RIHANNSU GOVERNMENT

 

The following article is excepted from "The Way of D'era" published by Last Unicorn Games, Canada, 1999.

 The Romulan Star Empire is a republic, albeit an oligarchic one.  (Government ruled by a few people). Politics is filled with labyrinth plots, closed-door dealings, and individuals maneuvering for political advantage.  It is a complex game of chess, or move and counter move, risky gambits, strategy and cunning.  A career in Romulan politics has the potential for great rewards, but also carries considerable risk for the overly ambitious.

THE CONTINUING COMMITTEE

Composed of the Praetor, the chairman of the Tal'Shiar, three military officers, the Proconsul, the Vice Proconsul, and the top politicians (Consuls) of the political parties (coalitions), this committee serves as an executive board to determine policy.  The committee is designed to foster compromise and agreement.  each branch reports on any matters of importance.  Any disagreements are or decisions are put to a vote, after each side expresses its opinion.  A simple majority vote settles the issue.

As with anything in Romulan politics, nothing is as simple as it appears.  The military often sides with the Praetor, giving him a full bloc of votes in exchange for appointing certain admirals to the committee.  The Senators on the Committee are further pressured not to vote against the Praetor in the fear that hey may be seen to obstruct a popular ruler.  It is only behind the closed doors of the Committee that anyone dare challenge the Praetor.

THE PRAETOR (Fvillha)

The Praetor is the leader of the Empire and of the Romulan People.  The person (male or female) holding this position is the very embodiment of honor, accomplishment, discipline, and D'era, the destiny of the Romulan people to spread out and conquer the stars.  The Praetor is elected by the Senate from candidates worthy of the position and who are popular with the Romulan people, as he or she must be the representative and role model of all Romulans.

The Praetor has supreme command over the military, the authority to interpret and enforce laws, to inflict the death penalty.  There is so much importance placed on this position, that the Praetor gives up his name while in office and is simply known as "Praetor."  His or her popularity affect the entire culture of the Romulan populace.  Fashions and activities at the palace become trends throughout the Empire.  The Praetor's speeches fir the spirits of the people and provide support for particular legislation or initiatives on the part of the Senate.  The Praetor's image gives people hope in times of trouble and helps inspire loyalty at all times.

The Praetor commands an exclusive Praetorian Guard, a full legion of personnel and ships, including D'deridex Class warships and all the personnel necessary to command and maintain those ships.  The Guard attends all public and ceremonial function and accompany the Praetor on all travels.  The Praetor always travels aboard the flagship when he or she must travel off world.  Members of the Guard act as the Praetor's personal agents, spies and assassins to carry out missions too sensitive to entrust to anyone else, especially if the Praetor is currently out of favor with the Tal'Shiar or the Senate.  Often Guard members will be placed undercover among the Senatorial fleets to ferret out those who might be disloyal or aspire to gain full control for their factions.  It has been rumored that the Praetor has spies even among the Tal'Shiar.

THE ROMULAN SENATE

The Romulan Senate is the supreme governmental body of the Empire.  It maintains complete control over the appropriation of the Empire's resources, determines and executes foreign policy, and makes and ratifies treaties.  it approves and disapproved legislation, as well as the elections of tribunes and governmental officials, and it determines who will be entrusted with the powers of the Praetorship.  Because of the many political ties to the appointed Praetor, removing one from office causes vast changes in voting power and support, so it is a rare occurrence.

The Romulan Senate is also a center of political intrigue and infighting.  The most ancient and noble families of the Empire struggle daily to further their own causes, for the glory of the Empire, and often for their own personal advancement.  The Senate is composed of many factions that bring many voices into Romulan politics and these factions provide a system of checks and balances in the continual struggle for personal power.

Most Senators (Deihu) are from ancient families, and candidates for an open senatorial seat are chosen from the previous Senator's family.  Candidates openly campaign for the positions, appearing in public and making alliances with key senators and coalition (party) members. Before the final choice, each candidate makes a final speech before the entire senate, the speeches broadcast throughout the Empire.

SENATORIAL COALITION

The Romulan Senate is divided up into different coalitions, groups of senators with similar political goals and ideologies who band together out of mutual interest. Coalition members shift constantly as the political climate changes and issues change.  Nevertheless, there are some long-standing coalitions based on age-old issues of Romulan politics.  These are large coalitions with many supporters and may contain smaller coalitions with differences in the finer points of ideology and implementation.

 

1.  Jaridan

The Jaridan Coalition is based on strong support for the military, providing a constant influx of resources for the construction of new ships and training of new personnel.  They support continual outward expansion in keeping with the ideals of D'era. They support new campaigns to explore and conquer newly-discovered worlds and support an ongoing policy of confrontation against the enemies of the Empire.  They believe that continual expansion will ensure the posterity of the Empire.

This coalition receives strong support from the military.  Many of its members are former military officers themselves and have considerable military resources to draw upon.

2.  Nej'ahar

The Nej'ahar Coalition focuses on domestic issues such as economic growth and education, while maintaining order and stability within the Empire.  They argue that outward expansion stretches military forces too thin.  They prefer to see more military resources devoted to garrisons an conquered systems and additional security provided for key worlds.  To gain the support of the average citizen, they support programs of economic growth for Romulan worlds and the improvement of living conditions and quality of life (improved medical care and education) for the citizens of the Empire.

Many powerful and wealthy families support the Nej'ahar.  They seek to maintain traditional Romulan values and to protect everything the Empire has achieved.  They believe that they have a duty to their ancestors to guard the glory of the Empire from all threats, both foreign and domestic, and to ensure a better life for all Romulans.

3.  Jol Tan

The Jol Tan Coalition stresses above all the loyalty of all citizens to the Empire.  It strongly supports the Tal'Shiar as maintainers of loyalty and order.  The coalition has grown politically because of the efforts of the Tal'Shiar winning some Senators over through their unending work to protect the Romulan people and through blackmail and similar means of persuasion.  It is widely believed that the Jol Tan does the bidding of the Tal'Shiar rather than the other way around.  The other coalitions view the Jo Tan with suspicion, fearing the increasing influence of the Tal'Shiar in Romulan politics.

4.  Suketh

The Suketh Coalition promotes the Way of D'era, but in a slower, more controlled fashion.  They feel the Empire needs time to recover from its wars and conquests and not spread itself too thin by expanding on too many fronts at once.  Though the other coalitions see the Suketh as radical or disloyal, they are gaining support from some Senators.  The Tal'Shiar keeps a close eye on the coalition for any signs of rebellion and heresy.

CONSUL (ehkifv)

Consuls are the heads of the coalitions in the Senate.  They are the spokespeople for their coalition and represent their coalition on the Continuing Committee.  They are elected by their coalitions, and in the case of political disfavor, are expected to resign so another consul can be elected.  Consuls of the major coalitions control key governorships and ministries

PROCONSUL (hru'ehkifv)

The Proconsul is elected by the Senate from the ruling coalition. The Vice Proconsul is occasionally chosen from another coalition, but usually from the ruling party.  Proconsul terms are for 10 years, and may be renewed at the pleasure of the Senate. Proconsuls tend to rise and fall with their coalitions, but a proconsul may serve for many decades.  The Proconsul controls the lion's share of power in the senate, since he/she  represents the ruling coalition.  The Proconsul sets the Senate agenda, determining what order and when an issue will be brought before the Senate.  He can effectively tie up legislation indefinitely.  It is best if the Praetor makes the Proconsul his ally, so that his policies get pushed through the Senate.  Another powerful influence of the proconsul is to "suggest" how the Empire deals diplomatically with its neighbors.

The Vice Proconsul handles the many details the Consul doesn't have time to tend to.  Many people see the vice Proconsul office as a step up into the coveted Proconsul position, which in reality is more powerful than that of the Praetor.

PLANETARY GOVERNOR

A planetary governor appointed by the Senate administers each world in the Romulan Star Empire.  The governor answers to the Senator representing his province, who brings any concerns or issues before the Senate for consideration.  Planetary governors are always Romulans, even on non-Romulan planets.

A planetary governor has broad discretionary powers in handling local affairs on his world, but answer to the Senate if there is trouble.  Governors have a strong interest in maintaining order, discipline, and productivity on their worlds to ensure their positions.  The Senator can remove a governor who does not meet with his approval. A Planetary Governor serves until he chooses to resign.  Many Senators start out as governors and retain a network of contacts and friends on the worlds they have governed.

THE FEUDAL HOUSE SYSTEM

taken from the former RSR archives: http://www.romulanstarrepublic.org/society/family.html

At the root of Rihannsu political organization is the House system. Houses are family groups or clan-like organizations, with hereditary succession structures. Unlike feudal family organizations, however, Rihannsu Houses encompass a much broader spectrum of society. For example, servants of a House Lord are considered part of the family, and adopt the House name and use it as their own. That is not to say that they are equal members, but they are included.

Each house that has its own rank and status accorded in Rihannsu society. Houses are considered either Great Houses or Lesser Houses. Great Houses have many family members that are high in the social standing of the Empire. The members of Great Houses have proven their service to the Empire in past honors and loyalty. Lesser Houses have not received the honor and glory, but serve an integral and vital role within the Empire. It is their quiet service that supports the Empire and brings greater glory to it. The status of House members reflects directly on the status of their House and vice versa.

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The following article is from the former Romulan Star Republic archives at http://www.romulanstarrepublic.org/state/senate.html

Rihannsu Senate
The Senate is the supreme governing body of the Republic. The Senate has executive and legislative power, and even has limited judicial power. Senators have the power, pending approval of the Senate as a whole, to make laws, levy taxes, declare war, command fleets, and a host of other vested powers. The majority of Senators are Regents, noble rulers of the various systems in the Republic. More populous systems are given more representatives, and less populous planets are lumped in with surrounding systems. For approximately every 100 million citizens in a system, there is one Senate seat for that area. The Eisn system, the system containing ch'Rihan and ch'Havran, has the most Senate seats (about 160 total). However, many of these Senate seats are given to Republic departments stationed on the homeworld. The Regent of the Eisn system is also the Head of the Senate, with the main granted power being to veto a bill.
All totaled, the Senate has around 1,000 members.

The following positions give Senate seats and the title "Senator":

The Commander in Chief of the RSR Military
Admirals of the RSR Military

Director of the Galae
Chairman of the Tal'Diann
Chairman of the Gai'Shain
Chairman of the Science Fleets
Minister of Temporal and Spatial Investigations
Minister of Exploration Command
Minister of R&D
Chairman of Engineering Corps
Minister of Ship Design and Construction
Minister of Facility Design and Construction
Minister of Logistical Engineering
Chairman of the Galae Academies

Director of the Tal'Shiar
Chairman of the Internal Security Division
Chairman of the Military Affairs Division
Chairman of the Special Operations Division
Chairman of the Intelligence Analysis Division
Chairman of the Research and Development Division
Chairman of the Mind War Division

Director of the Rei'Krannsu
Chairman of the Ta'Pakrsh

Regents- System Lords
Governors- Planet Lords (for highly populated systems)
Mayors- District Lords (for extremely populated systems, such as ch'Revillion)
Civilian Education Rep
Civilian Civil Logistics
Civilian Peoples' Rep
Inquisition and Judicial Reps
Civilian Civil Trade reps
Civilian Colonial reps

There are three different Senate buildings- one on Ch'Rihan, one on Ch'Revellion, and one on the eastern fringes on the Empire. Senators are free to attend any of the three buildings, whichever is closest. During Senate sessions, the three buildings are broadcast to each other via large television screens. That way, Senators do not have to travel too far to attend Senate sessions, and makes it more equitable to the outer system regents.

Gone are the days of the Imperial Government's "Lower Senate" and "Upper Senate". The Republican Senate is one large, hulking body. Every bill proposed goes through the same body of people, and it's this same body of people that veto bills and repeal laws. Also, each Senator, no matter how important, gets the same one vote. However, this is all on the surface. Looking at the real roots of the system is the complex interweaving web of Romulan politics. Many Senators owe their very positions to other Senators, so are reluctant to vote against their superiors. For instance, each member of the Tal'Shiar Board of Directors each gets one vote, including the very Director himself. However, the rest of the board of directors would be out of a job very quickly if they oppose their boss in a vote.

It is this system that forms its own checks and balances system. It makes a system that is intensely political, with calling in markers, subterfuge, maneuvering and scandals. And from a purely political standpoint, it is a system that is quick to pass minor legislation (as it is not worth it to make an enemy over small matters) and slow to pass major, radical legislation (as it requires a lot of support).
 


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ROMULAN JUDICIAL SYSTEM

The following articles on the Romulan Judicial system are from the former sites: http://www.romulanstarrepublic.org/state/rlaws.html  and
http://www.romulanstarrepublic.org/state/srights.html

The Rihannsu judiciary is based on the principal assumption that the accused is guilty until proven otherwise.

Rihannsu court cases are judged by a tribunal. Three judges are chosen from the Upper Senate for each case. The defendant may represent him or herself, or choose to have a separate legal representative. In many instances (and where available) this representation is usually provided by the Auethnen of the defendant's own House.

The following is the procedure followed after the commission of a crime:

1. Victim may either contact the authorities, or apprehend the suspect on his or her own.

2. Any and all necessary actions may be taken in the apprehension of the suspect, including the use of deadly force. NB: If a suspect is killed and later determined to be innocent, the killer shall be put on trial for murder, regardless of circumstance. This does not apply to members of the Tal`Shiar whilst enforcing Imperial law.

3. Upon apprehension or death of the suspect, a notice of apprehension and trial date must be immediately posted. All trial dates must be within 1 week of apprehension, for late justice is no justice.

4. Apprehended suspects must make a full and complete confession of the truth of the situation. There is no right to counsel before the trial itself.

5. At the trial, the suspect and the plaintiff, or their chosen representatives, confront each other and detail their respective cases to the    tribunal. The suspect is under the onus to prove his or her innocence.

6. The tribunal delivers its decision and sentences the suspect if guilty. If the suspect is innocent, the plaintiff may be subject to penalty.

7. Punishment is administered immediately. There is no right of appeal.
 

Rihannsu Statement of Rights

As the basic treatise of Rihannsu law, let it be proclaimed that all citizens are created equal in honorable potential. All retain the basic freedom to treat and be treated according to their relative merit.

The Rihannsu Republic grants its citizens* the following basic honorable freedoms:

1. The right of procreation.
2. The right to own property and to manage it as necessary. (Slavery and owner's right to discipline)
3. The right to commit honorable suicide.
4. The right to commerce, subject to the needs of the Republic.
5. The right to present a defense in a publicly recorded trial, aside a public defender, before the Ortaim.
6. The right to apprehend and charge as a private citizen, any criminal or enemy of the Republic.
7. The right to bear arms, for defense or sign of status, in public and in private.

*Keep in mind that to be a 'citizen', one must be of Vulcanoid descent. This includes Rihannsu half bloods, Revellions, and Vulcans, but never non-Vulcanoid races. For these aliens (around 8% of the total population) living in the Republic the status of second rate citizen (no rights, but protection of life by the Republic) is their best attainable post, and slavery (no rights) their worst.

The Rihannsu Republic strictly prohibits from its citizens the following actions:

1. The bearing of beam or projectile weapons specified in the 2401Trinity agreement, unless directed by enlistment or government decree.
2. Any action deemed to be against the interest of the Republic.
3. Public dissension with the ideals of the Rihannsu*.
4. Publishing or distributing materials deemed in opposition to the interest of the Republic.

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The following version of the Rihannsu Government is that presented by TrekMUSE.  

ROMULAN GOVERNMENT

The Rihannsu government is a tightly-run authoritarian tricameral (three house) system of checks and balances designed to prevent any one group or individual from monopolizing power for too long a period. Owing its existence to the harsh rule and eventual overthrow of Vriha T'Rehu, the Ruling Queen, the Rihannsu system has worked rather well considering the turbulent history of the Rihannsu people. It is important for all Rihannsu to understand that the seiHehllirh was designed to govern the Two Worlds in isolation, not a rapidly expanding interstellar Empire. Although the seiHehllirh has proven remarkably adaptable and has risen to the challenge, some compromise of the ancient forms has nonetheless been forced upon it.

The second thing to realize is that, although the seiHehllirh was designed to govern the Two Worlds, it was not designed necessarily to govern two united worlds. Through much of our history, various parts of the Two Worlds have frequently been at war with each other. Local governments at that time were much stronger and frequently, representatives in the seiHehllirh would represent districts engaged in armed conflict with each other. In those days, the idea of a unified planetary policy on all but the most important of issues was unthinkable.

For the 1500 years prior to contact with the Federation, the seiHehllirh operated under the conditions described above. It has only been in the last 200 years that our governmental institutions have had to cope with running an interstellar empire. Because of that, our institutions are still undergoing a gradual evolution from the old forms into something more appropriate for the modern challenges of being an interstellar power. This has created a moderate level of uncertainty as the ancient institutions struggle to cope with the new challenges such as interstellar defense, united foreign policy, multi-system government, and greater authority in local government. But these same challenges make this an exciting era and have introduced a new life to our dusty old institutions.

DEIHUIH BRANCH

The deihuih is the largest branch of the government, and is itself composed of two houses: the Lower Senate which proposes and passes legislation, and the Upper Senate, which exists strictly to veto legislation. This structure seems to have provided a stable legislative base which prevents the passing of large amounts of revolutionary legislation and promotes stability. Districting for the deihuih is rather complex, a problem which dates back to the origin of the seiHehllirh nearly 1700 years ago.

The deihuih is a descendant of the Grand Council, established shortly after the Landing on the Two Worlds. The Grand Council was a representative body to which each local clan, tribe, or city was to send representatives. When the Grand Council was reformed as the deihuih 100 years later, this unique districting structure remained in effect. While the situation remained tolerable through the planetary history of the deihuih, the settlement of other worlds has put serious strain on it. Districts on newly settled planets are assigned rather haphazardly, coinciding largely with major centers of initial colonization and the political favor of whatever group currently dominates the seiHehllirh.

The procedures for gaining a seat on the deihuih varies from district to district, as well. The most common, however, is through inheritance. Seats are normally held for life and passed down like any other family possession. They may automatically go to the eldest child or perhaps the eldest daughter, or the deceased deihu may be allowed to specify who will inherit her seat in her will. Other districts fill vacant seats through appointment by local officials or by election.

Seats in the deihuih are normally held for life. If a deihu consistently wins the disapproval of his constituents, the normal solution is for them to send him their swords. Eventually, he will either take the hint and commit honorable suicide, or the constituents will get more aggressive in their disapproval. Either way, the situation will resolve itself. Most recipients of such a recall choose to acquiesce, rather than be brought down by a far less honorable assassination.

The actual function of the deihuih is similar to that of legislative branches in governments throughout the galaxy. They propose and pass laws, set budgets, ratify treaties, and scheme and plot against each other.

FVILLHAIH BRANCH

The third branch of the seiHehllirh is the fvillhaih, the executive and judicial branch. Originally, the fvillhaih consisted of twelve members, one from each continent on the Two Worlds, making it a small executive council. In recent times, it has grown to include one representative from each planet in the Star Empire, in addition to the original twelve. Keep this in mind, as it will be discussed later.

Appointment to the fvillhaih occurs in much the same manner as appointment to the deihuih. That is, hereditary succession most of the time, election or appointment occasionally. As with the deihuih, seats, once attained, are for life. Even the elected fvillhaih cannot be voted out of office. Instead, when a sufficient number of a representative's constituents are dissatisfied with his performance, they will send him their swords. Very rarely is such a suggestion ignored. The fvillhaih combines executive and judicidial functions. They set foreign policy, command the military, lead policy initiatives, appoint judges to courts, and settle constitutional questions and major legal disputes.

DISTRUST OF SOLITARY RULERS

Rihannsu have traditionally been wary of absolute rulers. Historians often trace this to a bad early experience the Rihannsu autocracy under T'Rehu. For the purposes of this class, all that's important is that, throughout their history, the Two Worlds have by-and-large been ruled strictly by the seiHehllirh. Although there has been the occasional Empress or Emperor, there were never many and they never lasted for long. The Rihannsu people have never seemed to place a great deal of trust in single rulers.

THE GROWTH OF THE FVILLHAIH

In the days when Rihannsu society was restricted to the Two Worlds and the fvillhaih consisted of twelve members, this was an eminently workable system. However, the fvillhaih has survived the transition from the Two Worlds to the Star Empire less well than any other institution of the government. A twelve-member executive, while perhaps slightly chaotic, is a reasonable and efficient way to run a government. A thirty-member executive branch remains none of those things except, of course, chaotic. The more the Empire grows, adding a fvillha for every world colonized, the more chaotic this situation becomes.

THE OFFICE OF THE DAISE FVILLHA (Praetor)

The solution to this has been the development of the office of daise fvillha. While it is neither a permanent position nor even an official one, the Daise Fvillha, when there is one, is the most powerful single individual in the Empire. So much so, in fact, that when people, both in the Empire and outside it refer to "the Fvillha," it is the daise fvillha whom they mean. In name, the daise fvillha is simply the senior member of the fvillhaih. In practice, he is its leader. Depending on his style, he may be anything from a consensus-builder within the fvillhaih to an almost absolute ruler of the Star Empire.

Because of its unofficial nature, the daise fvillha is a very unstable institution. There is no formal method of succession to the position. The first ones arose shortly after the massive colonial expansion that followed the First Federation War when Imperial policy was plunging into anarchy. Since that time there have been times when the Empire was run by a Daise Fvillha and gaps where it was not.

The first daise fvillhain arose spontaneously. Some have been elected by the fvillhaih itself when a need for someone in that position was seen. More recently, daise fvillhain have taken to appointing their successors. The power of the daise fvillha is normally reserved for affairs which affect the Empire as a whole. This includes major treaties, military operations, colonization programs, and assuring the economic wellbeing of the Empire. More mundane issues have thus far been left to the seiHehllirh.

DEVELOPMENT OF THE HIGH COMMAND

When the seiHehllirh governed the two worlds and their individual nations, there was no need for a substantial military or diplomatic arm of the government. Planetary defense was, in those days, confined to a small number of automated satellites. The formation of the Star Empire, of course, changed all that. The sudden entry of the Two Worlds into galactic affairs necessitated the creation of unified military, economic, and diplomatic commands and the means to organize and control them. Yet, at the same time, the fvillhaih was growing in size and, consequently, shrinking in efficiency, making unified policy coordination more difficult than ever before, as the daise fvillha was still a thing of the future.

The solution to this problem was the creation of the High Command. The High Command is an advisory body composed of the Legion Commanders of the Galae, the Kiith Mrevhoqq'ghi, and the Tal Shiar. The Khoilmnriir of the Phi'lasasam has also, at times, held a seat in the High Command, sometimes as a full member, sometimes as an associate member.

The High Command is a non-political body which serves to advise the fvillhaih on military, diplomatic, intelligence, and economic affairs. Depending on the current balance of power in the fvillhaih it may report to the fvillhaih as a whole or directly to the daise fvillha if one exists and is sufficiently powerful to arrange this. The High Command has no formal power and can not set or enact policy on its own. Its only function is to advise the government on matters of importance to its members. Of course, in reality, High Command members frequently do a great deal of lobbying for their own ideas and some have had a significant influence on Imperial policy due to their command of large portions of the Rihannsu society.

TREKMUSE'S USE OF THE RIHANNSU GOVERNMENTAL SYSTEM

This discussion has covered the ideal IC form of Rihannsu government. Because TrekMUSE cannot, obviously, simulate an entire Empire composed of billions of beings, these institutions are somewhat modified in how they are practiced in the game. Because TrekMUSE is primarily a military and economic simulation, very little of the civilian government is actually modelled here. The fvillhaih exists only in the person of the daise fvillha, our Director. Although technically this person is the daise fvillha, as described here, he is often referred to simply as the fvillha, since he is the only member of the fvillhaih represented on TrekMUSE. The deihuih, as represented here, is a five member body. Deihuih serve until they leave the MUSE, or reach the rank of riov, when they are replaced by an election in which any Rihannsu below the rank of riov may run and all may vote. The High Command is fully represented.

The procedure for passing a decision is a rather simple one compared to the same process in other Empires. Any member of the Senate or Praetorate may propose a bill, which must be posted in a public place and forwarded to the hru'Deihu (Head Senator) of the Lower Senate for initial passage. The hru'Deihu will place the bill on the agenda of the next sitting of the Lower Senate. The Lower Senate then debates and either passes or defeats the bill. If it passes, the bill is forwarded to the hru'Deihu of the Upper Senate, and notice of First Passage is posted. The hru'Deihu of the Upper Senate then places the bill on the agenda of the next sitting of the Upper House.

The Upper House then debates and either passes or defeats the bill. If it passes, the bill is forwarded to the daise fvillha, who either vetoes it immediately or places it on the agenda of the next meeting of the Praetorate and posts notice of Second Passage. The Praetorate will then debate and either pass or defeat the bill. If it passes, the bill is forwarded to the daise fvillha, who either proclaims the bill as law, or vetoes it. If proclaimed, the bill is placed on record. If a bill is defeated by the Upper Senate or Praetorate, the bill is sent back to Lower Senate, which may either amend it and pass it again, or discard it.

A normal citizen of the Empire can get involved in the government of the Empire through one of two methods. First, they can suggest ideas to their house representatives in the Rihannsu government. The representatives are there for a reason, so give them your ideas. Second, you could become a Senate member yourself. Your house may want you to become a Senator, and it is an opportunity to participate in the Rihannsu political system.
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