The Velde Protectorate Government and Charter
The Protectorate is offically classified as a Constitutional Monarchy. Ruled by the Vargr family who originally led the uprising that threw the Zhodani out of this sector of space, the ruler of the Protectorate is formally refered to as a Duke (or Duchess).
The administrative center of the Protectorate is Velde itself. The Legislative branch of the Protectorate is divided into two seperate sub-branches. The House of Lords and House of Representatives. The House of Lords is composed of members of the inherited nobility with an addition of members from each of the Knightly orders. The House of Representatives is composed of two members from each planet of non-noble blood.
It is important to note that the Protectorate's official policies are initiated from the Monarchy. A super majority of both houses of the Legislative branch are required to overrule an established offical policy, with the exception of the military. The only exception to this is that all changes to the financial structure (such as taxation) must originate from the House of Representatives.
Foreign policy decisions, law enforcement, and all military authority remains vested in the monarchy. Control of the military remains in the hands of the monarchy and can not be changed by the legislature. Education and diplomacy are considered under the spheres of the House of Lords.
Justice in the Protectorate
The Protectorate judges are appointed by the monarchy and each serving court is composed of five judges, the most experienced of which is always considered senior. Justice is usually swift in the Protectorate. Those charged with a crime are given only one trial with no appeals, neither guilt or innocence is presumed. A representative for both parties, one to prove guilt and another to prove innocence, appear before the judges at the trial. Self defense is rarely premitted.
Re-education via RNA implant is considered as an acceptable punishment and tends to be used as an alternative to long prison sentences. Punishments levied by the Protectorate (in order of severity): Execution, Forced Re-education, Restitution, Prison, and Fines.
A special note on psionics. All psions must be registered and each psion is required to wear a small pin that identifies them. Use of psionics during business transactions requires premission by both parties. Someone caught in illegal use of psionic abilities usually results in forced re-education via RNA implant. A second transgression will usually result in termination.
Intelligence Aparatus
Intelligence is handled by three different branches for the Protectorate.
The Velde Intelligence Service (or VIS) is focused primarily on gathering data on other nations and acts as the primary counter intelligence agency. VIS agents have broad powers when it comes to dealing with threats, and rarely is lethal force not an acceptable solution.
The Protectorate Investigative Agency (or PIA) is focused primarily on internal threats, including but not limited to large criminal organizations and fifth column movements. It is also responsible for locating and often acting as the judicial aparatus in these cases. Lethal force is usually not a first option (unlike VIS).
The Naval Intelligence (or NI) branch is focused on everything military, with most of its resources oriented toward the Zhodani Consulate. Many members of the NI are either active military or former military. NI most often works in conjuntion with VIS rather than the PIA.
Protectorate Charter
The Protectorate Charter grants each planet a large degree of autonomy (self rule). Each planet has one or more Protectorate Embassies where the planetary government and laws have no authority. These embassies usually include the official judicial representatives as well as the Protectorate ambassador. All military bases are also considered exempt from local planet authority.
Members of the Protectorate are prohibited from possessing jump capable warships with more than three turrets. The ships many not possess any bay weapons or spinal mounts. Note that system defense ships and monitors have no such restrictions.
In order to possess an armed starship, the starship itself is considered an auxiliary and can be called into service at any time without compensation. Planetary militias are composed of marines, army garrison troops, and navy personnel like normal.
Any armed vessel, particularly those jump capable that refuse to respond to hails are considered hostile and are treated as such. A ship not signaling distress usually ends up destroyed or boarded.
The Charter outlines the following as capital crimes: Piracy, Trafficing in intelligent beings (Slavery), Genocide, Murder, and Conspiracy against the Protectorate (Treason). Both Piracy and Slavery are rarely brought to trial as those caught in the act are usually executed when caught.
Noble Titles
Inherited titles are still fairly rare inside the Protectorate. The Monarch of the Protectorate is always a Duke (or Duchess). This is the highest noble title in the Protectorate and is not available to anyone that is not the current Monarch.
The House of Lords is the Protectorate equivalent of the Imperial Moot.
There are currently four established Knightly Orders. One exists for each branch of the military: Navy, Marine, Army. The remaining order is the largest and is composed of all those knighted from non-military careers. Each Knightly Order has membership of ten percent in the House of Lords.
To become an titled noble, the character must have been highly decorated over the course of their career. In game terms, this means that the character must have been decorated at least once. Each time the character is decorated (military or civilian), there is a chance that the character will be knighted. Should the character receive the decoration, then the DC for being knighted is given. The decorations listed are by military then civilian classification. There are no modifiers for this roll.
Decoration = DC
MCUF/FF = DC 20.
MCG/SA = DC 15.
SEH/ZP = DC 10.
Should this roll be successful, the character gains 2000 XP and their SOC is automatically raised to 16. Once successful, the character obviously can not try again.