Inside the Empire
Created by Captain Allison DeBries on Sat Jan 27th, 2024 @ 10:04am
Real-World General Overview
For a real-world comparison, the Terran Empire draws inspiration from Soviet-era Russia. Paranoia of foreigners, and a chess-master approach to professional rivalries.
This is in direct contrast to the more brutal Darwinian methods seen in Enterprise, and TOS. Discovery had a much closer depiction, with Lorca playing a very long game, and displaying the subtle manipulation of a chess master.
Murder is a crime, regardless of who commits the act - except for The State, of course - so simply killing one's superior is a very expedient way to Court Martial, imprisonment, and execution.
Duty, service, success, taking bold risks to achieve the mission, and being noticed by one's superiors are the means to advancement. "I serve the Terran Empire" is no mere statement, it is a fact of life. To serve the State, to serve the Empire, ultimately to serve the Lords of Terra.
The Lords of Terra
The Lords of Terra were once mere advisors to the Emperor. Tired of being ignored, tired of answering to the capricious whims of a madman, the Lords slowly, quietly, began to plot. They each had great personal power, and used that power to help place strategic assets where they would be most needed. Finally, the strike was made.
While the assassination attempt failed, in so far as the Emperor lived, the tyrannical madman was driven out, and the Lords could assume their true leadership of the Empire.
Housed within secure, and highly protected chambers deep at the very core of Terran Space Dock, the twelve members issue order to their Ministries, and Agencies, making decisions as a group on the best courses of action for the betterment, and protection of the Empire.
While the Lords of Terra have been seen outside their secure chambers - they do have subordinates to work with - not one has left Terran Space Dock in almost 30 years,m for fear of their safety.
The Imperial Senate
While the Lords of Tera handles affairs of State on a national level, the Legislative arm of the Empire is the Senate. For each system taken - whether by force or diplomacy - a Governor is installed, to oversee the transition into a member world, and ensure all conditions of the joining are adhered to. These Governors select trusted members from that system, to act as Senators, to meet as a collective group to address matters of law, and settle disputes between systems.
Issues that cannot be settled within the Senate are often settled by the State as a whole.
The time schedule for such Senate meetings is irregular, and each system in the Empire houses a Senate Building, so that no single location must be relied upon.
The Terran Intelligence Agency
The TIA is often said to be the Shield of the Empire, defending against political, and subversive threats both from without, and from within. Comprised of a number of Principle Departments, the TIA is a para-military organisation. It does not operate as part of the Imperial Military, but its members do carry military rank, and wear the uniform of the Terran Empire.
The Agency is under the leadership of the Director-General, who has ultimate authority of all the intelligence, and counter-intelligence operations. The DG sits as a member of the Lords of Terra, and answers only to their peers at that table.
Three Deputy Directors share the number two position within the organisation, each having oversight of certain Principle Departments, allowing the DG to direct the agency as a whole, rather than being bogged down in day-to-day management.
The Principle Departments, each led by an Assistant Director, of two-star military rank, do not have official names, but are merely titled by an ordinal list.
First Principle Department. Foreign Intelligence. Deals with espionage, and information gathering within the borders of foreign powers.
Second Principle Department. Counter-Intelligence. Tasked with detecting, and detaining spies within the borders of the Terran Empire. Both of Imperial citizens working for foreign powers, and visiting foreign nationals.
Third Principle Department. Military Political Oversight. Originally an intelligence department that provided information and analysed to the Fleet, its focus was changed following the events of 2331, and the TIA was given direct oversight of the political reliability of the military.
Fourth Principle Department. Political Counter Intelligence. The primary arm by which the Terran Empire’s political leadership seeks out, and eliminates ideological dissent, and revolutionary action.
Fifth Principle Department. Security, and Protection Services. This Department is in charge of border security, protecting highly classified, and secure facilities, and providing security protection for critically important individuals.
Sixth Principle Department. Science and Technology.