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Characters: Soundscape Factions And Species
Soundscape's folder for the factions.

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    Aselian Kingdom 

A powerful, but isolated faction located south from the Destriers, ruled by a Royal Family and governed by the Noble Houses. Technically a confederation of separate kingdoms, Aselia is a prosperous dimension with a stagnating military and unstable leadership system, with hostilities growing increasingly more frequent and aggressive between the Noble Houses, the Royal Family members, the military commanders and the state church. In the wake of the Seithr rampaging across the dimensions, Aselia was the proposer of a non-aggression treaty between itself, Anqullans, Cryslian and Valhallans, in order to bolster their anti-Seithr defenses, while refraining from attacking one another in the process - it keeps things easier.

An absolute monarchy with Medieval Fantasy influences, Aselia officially paints itself as a neutral faction, but maintains good relations with the Anqullans, Cryslian and Valhallans, thereby serving as the main diplomatic branch keeping their colleagues from descending into war. Aselians have a prosperous economy, geography and society, but their enforced neutrality has stagnated their military forces, since they don't have many enemies to fight. In the rare times that they can fight, Aselians utilize magic-based weaponry and spells, divided into three categories: assault, defense and medical. Aselian soldiers often support one another in a fight, utilizing teamwork and cooperation to at least survive a battle.

In terms of governance, each nobleman heads a specific aspect of governing a nation, from economics and manufacture, to defense and diplomacy. Every high-ranking Noble House founded a particular subdivision of the Aselian military, from familiars and magic-based weapons, to Elemental Powers. Culturally, the majority of Aselians hold belief in a Goddess known as the Sovereign, but that's taken a variety of ways: moderately-religious Aselians view Devy as a mother/sister figure, while more unfortunate lives hold her as a messianic figure and a beacon of hope. The more devoted ones worship the Sovereign Goddess as the great overseer and creator of all, but the atheistic portion renounces her as a superstitious scam.
  • A House Divided: There is lingering hostility between members of the Royal Houses, the clerics, the magistrates, the noblemen and the military commanders.
  • Ambition Is Evil: On a personal belief, sure. On a global scale, certainly not.
  • Big Good: They treat their Sovereign Goddess as one.
  • Big Screwed-Up Family: The King was an overworked monarch that barely had time for his children, to the point where only his oldest three children knew of his very existence. The Queen was psychologically forced to govern the kingdom in place of the King, and in order to handle it better, she turned herself into a cold, strict near-Evil Matriarch. The Queen's sister, who replaces her as head of state, is treated as a Replacement Scrappy, whose only real job is to act as a temporary figurehead. The eldest prince has serious parent-pleasing issues, enough that he nearly lost his sanity trying to keep his mental stability intact. Second prince is an ineffectual compromiser, concerned with impressing people that dislike him, while proving indecisive and weak-willed. The third prince is a Manipulative Bastard that has aspirations for the throne. The fourth prince is a Dirty Coward, concerned only about his own interests no matter the consequences. The fifth prince is a racist Knight Templar that takes his pursuit of justice all too far. Sixth prince is a Sociopathic Soldier that derives pleasure at seeing others suffer, and the seventh prince makes the World Nobles look like Queen Henrietta.
    • The first princess can't have kids, but only because it's illegal to have an affair with a commoner, so she adopts several dozen low-caste children and raises them in secret. The second princess broke from the pressure of handling her mothers' cold nature, to the point where she's repressed all of her independent feelings and thoughts, since it'd allow her a better chance at getting stuff done for her mother. The third princess is a condescending scumbag that looks down on nearly everyone else, while serving her mother faithfully. The fourth princess is a racist Lady of War that has no qualms with authorizing massacres or institutionalizing cannibalism if it meant getting rid of "lower-level filth". The fifth princess is hedonistic and promiscuous, but has to keep that a secret so she can keep public relations stable. Finally, the sixth princess is a Rich Bitch that enjoys mocking commoners' lifestyles.
  • Church Militant: The State Cathedrals employ private agents called Clerics as their bodyguards. Clerics serve as a State Sec, converting non-believers, purifying sinners and pacifying heretics.
  • Compelling Voice: Magistrates employ this rather liberally.
  • Crapsaccharine World: Aselia looks beautiful and remains the most prosperous faction, but religious indoctrination, magical enthrallment, totalitarian leadership and tensions within the government keep it from being a Mary Suetopia.
  • Crystal Spires and Togas
  • Dark Messiah: The Aselian magistrates were considered infallible, no matter their commandments.
  • Fantastic Caste System: At the very top of the castes are the Archons (aristocracy), who work like bureaucrats and politicians. Next in line are the Magistrates, religious priests, and their Cleric bodyguards. The Champions make up the military, followed by the patricians, land-owning civilians that earned their recognition as citizens. The lowest caste are the Muggle Plebs, typically used as Slave Mooks, Human Resources and Cannon Fodder.
  • Flat Earth Atheist: A couple of the commanders and noblemen are doubtful of a goddess' existence.
  • Happiness in Slavery: The average Aselians' existence is actually rather comfortable, but they're still second-fiddle (at best) or Human Resources (at worst) to the higher-ranking Aselians.
  • Human Resources: Used to stabilize the environment, but they allow themselves to be used as resources, either for "community above the person", to achieve enlightenment, to meet the Sovereign, or to cleanse themselves of their sins to the Sovereign.
  • The Magocracy: Every single Noble House wields a particular type of magic. In fact, in order to rise through the ranks as an Aselian, you need to gain magic-based abilities. Bonus points if you can come up with a newer type of magic.
  • Medieval Stasis: Regarding their military, that is.
  • The Needs of the Many: Their core non-religious belief, which is shared even by their rulers.
  • Propaganda Machine: Journalists selectively report the news, reinforce educational compliance and insinuate propaganda onto the civilians, so blatant fabrications are commonplace with the Aselian media.
  • Regent for Life: Magistrates often portray themselves as these, since their influence even reaches the military and aristocracy.
  • Space Romans: Aselians are a conglomeration of several Middle Ages-era European cultures, philosophies and civilizations.
  • Thoughtcrime: They don't need to brand free will as Thoughtcrime, when they've already succeeded in controlling free will through dogmatic propaganda.

    Cryslian Federation 

Residing to the east of Metropolis, Cryslians employ a directorial system of governance and a congressional style of representation. The Federal Congress consists of the Cabinet (executive), the Senate (legislative) and the Consulate (judiciary). The Chief of State for the Federation is the Chairman, who holds executive power. Serving as both a managerial and advisory role in the Congress, the Chairman is a technocrat, chosen based on their previous experience and expertise in a particular level of administration. Exerting their authority over the policies and executing them at their own discretion, the Chairmen manages the operations and laws of the Congress, so long as it fits with the Senators' and Consulars' decrees. In addition, the Chairman appoints and dismisses Secretaries, supervises the Congress, structures the staff system, enforces the bills that were signed into law by the Senate, and oversees the actions of the Congress as a whole. The Chairman cannot block, remove or dismiss a bill that was passed by the Senate, nor can one determine which laws are passed, but they are allowed to determine the execution and interpretation of said laws.

Appointed by the Chairman into the Cabinet, Secretaries spearhead the subdivisions of political administration and social organization (i.e. Secretary of Commerce, Secretary of Finance, Secretary of Defense, etc.), but their only jurisdiction is the position that their title presides (ex: the Education Secretary can only manage policies involving education). If the Chairman is already spearheading a specific level of administration (say, Homeland Security), then a Secretary is not needed. At the behest of the Secretaries, delegates of the Senate are required to form committees dedicated to coordinating departments, as well as performing research and making recommendations on a change in policy. Each committee is headed by a board of trustees; democratically appointed technocrats who jointly oversee the activities of a committee, establish broad policies and objectives, and review the daily performance of the department. Secretaries pull double-duty as the presiding officer of the committee and the chief executive of their respective departments; their policies are based on the delegates' advise.

Officials in the Senate are elected delegates that represent their constituencies, ranging from entire realms and governments, to guilds and corporations; they propose and implement laws that cannot be challenged, blocked or removed by the Cabinet. Any nation-realm granted an embassy (hence, a seat on the Senate) is considered an associate member of the Federation, bound by the accords of the Federal Conventions. The Consulate is another body of elected officials that represent their constituencies, but rather that representing an entire organization, Consulars represent districts, communities, ethnic populations, advocacy groups, worker unions and so forth. Diplomats, religious figures, local politicians, and other prominent Consulars could address their concerns to the Senate, but only the Senators have voting power, and only representatives from other realms or governments are allowed a seat on the Senate. However, Consulars hold the unique position of pardoning or indicting criminals, convicting outlaws and sentencing felons. They're even allowed to recall a Senator and impeach the Chairman, based on violations of the Federal Conventions. In order to influence public opinion and/or policy, the Consulate and their advocacy groups (moral, political, faith and commercial) utilize lobbying, media campaigns, publicity stunts, public polling, and policy briefings; they play an important part in the development of Cryslians' political and social systems. Some advocacy groups wide ranging long term social purposes, others are focused and reactionary to an immediate issue or concern, but many have been accused of manipulating the democratic system for narrow gain.

State-realm governments entrust most of the executive powers, including law enforcement and provision of services, to a highly trained and experienced professional city manager. The Consulars of a particular city-realm make the city ordinances and sets policy, but hire a paid administrator, called a Monitor, to carry out its decisions. The Monitor draws up the city budget, heads the law enforcement and supervises most of the departments, but there is no set term; the Monitor serves as long as the Consulars are satisfied with his or her work.

    Equerrean Hegemony 

A powerhouse modeled after the European colonial empires, Equerreans were the ones that discovered and documented thousands of new dimensions all over their side of The Verse. Trade, colonization, exploration and annexation were used to expand its influence and territories, subsequently forming dominions, mandates, colonies and other subordinate states. It exerts considerable political, commercial, economic and military influence throughout The Verse; their biggest rivals are the Cryslians. The mayor for each city acts as an elected executive, but their acquiring of such an office varies from each city. For example, some mayors are elected alongside the other Commissioners; some are elected first, who then appoint the other Commissioners on advice from the City Commune; some are appointed by the Director; and some are chosen entirely by the Communes. Each city commune is the equivalent to a board of advisers or councilors, who function with legislative power.

As the recognized governor, the Director commands all levels of administration (federal, cantonal and municipal); he appoints or removes officials into office (e.g. ambassadors, monitors, generals, judges and CEOs), pardons or communes top-level convicts, convenes and adjourns the Charter, coordinates partisan fund-raising and spearheads all executive affairs. While the power to declare war is vested in the Charter, the Director commands and directs the military and combat strategy. As head of foreign affairs, the Chancellor decides whether to recognize new nations and new governments, and negotiates treaties with other nation-realms, which are approved by a two-thirds vote from the Charter. The Director determines the extent to which any nation-realm presents an armed presence in a given area, how each nation-realm will enforce copyright treaties, and how each nation-realm will process foreign mail.

Once elected, the Director can not only marginalize the influence of other parties, but exclude rival factions in his own party as well, or even leave the party whose ticket he was elected under. The Director can thus rule without any allies for the duration of one or possibly multiple terms, a worrisome situation for many interest groups. Disagreements between the Director and the Charter can lead to political gridlocks, with each side shifting the blame to the other and touting their own success in lifting the gridlock. When the Director and legislature are in disagreement and government is not working effectively, there is a powerful incentive to employ extra-constitutional maneuvers to break the deadlock. Impediments to leadership change are commonplace, as the only way for a Director to be removed is if they violated the law; being taken down simply for being unpopular, in and of itself, is against Equerrean law.

    Valhallan Dominion 

An expansionist kingdom to the west of Lysoleu, the Valhallans have a meritocratic society, divided into nine citizenship tiers. An aristocratic stratocracy, Valhallan political positions double as military ranks, and government positions are always occupied by military commanders. The nobility aspect comes from the fact that higher-tier Valhallans are allowed to form entire dynasties with every higher tier or rank that they gain. Valhallans gain "prestige" through sexual promiscuity, military prowess, personal influence, combat skill and/or regular competence; they can be "demoted" if they are particularly incompetent, intrusive or insubordinate. Their high value in Asskicking Equals Authority comes from how Valkyrie Kilnorse, a Valhallan woman, was the first among her species to discover and manipulate Seithr, terraform large portions of Valhalla and defending it from an Eldritch Abomination single-handed. Although most Valhallans can manipulate Seithr, only a few have the power to regularly fight off the aforementioned Eldritch Abomination and terraform the realm; all who do are named in honor of the first who did so.

The first tier is the poor and unemployed class. The second tier are the workers and servants - they cannot marry or procreate, but they are allowed to mate with whomsoever their employers happen to be. The third tier is when those servants and workers are able to fight for themselves - they're used as bodyguards and they can procreate with their employer-commanders, but they can't marry and they're only allowed to procreate four times, with a maximum number of five children. The fourth tier are regular guards promoted into officers - they can form a mini-dynasty of servant-soldiers with their employer-commanders (said dynasty members automatically have the same privileges as any those in the fourth tier), but they aren't allowed to marry and they can have up to seven kids. The fifth tier are the everyday home-owners, who built their property from scratch and employ workers from the more barren areas - they are allowed to marry once at a time, they can employ up to seven workers at a time, and they can have up to nine children.

From the sixth to the ninth tiers are the "Archon" tiers. Sixth tier is comprised of land-owners, who "own" areas of property by discovering a new region to populate within - apart from employing up to 50 workers, exercising in polygamy and gaining eleven children per spouse, they determine where, when and how property can be built, and they allow whomsoever they desire to occupy that property. Seventh tier is held by the overseers, who actually govern and defend entire regions of property - they can employ hundreds of workers (who double as guards), marry up to nine people at a time, gain up to 17 children and implement their own "mini-government" (i.e. their version of property management, regional governance and work regulations). Eighth tier is comprised of Rectors, where the usual duties of an overseer are taken Up to Eleven, just with entire continents - they have thousands of official servant-soldiers, they can determine the "governmental" structure of their specific continent, they're allowed to have up to thirteen spouses and they can have 24 children per spouse.

Both the eighth and seventh tiers pull double-duty as military defenders and protectors from foreign races or Seithr-spawn. The ninth and final tier is their Warrior Queen, who spearheads the military defense and policy-making structures with the Archons; she can have as many husbands, concubines and children as she likes, but they cannot form a monarchy - they can only be individual Archons.
  • Action Girl: All Valhallan women, really.
  • Authority Equals Asskicking: Valkyrie is the obvious example, but others fit as well.
  • Benevolent Alien Invasion
  • Big Good: Their Warrior Queen, Valkyrie.
  • Dark Messiah
  • Explosive Breeder: The typical Valhallan tends to have up to five children, at the least.
  • Fetish Fuel: Admit it, gals. Wouldn't you want to be called "Your Highness" by an incredibly attractive male Sex Slave? invoked
  • Foil: To the Aselians.
  • Fridge Brilliance: They're rather Steampunk, and they fuel their fusion power with water. Water actually contains usable fuel for fusion power.
  • Gender is No Object: Despite men being workers and sexual partners for females, both are capable of gaining prestige, and both are required to fight for the Dominion if needed.
  • The Kingdom: More militaristic, though.
  • N-Word Privileges: Stud is actually a word that basically means "animal used for breeding". It's as bad an insult as you can say to a Valhallan male, but they're fine if their masters call them that. To them, it's like being claimed as property by someone that you don't consider as your owner.
  • Puppet King: The heads of the colonies established by the Valhallans.
  • Really Gets Around: In a direct contrast to Aselia, Valhallans staunchly advocate for sexual freedom, but impose heavy regulations in order to keep it "Safe, sexy and secure". The average Valhallan woman has seven bodyguard-servants, all of whom triple as (willing and eager) sexual partners, but she can only marry one man and it doesn't have to be any of her servants. Women that hold political and military power are allowed to marry more than one man at any given time. A Valhallan male can be a "servant" to more than one woman, along with seven kids per master.

Independents

    Chirrul Swarm 

Entire colonies of insect-like arthropods, who help ecological developments, thereby sustaining a planet or realm for as long as as they decide to do so.
  • Hive Mind: Synapse collectively controls the Chirrul as a whole, but it's more benevolent than the typical example.
  • The Juggernaut: The Carnifex and Ravenor.
  • Large and in Charge: Bigger, stronger and smarter, the Chirrul "Tyrants" direct the other Chirrul organisms and biomorphs at the Synapses' will.
  • Living Weapon

    Destrier Hierarchy 

Located in the city-realm of Lysoleu, the Destrier Hierarchy is a self-funded, inter-dimensional agency that keeps balance in the world by safeguarding sources of dangerous power. While true, in reality, the Hierarchy unofficially works double-time as a military and peacekeeping organization, tasked with policing hostile realms, patrolling borders, guarding checkpoints, hunting bounties, incarcerating criminals, battling aggressive species and protecting regular humans. The Hierarchy has outposts, barracks, bunkers, watchtowers, armories, prisons and fortresses stationed all over various dimensions and continents, with the Citadel as their headquarters.

Comprised of a variety of allied, employed and enslaved species, the Hierarchy was founded by their Imperator, who held legitimate fears over the existence of antagonistic Seithr-affected species like the Vyrrick or Volkrodo. Through the discovery of magic-science weaponry known as Aryls, the Imperator was able to recruit and train several agents under his wing. Assigning distinct specialties for each agent, the Imperator allowed them to quickly form separate branches, squadrons and departments for the Hierarchy, all of which are spearheaded by a Director (department manager) or an Executor (military commander).
  • Asskicking Equals Authority: The Executors are promoted for their battle prowess.
  • Authority Equals Asskicking: Played straight with the Executors.
    • Subverted for the Operators and half of the Imperators, who have useful Scimitars, but aren't suited for combat.
  • Boss in Mook Clothing: Legionaries are the only members of the Hierarchy that wear armor, and they're more numerous than the named characters, but they're very powerful fighters.
  • Civil War: A famous one occurred between Avarono and Delsudol.
  • Conflicting Loyalty: Various soldiers tend to be torn between their friends/family, their desires or their duties.
  • Elite Mooks: Everyone.
  • Empathic Weapon: Scimitars are forged from Seithr-manipulating magic-science, so they tend to be sentient.
  • The Empire: Courtesy of Imperator Avarono.
  • Faceless Goons: While researching and experimenting on natural Seithr, the Artifexes and Sacristans were curious about the sentience of Seithr, so in order to test out just how independent Seithr can be, the Artifexes and Sacristans used Aryls to construct Power Armor for Seithr, creating a Super Soldier Empathic Weapon subspecies known as Legionaries.
  • Good Old Fisticuffs: Brawlers use old-school punching and jabbing in a fight. By contrast, Meslers use martial arts.
  • The Gunslinger: Sharpshooters are precise and agile, able to take on dozens of enemies without too many difficulties.
  • King Mook: Enforcers are defensive-type fighters, utilizing shields of all types against their foes, from Deflector Shields, a Shoulder Cannon and an Attack Reflector, to a suicide bomb, a melee weapon and a firearm.
  • Law Enforcement, Inc.: Started off as one, thanks to Endruhm Dynethal, and later grew in power due to Amylase Trestlend.
  • Mecha-Mooks: Cryceph are Seithr-enhanced cyborgs designed to explore and terraform the Seithr-infested remains of Earth.
  • More Dakka: Suppressors rely on this to fight off hundreds of opponents at once.
  • The Musketeer: Skirmishers harass and ambush enemies, supporting heavier allied units with fast attacks in multiple directions. As a bonus, they combined their swords with guns in order to achieve a more effective, faster-paced combat form.
  • Private Military Contractors: Particularly during Avaronos regime, the Destriers would work as mercenaries against the Vyrrick and Chirrul. Under Vellerot, a subdivision was made for mercenary work, so they wouldn't stretch their resources as far as they did with Avarono.
  • Razor Wings: Some Cryceph have wing-blades used for heavy attacks.
  • Slave Mooks: Nearly every species that went under the Hierarchy's "protective services", a trend that started with Imperator Avarono. The slaves' official name was "Compliers".

    Freelancer League 

An organization of independent, Aryls-utilizing guilds of humans that banded together, terraforming Seithr-infested areas, combating hostile Seithr-possessed beings and obtaining mysterious artifacts for research, while making it into a profit by lending its services to the highest bidders.
  • Disc One Final Boss: Subverted. While they certainly serve as a major antagonist to the Destriers, subsequent villains prove so dangerous that it forces several an Enemy Mine between the Freelancers and the Destriers.
  • Enemy Mine: Several are formed with the Destriers.
  • Enforced Cold War: The Freelancers and Destriers are among the most powerful, independent military organizations within Lysoleu, and their rivalry gradually became more intense later on, but their leadership and the Lysoleu Armed Forces made sure to keep it from falling into full-scale warfare.
  • Evil Counterpart: Freelancers are mercenaries that have no scruples with handling the Dirty Business, so they're more likely to lean over the Moral Event Horizon than the Destriers (who often edge around the horizon) were at the time.
    • It later gets surprisingly inverted; the Freelancers develop a better sense of 'restrain', while the Destriers ironically become worse.

    Lysolan Consortium 

The newest dimension that the humans migrated into, following the desolation of Earth. Abolishing conventional governmental systems entirely, the humans focused more on surviving in another dimension. The city that was built and housed by the majority of humans expanded over time, to the point where entire districts function as municipalities, and the 'main' city is generally regarded as a megalopolis. Each district has its own independent criminal and civil law codes, and every institution manages its own internal administration, with the Principal as the chief executive and academic officer, appointed by the Academy Court with a single term of three years. Depending on the colleges' structure and the districts' individual constitution, Principals control budgeting, head academic legislation, manage administrative operations, provide pastoral care, retain teaching responsibility for top-level academia, and command the Armed Forces of a district.

Each district has a Student Union, governed by an elected Student Council. As the chief executive of the student body, every Student Council President has an absurd amount of authority over the administration of the student union, including enough influence to push for laws that benefits the student body. Presidents address the grievances of the students to the Principal, argue with the Principal over legislative matters, critique the laws that were passed by the Convocation, and spearhead all administration affairs involving the student body. Some Presidents appoint the Councilors, while other Presidents let the staff decide, and others still are elected by the students alongside the President. In addition to a student government, many districts have established governments for faculty (e.g. Faculty Senate - who initiate policies carried out by the staff) and staff (e.g. Staff Assembly - who coordinate the managerial operations for the Elaborate University High), with the Principal as the chief executive. The federal government is called the Commission; both the legislative and executive functions are given to one group of officials, based on a technocratic meritocracy, and all are elected city-wide. Supervising the work of one or more city departments, Commissioners set policies and rules by which the city is operated, enforcing the doctrines of the incumbent Director. Senior commissioners (current or otherwise) can run for the directory, with a term of six years and a limit of three consecutive terms.

Chancellors serve as system-wide chief administrator, with Principals governing individual institutions. Along with atypical duties associated with spearheading academic and governance operations, the Chancellor is in charge of public and foreign affairs, heads financial and economic matters, and retains judicial properties, allowing him to determine the sentence of a top-level convict. The Chancellor is elected by the Convocation, a body comprising all graduates of the University who appoint Faculty members; the Chancellor holds office until death. With the Chancellor holding ultimate authority in deciding policies, the Convocation works as a policy-forming system, proposing newer laws and enforcing established ones, while reaching collective decisions on policies initiated or evaluated for recommendations to officers of the University; it's an advisory board, representing the administration as a whole. Finally, appointed by the Chancellor, Directors spearhead the Commission, enacting, dictating and coordinating virtually all administrative policies; Directors tend to be senior commissioners, and Chancellors are often former Directors. In this regard, the Director is analogous to the White House Chief of Staff.
  • Absurdly Powerful Student Council: So powerful, they double as a political administration. It's the newest system of government for the humans on Lysoleu, where students individually decide what to do with their time, and learn as a by-product of ordinary experience. Clubs and classes are conjoined, since the "classrooms" are just rooms that students congregate due to their interest in a particular subject; age-mixing is widely encouraged. The Student Council, nominated by the principal and elected by the students, was originally established to help maintain the grander-scale issues relating to the curriculum; councilors are allowed to present students' grievances to appropriate authorities, for example. Furthermore, they have the authority to fund, maintain and approve festivals, ceremonies and lobbies themselves. Its influence extended into extracurricular activities, student discipline, cafeteria food, Safety Patrol jurisdictions, sports competition and the daily schedule. Class representatives are seniors that assist teachers, advise students, maintain order amongst their classmates, and present juniors with the basics of a subject. Each student councilor has a convener, who works as their manager, adviser and a liaison to the representatives.
    • Nowadays, the Lysoleu Student Council was turned into a student union, primarily due to the increasing size of the institution, its campus and city districts. The Union accorded its own building on the campus, dedicated to social and organizational activities of the student body; it even doubles as an activity center for students of higher-ranked education (dining halls, game rooms, lounges, student offices and so forth). Students can get involved in the union by becoming active in a committee; by attending councils and general meetings; or by becoming an elected officer through online voting. Within their capacity as representatives of the student body, the Union represents the interests and concerns of the student body, charters and regulates student societies, sponsors campus-wide programs (e.g. Homecoming, concerts, parades, speakers, entertainment, etc.), disburses mandatory fees for student activities to clubs, organizations and campus offices, and serve on college-wide committees made up of students, faculty and other staff members. In this case, the Student Council is the governing body of the Union, with the Councilors individually spearheading any of those administrative departments.
    • Furthermore, the Union officially recognizes and allocates an annual budget to other organizations on campus, and the student officers are compensated through salaries, stipends, scholarships and tuition waivers. That's not even getting into how they have a fully functioning military, called the Campus Police and split into three branches - the District Guards, the Safety Patrol and conscripted delinquents. In fact, they tax the classes that perform poorly, instigate rivalries between different sports' teams, and arrange the classes to act as clubs. Together with the Faculty, the Council mainly possesses legislative and executive branches, to the point of being bicameral, enough that the student body president actually presides over the student council. However, the Student Court, functioning as a judicial board, engages in conflict resolution, implementation of established laws, and interpretation of student bylaws and constitutions. Normally, the elected student body president nominates and appoints student courtiers, with the consent of the Student Council, usually through interviewing potential members beforehand. Senior courtiers actually participate in the process of nominating and selecting new courtiers, but the Student Council President is the ultimate authority in appointing the nominees.
    • If you want Real Life analogies: in half of the municipalities, the Principal is the head of state for Lysoleu, while the Student Council President is the Speaker of the Representatives. The Principal is appointed by the staff, while the President is elected by the actual students. The President manages administrative operations with the Principal and represents the student body as a whole, presenting their grievances to the staff and offering changes to the status quo; the President and the Principal often butt heads if they hold conflicting viewpoints of how to manage the college.
  • Amazing Technicolor Population: Humans have evolved enough to include a vast array of skin tones and corresponding biological alternations. It's a consequence of living in an entirely different dimension from their original birthplace.
  • Student Council President: Each district has one, with varying degrees of authority and influence.

Soundscape Fourth ReichDarthWiki/Unpublished WorksThe Spirit Of Stair

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