

The OCDF has a unified rank structure of its Army and Planetary Militias, though as a Militiamen there are limits to how high a rank is achievable. The highest Enlisted rank a Citizen-Soldier can attain is Master Sergeant. the highest officer rank a Citizen-Soldier can attain is Captain.
Confederate Ranks
by S. Mikkelsen


Confederate Army

Private (PVT) is the entry level rank, upon achieving a years active service promotion to Private First Class (PFC) follows. after a combined 2 years of service, and having passed a initial commanders course promotion to Corporal (CPL) may follow. Corporals are very experienced soldiers who may be called upon to command the other members of their squad, depending on needs and numbers of NCOs in their unit. else they are normally found behind one of the more important weapon systems within their unit. Sergeant (SGT) is the first level of a fully qualified Non-Commissioned Officer, they are normally seen leading a fire-team, though depending on needs and numbers of NCOs in their unit, they may also serve as Squad leaders. as NCO´s they enforce standards and develops and trains soldiers, of their element, daily. after 2 years as an NCO promotion to Staff Sergeant (SSG) may follow. a Staff Sergeant is normally seen leading a Squad of soldiers, or may be found in a Staff role at Company or higher unit level. Upon having mastered the NCO craft, promotion to Master Sergeant (MSG) may follow. Master Sergeants are the senior most sergeants at platoon level, normally serving as a deputy to a Platoon commander. Master sergeants are seen as Field Subject Matter experts, and may also be seen in a staff function at brigade level. First Sergeant (1SG) is the senior most NCO rank in the Army. First Sergeants are normally seen serving in the headquarters of companies as a deputy to the company commander. First sergeants handle the leadership and professional development of their soldiers, especially the non-commissioned officers and grooming of enlisted soldiers for promotions. They also manage company logistics and supervise administrative issues.
Lieutenant (LT) is the initial officer rank, who normally leads a platoon. the rank is achieved after successfully graduating from a officers academy. After 2 years of active service promotion to First Lieutenant (1LT) may follow, signifying a more experienced officer whom now may be moved to a position that requires more experience, such as leading a speciality platoon or being the Executive Officer (XO) of a Company. After at least 1 year as a Company XO and having the required qualifications promotion to Captain (CPT) may follow. Captains are normally seen in command of companies, with experience captains may be moved to positions serving as XO´s for Battalions. Captains can also be found in staff functions at Brigade level. with at least 1 years service as a Battalion XO, and with the required qualifications, promotion to Major (MAJ) may follow. Majors are normally seen in command of Battalions or leading a Speciality Company, though they may also be found in charge of Staff departments at Brigade level. more experienced Majors may be moved to a position as XO for a Brigade. having acquired the required qualifications promotion to Colonel (COL) may follow. Colonels typically command a Brigade. One experienced Colonel per each of the Worlds of the Confederacy, may be selected for promotion to General (GEN) being in charge of all army personnel on their World.

Confederate Navy

Rate (R) is the entry level rank, after 1 years service promotion to First Rate (1R) follows. with a minimum of 1 years service as 1R, and with a favourable performance review promotion to Boatswain (BS) may follow. Boatswains are the senior most Rate and typically assists the NCOs in supervising the newer rates of the ship. Additional duties vary depending on ship, crew, and circumstances. Boatswains with a minimum 2 years of active service, must demonstrate satisfactory performance in the form of a favourable performance review by his/her superiors, and the passing of an exam from the Navy´s Petty School, in order to be promoted to Petty Officer (PO). PO is the first true NCO rank of the Navy and are generally responsible for the day-to-day supervision of ranks junior to them. They may also serve as technical specialists within their Department. After 3 years of Satisfactory performance as PO, and with a recommendation, Promotion to First Rate Petty Officer (1PO) follows. with a minimum of 1 years satisfactory service as 1PO, and with passing a board review from senior NCOs, promotion to Chief Petty Officer (CPO) follows. CPOs, typically addressed as "chief", serve in a dual role of technical specialists within their department as well as leaders, often being the deputy for the leading officer of their department. with a warrant a CPO with the required qualifications and satisfactory performance may be promoted to Warrent Officer (WO). Warrant officer is the senior enlisted person at a command and works as a liaison between the commanding officer and the enlisted ranks, serving as the senior enlisted leader. In this capacity, the WO assists the commanding officer in issues of quality of life, discipline, training, and morale.   Ensign (ENS) is the initial officer rank and is granted after having passed Naval Officers Academy. Ensigns serve as Pilots or as Deputies of Departments onboard a vessel, depending on specialization. after 2 years of satisfactory service and further command courses, having mastered their Officer Craft, promotion to Master (MST) follows. Masters serve as Senior Pilots or Leaders of Departments onboard a vessel. with 2 years of satisfactory service, promotion to Lieutenant (LT) may follow. Lieutenants serve depending on specialization and size of vessel as either, Flight Commanders, Leaders of technically complex departments or as XOs on Corvettes. on smaller vessels they may serve as the commanding officer (Skipper). after a total of 8 years of satisfactory commissioned service, and further qualifications Promotion to Commander (CDR) may follow. Commanders serve as commanding officers on Corvettes or as Wing Commanders. with experience Commanders may be moved to serve as XOs on Frigates. after a period of satisfactory service and depending on availability a Commander may be promoted to Captain (CAPT) captains are typically the commanding officers of the largest vessels of the ORCN, the Flag Frigates. alternatively they may also be found as head of an administrative office. Lastly the Flag Officer (FO) serves as the leader of the Fleet.

ORC Navy Ships and Doctrine
With the Defensive focus of ORC the navy employs a doctrine of area denial, where the intend is to be present to detect any military intrusion while deterring piracy. while if an military intrusion is detected the goal is to lead hostile forces within range of planetary defences. in order to, with combined naval and planetary forces to defeat hostile forces. to this end the ORCN primarily uses 3 types of vessels:
Patrol ships
Corvettes
Frigates

ORC: Outriders
The ORC Outriders, a branch of the ORC Navy, are dedicated to safeguarding the Outer Rim Confederacy's frontier regions. Formed in response to rising piracy and lawlessness, they're comprised of civilian volunteers who use their personal ships to protect ORC interests. These volunteers, from diverse backgrounds, commit to defending their communities, earning recognition and privileges within the ORC. Operating independently but in coordination with the ORC Navy, Outriders conduct patrols and escort missions, deterring piracy and maintaining order. Their proactive approach and local knowledge make them vital in combating lawlessness. As symbols of resilience, they embody the ORC's commitment to freedom and justice, ensuring a brighter future for the Outer Rim.

Religion

The Outer Rim Confederacy is a secular organization and does not have a single official religious stance. The citizens of the Confederacy value individual freedoms, which includes the freedom of religious expression and belief. This means that citizens of the ORC are allowed to practice whatever religion they choose, as long as it does not violate the laws of the Confederacy. The ORC allows for the practice of all faiths, including those that are not widely accepted, and encourages its citizens to respect each other's religious beliefs.

Laws

The Outer Rim Confederacy (ORC) does not have a truly unified law enforcement structure, but rather each of the 12 sovereign Worlds have their own law enforcement structure. Each World is responsible for providing its own police forces to protect and serve the people within its borders. In addition, each World has their own judicial system and set of laws that must be followed. with the exception being The Outer Rim Confederate Marshals Agency (ORCMA) as the only law enforcement agency that has the jurisdiction to enforce law on all worlds across the confederacy, commonly just called Marshals.
orc marshal badge

Since the Marshal service is very small, and often has enormous areas as their individual responsibility, they will generally only focus on the most severe crimes and criminal cases, such as violations of Confederate law, fugitives, and extradition of criminals between the individual member worlds of the Outer Rim Confederacy. They let local law enforcement handle local criminal cases, such as robbery, assault, and other crimes that don't cross planetary boundaries, letting local law enforcement handle most common crimes. Though it's not uncommon for the Marshal service to assist local law enforcement with crimes such as drug trafficking, kidnapping, counterfeiting, organized crime, and white-collar crime. To aid the marshals, they have the power to deputize civilians and local law enforcement, an act that depending on the relationship between the local law and the local marshal may or may not be popular.   Due to the limited manpower of the Marshal Service, they will often issue and manage bounties for those criminals who are exceptionally hard to locate. In order to work for the ORCMA as a licensed bounty hunter, it's required to have a good standing, a relatively clean criminal record, and to submit to a background check. Once licensed, a bounty hunter has access to the Marshal Service's network, enabling them to see what bounties are available, any leads or requirements, as well as the pay they will get.   Noteworthy among Confederate law are the laws around slavery. Due to the conflicting interests among the worlds of the Confederacy, slavery is not outright banned, though it is very clearly and narrowly defined within Confederate law, with only the Drek species banned from being held in enslavement. The definition is so narrowly defined that other slave-like existences are still legal, such as indentured servitude and penal labor.

Agriculture & Industry

The Outer Rim Confederacy is heavily reliant on agriculture, with many of its planets having vast open agricultural plains. Pawnee, for example, is one of the most prominent agricultural planets in the ORC, with great open plains and large rock formations. Lemoyne is another example, with its swampy marshlands providing an ideal environment for agriculture. In addition to agriculture, industry is also a major part of the ORC's economy. Nova IV, for example, is known for its industry, with Liberty also being known for its manufacturing sector.   Most of the manufacturing industry is also centred around the agricultural sector, being that agricultural machines or processing of food stuff. due to the reliance on the agricultural sector, many of the corporations that produce weapons and vehicles for the military also have production lines for combine harvester or tractors and the like. further many of the ground vehicles that drive around on confederate worlds run on bio-fuels extracted from processed crops.

Trade & Transport

The Outer Rim Confederacy has a largely decentralized economy, with most of the production and distribution of goods and services taking place on a local level. This is facilitated by the low level of centralized government control and the relatively liberal gun laws, which allow citizens to arm themselves for self-defense. The economy is largely based on agriculture, with large open agricultural plains and agricultural processing plants in the urbanized areas. Mining is also a significant contributor, with large open pit mineral mines spread throughout the Confederate Worlds.

Infrastructure

to overcome the challenge of not being able to send data faster than light, the ORC has set up a series of communication relays. These will often be built into a existing spaceport if one is present, else it will be set up as large satellite orbiting the main world of each system. while these where only originally set up to allow for official communicants between the worlds of the Confederacy, to help keep costs down the ORC allow for citizens to use this network on a pay-per-use basis. the Relays work by gathering up data and sorting it, before transmitting it to a nearby naval patrol going in the direction of the intended receiver. For those who either dont want to pay the high price for use of the confederate network, or dont want the government to be "in the loop" for whatever reason, there is always the option of using private data-runners. the government even encourages the use of these to stimulate trade and traffic between worlds, and at times use data runners themselves if they cant wait for the next naval patrol.

One for all, all for one

Type
Geopolitical, Republic
Alternative Names
The Confederacy, ORC
Demonym
Confederate
Government System
Democracy, Presidential
Power Structure
Confederation
Economic System
Market economy
Currency
Outer Rim Confederacy Greybacks.
Legislative Body
Confederate Outerrim Worlds Congress
Judicial Body
District Courts (World Individual)
Executive Body
President of the Outerrim Confederacy
Related Ranks & Titles
Related Species

Articles under The Outer Rim Confederacy


Character flag image: by S. Mikkelsen