Government of the Imperium

"Let the Imperium be a craftsman. The Paragon is his soul which beckons and guides, the Senators his wisdom which counsels, and the ministers his hands, by which he moulds the clay of the universe. Should one falter, the work of the craftsman shall be ruined. Thus when the Imperium calls, fail not to carry its will out scrupulously. For ruin is the natural consequence of incompetence."

- exerpt from "Wisdom of Rulers", by Anlectis Maltris

As the dominant state in the galaxy, the power which the Sublime Imperium wields is truly unparalleled. No other force among these stars may build megaconstructs of such magnitude as the Imperium does, nor muster armies and fleets as vast as its Talon Navy. Such preponderous might, the thinking goes, must have to rely on a truly titanic system of governance, in which nothing that transpires within its borders does so without the will of its bureaucrats, nobles, and ultimately the divine Paragon himself. This, indeed, is the image that the Imperial government projects of itself - a nigh-omnipotent force of law that watches over the entire galaxy, which provides safety and prosperity to those who bend the knee but crushes without mercy all who would dare rebel.

This image may serve as a powerful tool for Imperial propaganda, but the truth is that the Sublime Imperium’s administration is much less terrifying than it appears to be. Derived in many ways from its predecessor, the Holy Empire of Seranaica, it also relies to a great degree on soft, rather than hard power. In most of the Imperium’s provinces, its rule is indirect and relies for the most part on diplomacy, culture, and trade - not brute force. The Imperium, of course, still has all the means to be brutal when necessary, but without the Vassha Draknirri, the intricate system of protectorates that Alcanti has built over the millenia, the Sublime Imperium would undoubtedly collapse under its own weight.

It is thus impossible to understand how the Imperium works without first understanding the precarious balance of powers within it. The central administration and the regional powers, nobles and commoners, countless species and faiths - all exist in a kind of equilibrium that is only kept in check by the inertia of tradition and the will of the Paragon. Thus does the thousand-year-old colossus continue to trudge forward into the future - treading steadily, yet slowly, so as not to upset any of its individual parts.

Compiled by Baroness Veiz sha-Khadrhé of the Lyrhenian Freehold, for the Margrave of Lyrhen's greater glory. Based on her 30-year old tenure in the Paragonial Court as ambassador, and thorough study of draknir political theory. May we ever rise.



The Paragon


At the pinnacle of the Sublime Imperium’s government is of course its august monarch, who bears the lofty title of Paragon (High Dracid paragavatus, meaning master of kings). Considered to be a representive of the draknir's supreme deity, Drak'han el Aldrin-Parag, and an exemplar of their entire race, the Paragon is a majestic, nigh-deified figure, viewed by their subjects not just as their supreme leader, but as a divinely ordained bringer of cosmic order. Indeed, from the perspective of the Imperium’s subjects, their monarch is the rightful master of not just their domains, but the Galaxy in its entirety. Lesser rulers (that is to say, everyone else) are at best tributaries to kowtow at the Paragon’s feet; at worst, they are barbarians to be swept aside.

The title of Paragon is an ancient one, and has existed for as long as the idea of a galactic government has. Traditional draknir historiography claims that the original Paragons were the ancient lords of the ur-draknir, who ruled tens of thousands years ago. Evidence for that is scarce, though, and the first verifiable usage of the title comes much later, in the Era of Diamonds. During that period, paragavatus was used for both the draknir lords of Vhar Iremis and the lords of the pouz-jok Ascendancy, who used the Dracid term alongside their native title of odlynför.

The modern institute of the Paragons originated some five thousand years ago, when the Kings of Alcanti seized the title from the Clericarchs of the Seranaic Empire. The Alcanti monarchs sought to portray their rule as a restoration of the pre-Seranaic times of draknir rule, and thus revived many ceremonies and rituals associated with it to assert their legitimacy. Even the enthronement ceremony is held not in the Imperium's actual capital, but on Vhar Iremis, as during the Era of Diamonds. However, the influence of the deonari theocracy has nevertheless left its mark on the new monarchy. The idea of Paragons being divine rulers, for example, originated during the Seranaic era, as did the tributary system through which they conduct diplomacy with foreign monarchs.

Despite the great symbolic significance the Paragon has for the people of the Imperium, they are by no means an absolute monarch. The institutions of the Imperial Court, first and foremost the Grand Senate, serve as an important counterbalance to royal power. Thus, most of the Paragon's powers - such as issuing laws, declaring war, or signing treaties - can be overturned by senatorial vote, to ensure that their rule does not infringe the rights of the other Grand Houses, or the regional powers. Even more important limits to the Paragon's power are the ages-long customs and traditions of the Imperium. A thousand rules, spoken and unspoken, exist regarding what the divine monarch is and is not supposed to do; should they fail to ahdere by them, then their divinity, and thus their legitimacy, would be put into question, and a coup by a more worthy member of the royal family would be sure to follow.

The title of Paragon is hereditary, but lacks any strict rules of succession: draknir families are extensive and polygamy is the norm, meaning that traditional lines of inheritance cannot easily apply to them. Instead, the incumbent Paragon personally selects their future heir amongst their progeny, usually by installing them as Princeps of the Crown as a signal of their favour. While this system ensures the competence of royal successors, it also has the potential for instability. The history of the Imperium is rife with dynastic crises caused by Paragons dying prematurely, without choosing a successor. Usually, the royal house's elders would intervene during such an event and appoint a successor themselves, but feuds between royal princes, or even outright civil wars, have not been uncommon either.

Almost as important as the Paragon are members of their family: both close relatives, including consorts, siblings, and children, and their more distant kinsfolk. Draknir culture places great emphasis on bonds of blood, and it is considered customary for the monarch to seek advice from their house's elders, as well as the paraghonse, their prime consort. The royal house is believed to share in the paragon's divinity, and thus the change of dynasties is considered to be a momentous occasion, more so than any succession crisis within the house itself. It may take years for the Senate and the Synod to decide which of the noble houses is worthy of receiving Paragonship, and they may at times turn to the most unlikely of candidates.

Imperial Court


At the highest level of the Imperium's government lies the Imperial Court - an assortment of nobles, functionaries, technocrats and military leaders that serve directly under the Throne. The Court’s responsibilities extend over most affairs that concern the galaxy at large, from defense and taxation to religious peace. The exception to this are the institutions that belong to the Paragon and House Ultanos personally, such as the Intercessor Service and the Academy of Science: these exist separate from the rest of Imperial bureaucracy and are not beholden to it. To set them apart, these institutions bear the designation of Royal as opposed to Imperial.

The inner politics of the Imperial Court are rather complex, and at times opaque. Though traditionally dominated by the select few well-entrenched houses from the Crown - sometimes referred to as the Home Families - the power it wields tends to attract ambitious politicians from all over the Imperium, each with their own political ideas and personal as well as regional interests. There are quite a few rivalries in the Court as a result - Crown politicians oppose outsiders, draknir courtiers scoff at aliens, and disagreements on policy and individual ambitions divide them all. The Paragon is meant to serve as the mediator between political factions, though it would be more accurate to say that they are the eye of the storm - all politicians in the Court, for the sake of advancing their careers, seek to curry their favour however they can.

The Imperial Court is centered not just on a single world or in a single city, but in a single part of that city: the Centis District of Dranlathos, populated almost entirely by nobles and politicians. This level of centralisation is required for two reasons. First is the need to keep the squabbles within the Court in check. The constant balls, banquets and other social occasions in Dranlathos serve to regiment the lives of the courtiers, ensuring that their rivalries and bids for power remain transparent. The second reason is to project the image of a strong, unified state to the provinces. The Talon Navy may not be omnipresent, but through symbolic shows of power and luxury, which permeate the ceremony of the Imperial Court, the Imperium's presence may indeed be felt everywhere at once. Ceremonies of swearing fealty, in particular, play a major role in Imperial propaganda: by watching their leaders arrive at the Court to bend their knee to the Paragon, glimpsing the majesty of the Centis District and the opulence of its elites, the common folk of the Imperium - even from the farthest provinces - are made to feel as if they are part of something greater.

Grand Senate


Arguably the most influential institution within the Imperial Court is the Grand Senate, the legislative branch of the Imperium’s government. Its origins lie in the High Assembly of the Kingdom of Alcanti, a mostly powerless body of royal advisors representing the Kingdom’s protectorates, but over the centuries of political struggle, the council has become a force of its own, capable of standing up to and even opposing the monarch. In its current incarnation, it has the power to promulgate laws and manage the imperial budget; its counsel is also required for the Paragon to declare war and sign treaties.

In the past, especially under less powerful monarchs, the Senate would at times gain a greater role in Imperial politics, rivaling or even eclipsing the Paragon. Such was the situation, for example, after the fall of House Zamarros, when the new Oskavarum dynasty, lacking strong connections in the court, would have to rely on the Senate to retain the throne: even royal successors were elected from the house by senatorial vote. The Ultanos dynasty, however, has done well to keep the Grand Senate in check. Opposition to the status quo is allowed, but controlled; anti-Ultanos and even anti-Imperial sentiment is given a voice, but only as far as it does not actually threaten the Imperium's stability. Still, if anyone in the Imperial Court objects to the Paragon's decision, it is the Senate that does so.

The modern Grand Senate is based, like the Imperial Court in general, in Dranlathos, in the building known as the Senate House. However, it also claims succession from the original Grand Senate of the Old Imperium, which is why, like the Paragons themselves, senators are sworn to office not on Alcanti but on Vhar Iremis. This, in turn, makes the institution of the Senate, to a certain degree, sacred. The Grand Senate is a bicameral legislature, split into the lower house called the Chamber of Realms and the upper house called the Chamber of Peers.

Chamber of Realms
The lower house of the Grand Senate, the Chamber of Realms, represents the many regional polities that comprise the Sublime Imperium - provinces, autonomies, Church dioceses, protectorates. Its members (officially designated Realm-Senators but usually referred to as just Senators) are delegates of these polities, elected either via public vote or by local councils for a period of 12 years. They do not act on their own, but as representatives of their respective governments: Realm-Senators will often delegate with their regional councils when the Grand Senate is not in session, and can be dismissed and replaced if said councils issue a vote of no confidence against them.

The precise number of Senators coming from each region varies depending on their population and the level of integration into the Imperium. Alien client states on the Imperial border are often tempted into giving up their autonomy by the promise of greater senatorial representation, allowing the Imperium to more efficiently assimilate them. In total, there are a few thousand seats in the Chamber of Realms: because of its size, the council generally tends to work in committees.

In terms of power, the primary responsibility of the Chamber of Realms is to draft new legislation, which is passed to the Chamber of Peers before returning with amendments to which the Chamber of Realms must either agree to by majority vote, or adjust with their own amendments. In theory, this legislative power lies with the Realms alone: however, in practice, laws are often promulgated by the nobility, regional and imperial bureaucracy, and the corporate elites, who use their wealth and power to influence Senators. This makes the Chamber of Realms an important battleground for various interest groups within the Imperium.

Chamber of Peers
Compared to the gigantic Chamber of Realms, the Chamber of Peers is a much smaller body, consisting only of around hundred members (called Lord-Senators): one seat for each of the Imperium’s sectors. As its name indicates, the Peers represent the ruling aristocratic families of the Imperium; specifically, those of them which have gained enough political clout to obtain Praetorship over an entire Imperial sector. In the days of the Kingdom of Alcanti, Praetors themselves sat in the Chamber of Peers: currently, however, the Imperium’s extent means that the noble houses have to send delegates to Alcanti instead.

The nature of the Imperial nobility means that the composition of the Chamber of Peers is much different than that of the Realms. It is less diverse species-wise: even if the sector is mostly populated by aliens, the House that represents it will most likely be draknir. Alien Lord Senators do exist, especially in the more established Imperial sectors such as those that comprise Seranaica, but are in a minority. The majority of the Lord Senators are also not elected politicians per se. Most are promising middle-aged nobles that have already distinguished themselves in regional governance: they are appointed by House elders as representatives so that they may gain more connections in the Imperial Court, and also as a test of their abilities. Should they prove themselves in the Senate, they may then go on to become Praetors or even House Archons.

In theory, the role of the Chamber of Peers is to scrutinise and evaluate legislation that is drafted in the Chamber of Realms. In practice, the Peers also serve as a forum to manage the competition prevalent within the imperial aristocracy and particularly among its highest echelons. Because of the ties between the Houses and the sectors they govern, it is not uncommon for Lord Senators to involve themselves in the politics of the sectors they manage, tying themselves to one or several Realm-Senators. Checks and balances subsequently set in place after the First House War have been drafted to limit the ability of Lord Senators to involve themselves so directly with the workings of the Chamber of Realms.

Council of State
Set apart from the discussions of the Grand Senate is the Imperial Council of State, the executive branch of the Imperial government which presides over the Imperium’s various administrative bodies. It is their responsibility that the Paragon’s will is executed, the Grand Senate’s laws enforced, and the titanic-sized bureaucracy required for management of a galactic empire runs smoothly. Members of the Council of State, also termed High Ministers include:


 * High Minister of Agriculture
 * High Minister of Commerce
 * High Minister of Communications
 * High Minister of the Astral Domains
 * High Minister of Health
 * High Marshal of Domestic Security
 * High Minister of Energy
 * High Minister of Education
 * High Minister of Transit
 * High Minister of Provincial Affairs
 * Imperial Arch-Treasurer
 * Supreme Marshal of High Law
 * Lord-Admiral of the Imperial Talon Navy

Each ministerial body is responsible for drafting and enforcing legislation relevant to their sphere of focus that is passed through the Grand Senate, and serve as panels to provide expert advice to legislation relevant to their area. These ministers will have direct contact with experts and representatives in activities relevant to their sphere. For instance, the High Minister of Education is expected to frequently sit in discussion with the Illuminate-Director of the Royal Academy, where both will discuss matters of education.

More so than other parts of the Imperial Court, the Council of State is an ossified institution. It is here that the Home Families, the Crown-based Grand Houses of the Imperium that are particularly strongly connected with Imperial bureaucracy, are at their most powerful. Most High Ministers come from long-standing political dynasties, which have proven their worth to the Imperium through centuries or even millenia of service, and there were even times when certain posts have become de facto hereditary. Nevertheless, the bureaucrats serve at the Chancellor’s behest, and children of nepotism rarely stay in the Council of State for long: the honour of the old dynasties has to be constantly validated, not wasted. Conversely, there is also always a chance for a skilled newcomer to rise through the ranks of bureaucracy and eventually earn themselves a portfolio - provided the Home Families accept them as their own, of course.

High Chancellor


Presiding over the Council of State is one of most powerful individuals in the Imperium Draknir, the High Chancellor. Standing at the very pinnacle of Imperial bureaucracy, the role of the Chancellor is that of a bridge between the monarch, the aristocracy, and the legislature: they advise the Paragon on political affairs, appoint and dismiss High Ministers, and handle the day-to-day management of the Imperium. Invariably a high-ranked member of one of the Home Families (sometimes even doubling as Archon or broodmother ), the High Chancellor is always an important figure in the Imperial Court, able to command respect even without the authority of their post.

Much like the Paragon, the Chancellor is a highly public figure, and has authority both in their own office and the Grand Senate. The key difference here is that, while the Paragons are more tied to the Imperial aristocracy as a whole, and generally sit in the Chamber of Peers, the Chancellor (while also a noble) represents the politicians and bureaucrats of the Imperium, and thus presides over the Chamber of Realms. Despite their position, however, the Chancellor is expected to remain outside the divisions of political discourse; thus, while the Grand Senate often provides advice on potential candidates, the High Chancellor is selected exclusively by the Paragon, so as to ensure that they remain a neutral side during discussions.

Council of High Law


There is no unified legal system within the Sublime Imperium; all attempts so far to create a single, all-encompassing Imperial code of laws - and to enforce it across the galaxy - have ended in nothing but disaster. Most cases thus fall under the purview of various provincial legal codes, which may have completely different laws or even follow different legal systems. Meanwhile, Imperial law (or high law, as per Dracid terminology) is only applied to those matters that affect the Imperium as a whole. As such, the Council of High Law, the supreme court of the Sublime Imperium, is not a particularily powerful institution: cases concerning Imperial law are usually handled on a provincial level, and even disputes between different provinces are usually relegated to Praetors and their offices. The Council of High Law's main task, therefore, is to appoint lower-ranked judges, and occasionally settle grievances between nobles from different circuits.

Despite its relatively minor role, the Council of High Law still holds great symbolic importance. Its High Judges are seen as enforcers of the Paragon's will, who stand above the chaos of the Imperial Court and its factional loyalties, and to be appointed into the Council (which, much like with the office of Chancellor, is the prerogative of the monarch alone) is thus seen as a sign of royal favour. To further signal the idea that the Council is an unbiased institution, High Judges always come from different strata of Imperial society. According to custom, four of the sixteen members of the Council must come from the Home Families, four from other noble houses, four from the clergy and four from the commoners; half of the High Judges must be non-draknir; and at least three must come from each of the Inner Circuits.

Holy Synod


Though the Imperium Draknir does not have an official religion, it is far from a secular state: matters of faith are considered to be of great importance to the Imperial government, enough to warrant an institution of their own. There are two main reasons for that. The first is that religious extremism, ever since the modern Imperium's foundation, has been one of the main obstacles to Alcanti's rule: sects such as the Ferrics or the Mali-kin were among the strongest opponents to initial Imperial expansion in Sanctuary, and continue threatening it to this day. The second reason is more esoteric, rooted in draknir religious philosophy. There is a belief among the draknir that the Imperium is an instrument of divine providence, which exists to fulfill the principles of cosmic harmony through its just and fair rule. Conversely, should it fail to adhere to these cosmic principles and dishonour the gods and spirits of its worlds, disaster would be sure to follow.

It is for these purposes that the Imperial Holy Synod exists. Formed from the most respected priests and philosophers from all over the galaxy, representing all kinds of religious traditions from the primitive to the esoteric, this august body has two duties: to discuss theological matters and find understanding between each other - thus preventing religious conflict - and to pray to whatever deities they believe in for the continuous prosperity of the Paragon and the Imperium. Members of the Synod have little in the way of actual political power, but their rulings on Imperial laws, which they can either support or decry as sacrilegious, can nevertheless strongly influence government policy. The Synod also plays a large role in censoring faiths and ideologies perceived as extremist or otherwise dangerous to the Imperium: the infamous Order of Harmony answers directly to it.

The Synod is one of the few institutions in the Imperial government that is almost always headed by an alien. The draknir's own spiritual leader, the Archbishop of Drakon, is merely the second figure in its hierarchy; presiding over the Synod instead is the Clericarch of Vendaetha, head of the Fourfold Church of the Void, whose clerics also form a majority in the Synod in general. This arrangement is twofold. On one hand, it allows the Clericarch, as ruler of the Dominion of Seranaica and head of the Imperium's largest religion, to participate in Alcanti's politics and have a way to champion their Church's interests in the Imperial Court. On the other hand, by keeping one of the most powerful figures in the Imperium at arm's length, the Paragon can keep the Clericarch's power in check, so as to prevent potential attempts of rebellion or grabs for power. Though this equilibrium has been upset in the past - such as when the deonari Zamarros dynasty took power - for the most part, the balance has held, in no small part thanks to the Synod's existence.

Administrative Divisions


The core principle that guides the regional politics of the Imperium is called Vassha Draknirri, meaning “Draknir peace”. Philosophically, the term refers to the notion that the purpose of the Imperium is to maintain harmony and prevent conflict: within that framework of thought, direct intervention into local affairs is to be avoided if it may lead to unnecessary strife. Politically, it refers to the system of hegemonic rule where member states of the Imperium are allowed to retain their laws, traditions, and governments, whilst also recognising the Paragon's authority and the suzerainty of Imperial nobility. The degree of autonomy given to a region varies from place to place, but it's exceedingly rare that there is none at all: the very extent of Alcanti's rule prevents it from micromanaging the affairs of its vassals.

The Sublime Imperium's administrative structure is fairly intuitive at the higher levels, but irregular at the lower levels. At the very top, the Imperium divides the Galaxy into eleven arc-shaped circuits: five in the Core, headed by Principes, and six in the Ring, headed by Mandators (ignoring the uninhabitable Deep Core). Ever arrogant, Alcanti claims the entire galaxy as its own, but in practice, only the five Core circuits are truly under the Imperium's control - and even then, its rule over the Spin is tenuous at best. Below the circuits are the sectors, headed by Praetors, which are also fairly uniform in size: sectorial borders are defined by the distance from the local capital a Talon Navy dreadnought can reach within a week. Under the sectors are the Imperium’s regional polities known collectively as realms, which are headed by Aediles and subdivided into several types:


 * Provinces are the most common type of regional polity, accounting for most realms within Crown and Mandate. Usually formed from former sovereign states, they tend to retain whatever system of government that existed before the Imperium, with circuit and sector authorities serving as overseers and tithe collectors.
 * Dioceses are very similar to provinces, but are under the nominal suzerainty of the Fourfold Church rather than the sectorial nobility, meaning that the functions of oversight are handled by Void clerics instead. Dioceses exist wherever the Fourfold Church is powerful, though most are located in Sanctuary (although there the status is largely symbolic, as most Sanctuary nobility, including its Praetors, are clerics too).
 * Protectorates are states that accepted the Imperium’s protection in exchange for certain concessions (usually tribute or the right for the Talon Navy to build military bases on their territory). Mostly located in the Outer Circuits, they generally exist outside of the Imperium’s ruling hierarchy: they do not fall under the High Law  and are not represented in the Senate. Some protectorates eventually become provinces, while others retain their status for centuries or even millenia, often because their extralegal status benefits Imperial nobles as much as the locals.
 * Praetoral and principal mandates are areas under which the Imperium has assumed direct control, superseding whatever local government that has existed beforehand, if any. Authority over these territories is then vested to either the regional Praetor or Princeps, who appoints governors to rule over them. Mandates are usually formed from either conquered territories or newly colonised worlds, and their status is generally temporary.

Below the level of realm, there’s little uniformity in terms of government structure. Tribunes administer their territories according to their own laws, and give more or less autonomy to their subordinates depending on them. Imperium law terms all subdivisions of realms subsectors and its leaders Prefects, but the local authorities tend to use their own terms for these positions. Likewise, governors of star systems and planets (Solarons and Planetars respectively) may have more or less power depending on the local laws.

Principes & Mandators
Overseeing the five circuits of the galaxy's core aboard their mighty arkships are the five Principes (singular Princeps, from Dracid parinxi meaning holder of the leader's place). Unlike the lower ranks of Imperial administration, who are merely approved by the Throne, the Principes are personally hand-picked by the Paragon from their most trusted followers, and are invariably part of the monarch’s inner circle. The role of the Princeps is to serve as a liaison between Alcanti and the rest of the Imperium, ensuring the regional governments’ loyalty and conveying their desires to the Throne.

To ascend to the rank of Princeps is a great honour - not just for the individual but for their entire House - and requires a unique combination of talents: personal charisma, diplomatic skills, a thorough understanding of both their circuit and Alcanti’s politics, and above all, loyalty to the Throne. Principate over Crown is traditionally given to the heir apparent, and Sanctuary to the Clericarch, but the other three posts are open to all contenders. Noble houses become agitated every time a Princeps steps down or dies in office, sending their best to Alcanti in hope of claiming the vacant post for themselves.

Despite the high prestige of the position, Principes rarely exercise direct control over their territories. Rather, their role is that of overseers: through their personal connections, and the authority of their post, they keep the Praetors and their governments in line. However, should sectorial authorities be found guilty of sedition or corruption, or in the case of a conflict between two sectors, the Princeps may intervene directly. The arkship of the Princeps is as much an instrument of power as a symbol of office: faster than any other ship in the Imperium, and armed with enough weapons to conquer a star system, it can be deployed at any time to bring the recalcitrant Praetors to justice. Should that fail, the Princeps has the right to request the Talon Navy’s assistance.

The six outer circuits outside the galaxy’s core (and, until recently, the Spin ) do not have Principes, as the Imperium does not have as strong of a grip on these parts of the galaxy. The equivalent rank for these regions is that of Mandator; considered to be below the Principes in prestige, yet bestowed with comparable authority and also given ark-ships to command. Unlike the Principes, Mandators usually have to deal with outsiders rather than other Imperial subjects, and their main task is thus to “advertise” the Imperium, building ties with the locals and facilitating trade. Should an Imperial official prove themselves as Mandator, it is not unheard of for them to be later given Principate over one of the inner circuits.

Praetors
Though Principes and Mandators stand above them in the ruling hierarchy, it is the Praetors of the sectors, more often than not, that represent the Imperium on the local level. Presiding over smaller sections of Imperial territory, they have a more direct approach in governance compared to their higher-ups, personally overseeing Imperial institutions within their domains. Officials such as judges of the High Law, tithe collectors from the Tributary Service, and fleet admirals from the Talon Navy are all in constant correspondence with their sector’s respective Praetor, who will also often have a say in their promotion and appointment. The sector's provincial governments, while formally autonomous, also answer to them.

Sector governments are of paramount importance to the Imperium, without which control over its vast territories would be impossible: the circuits are too large to be governed directly, while the smaller provinces and subsectors are too numerous to be kept in check all at once. The appointment of Praetors is thus a rather complicated matter. They are neither handpicked by Alcanti, nor chosen by the local governments: rather, Praetorates are hereditary, belonging to the Houses of the Imperial Peerage. When a sector is formed, Praetorate over it is generally given to the House responsible for its conquest or settlement; afterwards, the title may be sold, transferred through a dynastic alliance, or, should the House prove incapable of asserting power over the provinces, revoked outright.

Though Praetorate belongs to the House entire, only a single member of that House can be nominated Praetor. To choose the most worthy candidate, most families within the Imperium follow a system called princis aldaman, under which aspiring noblemen gradually prove themselves by serving within different Imperial institutions. A typical Praetor's career generally begins in the military or the diplomatic service, where the young aristocrats are meant to cut their teeth. Following that is a series of positions in the provinces, starting from the planetary level and up to the aedile's office. After the would-be Praetor has learned the ins and outs of their home sector, they are then sent to Alcanti to gain connections in the capital, often eventually serving as Lord-Senators of their sector in the Grand Senator. Should a noble prove their competence at every level, the House elders then make them a candidate for Praetorate.

Due to the power vested in that position, Praetorates are a focal point of Imperial aristocratic politics, over which the noble families compete constantly. Those families that do not yet possess that honour either join the Talon Navy or the Diplomatic Corps, hoping to gain influence in a newly founded sector, or worm themselves into the politics of an already existing one, so that they may, when an opportunity presents itself, supplant their rulers. Meanwhile, the Houses that have already gained their Praetorates are constantly on guard, aware that their positions are quite precarious.

Underlords
The Dracid term xitus, meaning below-lord, generally refers to those Imperial leaders and governors that exist outside of the Imperium's aristocratic system, regulated not by the High Law but by the laws of their respective territories. These political figures may have a variety of titles, and come from every species and culture within the Imperium, but all are grouped together by the Imperial bureaucracy, and given the title of Underlords. The most common category of the Underlords are the governors of territories below the sector, which are entitled autonomy under Vassha Draknirri, up to the provincial Aediles.

The actual level of power held by the Underlords depends on the region in question, and despite the term, not all of them are actual aristocrats. Territories obtained through war tend to be run as autocracies, with the Aedile as its absolute monarch and all lesser positions answering to them. Where colonisation was more peaceful, but still managed by the Imperium, aristocratic monarchies are more common, with power shared by the noble houses that first settled the province: subsectors would then be split between these houses evenly. Deonari dioceses are generally theocratic, with power reserved for those with a deep understanding of the Omnicanon; while provinces formed through trade tend to be republican in character, as do certain alien communities such as those of the zashani.

In the rare situation that the Imperium absorbs a particularily large polity, which exceeds an average province or even sector in size, its leaders also become xitus, but with a unique position outside of the Imperium's normal administrative structure. These setra'xitus, or "Grand Underlords", will then retain a degree of control over their former territories, but sharing it with their newly appointed Praetors. The exact separation of power varies in each particular case, but will always gradually move towards the Imperial authorities. Over several generations, the title of the former alien leader will become purely ceremonial.

On the other hand, by the time the power of the setra'xitus wanes, the polity they ruled will likely be completely integrated into draknir culture, and their elites accepted as equals. It is thus not uncommon for Underlords to form Imperial Houses and retain control over their former domains through the draknir aristocratic system instead, as Praetors or even Principes. The best examples of setra'xitus contuining to influence Imperial politics are the Clericarch of Seranaica and the Custodian of Zakhandar: not only they would maintain their power under the new order, they would in fact increase it, becoming Principes of the entire Sanctuary and Twilight's Spin circuits respectively.

If there is any conclusion to be made from this document, Your Highness, it is that the draknir Imperium is no ordinary state. It is an empire assured of its right over the galaxy, whose institutes are built to absorb and assimilate every culture it comes across, and whose leaders are proclaimed to rule by divine mandate. There are pouz-jok lords who, after defeating one or several Imperial provinces, believed they could challenge the Paragon head-on. Their freeholds are now exemplary realms of the Imperium. Yet do not mistake my wariness for weakness, Your Highness. The preponderance of the Imperium is a strength as much as a weakness. It is a great beast indeed, capable of great destruction; yet it is also an old beast, its reactions slow and its movements deliberate. The draknir empire is rotting from within, even as it continues its expansion, and from that decay, we can yield opportunity. When the red and blues come to our borders, make treaties and pay tribute; when it moves out, break them and expand. When its attention is drawn elsewhere, strike; when it sends punitive expeditions, remain silent. Deal with the individual underlords, while avoiding incurring the ire of the Imperium as a whole. Should you succeed in keeping that uneasy balance, then prosperity can be found in the shadow of the great beast. And perhaps, when the dragon shall at least overextend and stumble and fall, bringing the galaxy to another Interregnum, our Freehold may claim the vacant throne. May we ever rise. - Baroness.