The Government of Gylidd Syn Aethri

The government of Gylidd Syn Aethri has only existed since the second founding of the city, which occurred in 0 AI. During the Age of Clarity (10,800-0 BAI), the population of the island was minimal and spread out enough to make a single government unnecessary. Before this point, from the first founding in 23,998 BAI until the beginning of the Age of Clarity in 10,800 BAI, the Inaethri that visited and occupied the island formed an endless procession of governments that are entirely too numerous to list here, with highly complex webs of allies and enemies that were equally complex and prone to rapid change.
  Since the second founding, the last four thousand years in Gylidd have seen a prosperous, harmonious government of mortal races that provides not only a voice for each and every single citizen, but accommodation for the needs of nature itself in the form of Incari representation in the halls of the Gyliddring, Gylidd Syn Aethri's house of congress. This legislative body establishes the laws of the city, and is frequently re-elected from among the people.
  In addition to this, management and administration of these laws is the sworn duty of the executive bodies of Gylidd, the Wild Synga - representing nature and the Incari - and the Civic Synod - representing civilization and the Inaethri. These two groups of six individuals, collectively called the Arwenir, divide the responsibility of leadership between them. Among the people, the expectation is that these two groups - despite their even numbers - will find a reasonable compromise in all things, in an equally reasonable amount of time. This system of government has stood the test of time for millennia, thanks in no small part to the power of the Rhuddinwyd at the heart of the city.
Type
Governmental, Senate/Parliament
Related Ranks & Titles
Controlled Territories

Type of Government

Constitutional Parliamentary Senate.

Executive Branch

Title: The Arwenir (Gylidder: "Those who Lead by Example")
  Leaders: The Branch of the Synga, and the Chair of the Synod
  Heads of Government: Syngaen Branch Osivsrebrel Ushanvéd (incumbent since 3470 BAI), Synoddr Chair Halxion Evanolan (incumbent since 27 AE)
  Cabinets: The Wild Synga; the Civic Synod
  Honorifics: Syngaen (for a representative of the Wild Synga), Synoddr (for a representative of the Civic Synod)   Elections: The Gyliddring Representatives vote once every ten years for the heads of the Wild Synga and five years for the heads of the Civic Synod; and those heads vote for the Branch and Chair of their councils from among their members any time one is voted out of their head position, or if a vote of no confidence passes in the Gyliddring.
  Last Election: Held on 1 Kethra 47 AE (Civic Synod), held on 1 Kethra 47 AE (Wild Synga)
  Election Results: Composition - 6 Synga, 6 Synod

    THE WILD SYNGA


    Branch of the Synga ----- Osivsrebrel Ushanvéd

    Wilderness Keepers
  • Keeper of the Natural Lands ----- Ilymsureng Hlanwathrai
  • Wrenjer of the Wilds ----- Artem Abraxas
  • Augur of the Mist ----- Osivsrebrel Ushanvéd

  • Settlement Guides
  • Assessor of Resources ----- "Assessor"
  • Steward of the Parks ----- Syshenrys Ereiddla
  • Tiller of the Fields ----- Tabeard


  • THE CIVIC SYNOD


  • Chair of the Synod ----- Halxion Evanolan

  • Civic Governors
  • Advocate of the People ----- Halxion Evanolan
  • Judge of the Laws ----- Chennai Ajidei
  • Master of Mentors ----- Inyddaska Anír

  • Civic Wardens
  • Commander of the Guard ----- Mitruval
  • Curator of Magic ----- Elomin Ri'sa Al'sah
  • Agent of the City ----- Vai'len'thala Miltrawn-Afbor

 

Definitions

   
  • Branch of the Synga. Leader of the Wild government, typically also the Keeper of the Natural Lands. Works in close coordination with the Chair of the Synod to come to mutually beneficial agreements and compromises in a reasonable amount of time. Advocates for nature and represents the sanctity of untamed wilderness.
  • Keeper of the Natural Lands. Studies the lands surrounding and feeding into/out of Gylidd for imbalances in nature. Determines which parts of nature can be settled and which should be left alone, or reclaimed back when nature has been trimmed too far. Represents the city in dealings with entities not affiliated with the politics of other governments.
  • Wrenjer of the Wilds. Wanders the edges of civilization acting as a scout for the Keeper of the Natural Lands, reporting back on the impact of Gylidd on nature, and the presence or absence of Vrokíva’s reactions, mist, and monsters. Coordinates scouting along leylines, and rescue missions to save people who are in danger of being lost to the mist. Responsible for the health and wellbeing of hunters and gatherers outside the city.
  • Augur of the Mist. Advocates for and communes with Vrokíva on a regular basis. On occasion attempts to stave off the mist and its monsters only when absolutely necessary, but otherwise brings dire tidings and warnings to Gylidd when the city oversteps its bounds and incurs Myzelis’ wrath.
  • Accessor of Resources. Administrates, tallies, and allocates resources available to the city, such as food stores and precious metals/gems. Oversees and taxes merchant interests in trading, mining, farming, and other businesses, and distributes writs of permission based on land usage versus the health of the environment.
  • Steward of the Parks. Studies the natural and wild spaces inside Gylidd for imbalances in nature. Determines which parts of nature can be settled and which should be left alone, or reclaimed back when nature has been trimmed too far. Manages the health of all wildlife (flora and fauna) inside the city, as well as rivers and lakes, and is responsible for the health of the Heartwood and its denizens.
  • Tiller of the Fields. Responsible for the health and wellbeing of the farms, farmers, and livestock of the city. Manages the Gylidder Almanac, which advises on the correct days for planting crops, harvesting, breeding animals, fishing, hunting, and the likely weather. Furnishes meals for citywide celebrations, and handles the physical storage and transport of stored food (which the Accessor of Resources then manages).
  • Chair of the Synod. Leader of the Civic government, typically also the Advocate of the People. Works in close coordination with the Branch of the Synga to come to mutually beneficial agreements and compromises in a reasonable amount of time. Advocates for the settlement and represents the responsible management of the civilization.
  • Advocate of the People. Manages land dedicated to public works (such as markets, streets, religious centers, meeting squares, sports arenas, monuments, graveyards, etc), and the health and wellbeing of all peoples living within Gylidd Syn Aethri. Administrates all public servants dedicated to the public health and wellbeing, such as healers, therapists, midwives, foster parents, apothecaries, and the like. Mediates disputes between settlements, represents the city in dealings with other governments, and plans celebrations to keep Gylidders’ spirits high.
  • Judge of the Laws. Maintains order through rigorous application of the laws of the city by setting precedent and overseeing the city’s courts to maintain legal consistency. Responsible for managing the city’s bounty hunters and jailers, as well as rehabilitation centers.
  • Master of Mentors. Supervises the city’s tutors and teachers, and determines the curriculum necessary for a child to graduate primary school, crafting academies, and universities. Manages the city’s nonmagical libraries, collections, and museums. Oversees the transport and exchange of non-magical technology with other civilizations.
  • Commander of the Guard. Responsible for the deployment, tactics, equipping, and training of the Gylidder Guard, Gylidd Syn Aethri’s singular military force. Oversees the defense of the island and surrounding waters, as well as security for all official Gylidd caravans and envoys. Also responsible for the deployment and defense of Gylidder Guard healers deployed in allied territory.
  • Curator of Magic. Supervises the city’s magical tutors and teachers, and determines the testing necessary for a spellcaster to access restricted magic items, spells, and scrolls. Manages the city’s magical libraries, collections, and museums, and is responsible for the Gylidd Curio, a force of government operatives that prevent the use, trade, and creation of dangerous spells and magic items. Oversees the security of dangerous and powerful magical items and artifacts.
  • Agent of the City. Responsible for the Statecraft of Gylidd, managing all of the city’s diplomats, spies, and counterspies. Curates the city’s secrets, and manages the exchange and gathering of information both within Gylidd and elsewhere in Myzelis.


Legislative Branch

Description: The Gyliddring, a representative parliament of one individual from each town (a settlement of more than 500 people but less than 5000), two individuals from each city (a settlement outside the inner city of more than 5000 people), and three per city district (each of the six inner city sections dictated by the six grand towers, usually between 50,000 - 100,000 people)
  Honorifics: Representative   Elections: Any citizen of young adult age or older (species dependent) may vote for representative leaders (for their town or city as often as dictated by their local legislation; or once every two years for inner city districts) to the Gyliddring (House of Representatives)
  Last election: Dictated by local legislation (Cities, Towns), held on 1 Kethra 3516 (Districts)
  Election results: Composition - 18 District Representatives, 32 City Representatives, 28 Town Representatives  

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