In keeping with what has been said about the 3I in CT books 4 and 5, and my making MTU "proto-Traveller"
see http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=25867
I have decided to do the following where it concerns the 3I nobility and their powers IMTU. Also I am putting down how I am handling a few other "small" issues.
Imperial Nobles and Local Government.
3I Nobles are almost never a part of the local worlds government. I say almost, because it can and does occasionally happen.
A 3I Noble has the following responsibilities and powers:
1. Represent the 3I to the local world Government(s) that they are assigned to.
2. Ensure that the Worlds Government(s) that they are assigned to follows 3I laws and regulations.
3. Ensure that the Worlds Government(s) that they are assigned to pay their taxes to the 3I.
4. Cast votes in the Moot to recognize a new Emperor, or to disband the Imperium.
This makes a 3I Noble something of a diplomat and watchdog. Other than tax collection and enforcing the few Laws and regulations that the 3I requires, the worlds local Government(s) and the worlds peoples are left entirely to their own devices, free from Imperial meddling.
Should a violation of Imperial regulations or Law occur, It is up to the Noble in question to decide if diplomacy can handle the situation, to outsource it to "adventurers", or to call in Imperial forces to put a halt to the infractions and punish those responsible for it. Calling in the military is NOT done lightly as the infraction will be dealt with using overwhelming force and severity.
Imperial Properties
Every member world in the 3I has at least two locations that are considered 3I sovereign territory and extra-territoriality applies. The Starport, and a Imperial Nobles Fief(s).
Imperial sovereign territories are normally LL 3 to 4.
Starports (which include any attendant Naval or Scout bases the world may have) are maintained at at a minimum of TL 12, or the worlds local TL, which ever is higher, by the 3I. The quality of the Starport will vary depending on it classification, but the tech used by its attendant personnel will be at least Imperial average.
Defense of the Starport and its grounds falls to the Imperial Marines, and is commonly called Garrison Duty. This can range from the 9 man unit guarding a D class facility, to the Platoon(s) stationed at a Class A facility.
Starport, Navy and Scout Bases personnel are not counted towards the worlds population.
A Nobles fief is likewise maintained at least to the same Tech level as the Imperial Starport. The fiefs defense, if it is a separate location from the grounds of the worlds Starport, fall to the Nobles Huscarles. As a Nobles fief is often a source of income and wealth for the Noble, it is usually as well defended as the Noble can afford. The worlds Imperial Starport and its grounds are always a part of the fief of the worlds leading Imperial Noble.
As a side note, there may be other Starports on a world that are NOT Imperial, but rather possessions of the local Governments. They will be maintained at the local TL, and subject to all local laws of the world including the worlds full law level.
Imperial Military
The Imperial Military consists of the Imperial Navy, Imperial Marines, and The Imperial Interstellar Scout Service. There is no Imperial Army to speak of IMTU, though a Nobles Huscarles generally fit that description.
The basic and initial technical training of Imperial Naval and Marine Personnel is done at the Sector Depot, with Naval bases handling any additional career training required by Navy or Marine personnel.
IISS basic and initial technical training is done at Scout Way Stations. With Scout bases handling any additional training during the Scouts career.
The Imperial Navys, Marines, IISS jurisdiction ends outside of the Starport grounds, off of a Nobles Fief, or within 10D from a Planets surface. They can however, respond to any Mayday from ships inside the 10D limit, and will always assist the local Governments when asked. The exception to this is when they are called in to take care of an Imperial Laws or Regulations violation, when they will go where they need to go to, and do what they need to do to handle the situation, woe be to those who try to stop them.
Imperial Bureaucracy
Imperial Bureaucracy concerns itself primarily with two things: the running of Imperial Starports (Administrators), and the support of the Nobles in their duties (Diplomats).
The exceptions to these duties are at the Sector level and Domain levels, and at Capital they assist the Sector Dukes, Arch Dukes and the Emperor with their additional duties (both Administrators and Diplomats), and run the various Imperial Governmental Offices.
The various departments of the Imperial Bureaucracy are Headquartered at Capital, With Major offices at Sector and Sub-sector capitals, and with branch offices in all Imperial Starports. In the cases of the smaller Starports (class D and some class C), the duties of these offices may all fall to the same office or in some cases, individual.
Imperial bureaucracy training is handled at class A, B and C class starports.
see http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=25867
I have decided to do the following where it concerns the 3I nobility and their powers IMTU. Also I am putting down how I am handling a few other "small" issues.
Imperial Nobles and Local Government.
3I Nobles are almost never a part of the local worlds government. I say almost, because it can and does occasionally happen.
A 3I Noble has the following responsibilities and powers:
1. Represent the 3I to the local world Government(s) that they are assigned to.
2. Ensure that the Worlds Government(s) that they are assigned to follows 3I laws and regulations.
3. Ensure that the Worlds Government(s) that they are assigned to pay their taxes to the 3I.
4. Cast votes in the Moot to recognize a new Emperor, or to disband the Imperium.
This makes a 3I Noble something of a diplomat and watchdog. Other than tax collection and enforcing the few Laws and regulations that the 3I requires, the worlds local Government(s) and the worlds peoples are left entirely to their own devices, free from Imperial meddling.
Should a violation of Imperial regulations or Law occur, It is up to the Noble in question to decide if diplomacy can handle the situation, to outsource it to "adventurers", or to call in Imperial forces to put a halt to the infractions and punish those responsible for it. Calling in the military is NOT done lightly as the infraction will be dealt with using overwhelming force and severity.
Imperial Properties
Every member world in the 3I has at least two locations that are considered 3I sovereign territory and extra-territoriality applies. The Starport, and a Imperial Nobles Fief(s).
Imperial sovereign territories are normally LL 3 to 4.
Starports (which include any attendant Naval or Scout bases the world may have) are maintained at at a minimum of TL 12, or the worlds local TL, which ever is higher, by the 3I. The quality of the Starport will vary depending on it classification, but the tech used by its attendant personnel will be at least Imperial average.
Defense of the Starport and its grounds falls to the Imperial Marines, and is commonly called Garrison Duty. This can range from the 9 man unit guarding a D class facility, to the Platoon(s) stationed at a Class A facility.
Starport, Navy and Scout Bases personnel are not counted towards the worlds population.
A Nobles fief is likewise maintained at least to the same Tech level as the Imperial Starport. The fiefs defense, if it is a separate location from the grounds of the worlds Starport, fall to the Nobles Huscarles. As a Nobles fief is often a source of income and wealth for the Noble, it is usually as well defended as the Noble can afford. The worlds Imperial Starport and its grounds are always a part of the fief of the worlds leading Imperial Noble.
As a side note, there may be other Starports on a world that are NOT Imperial, but rather possessions of the local Governments. They will be maintained at the local TL, and subject to all local laws of the world including the worlds full law level.
Imperial Military
The Imperial Military consists of the Imperial Navy, Imperial Marines, and The Imperial Interstellar Scout Service. There is no Imperial Army to speak of IMTU, though a Nobles Huscarles generally fit that description.
The basic and initial technical training of Imperial Naval and Marine Personnel is done at the Sector Depot, with Naval bases handling any additional career training required by Navy or Marine personnel.
IISS basic and initial technical training is done at Scout Way Stations. With Scout bases handling any additional training during the Scouts career.
The Imperial Navys, Marines, IISS jurisdiction ends outside of the Starport grounds, off of a Nobles Fief, or within 10D from a Planets surface. They can however, respond to any Mayday from ships inside the 10D limit, and will always assist the local Governments when asked. The exception to this is when they are called in to take care of an Imperial Laws or Regulations violation, when they will go where they need to go to, and do what they need to do to handle the situation, woe be to those who try to stop them.
Imperial Bureaucracy
Imperial Bureaucracy concerns itself primarily with two things: the running of Imperial Starports (Administrators), and the support of the Nobles in their duties (Diplomats).
The exceptions to these duties are at the Sector level and Domain levels, and at Capital they assist the Sector Dukes, Arch Dukes and the Emperor with their additional duties (both Administrators and Diplomats), and run the various Imperial Governmental Offices.
The various departments of the Imperial Bureaucracy are Headquartered at Capital, With Major offices at Sector and Sub-sector capitals, and with branch offices in all Imperial Starports. In the cases of the smaller Starports (class D and some class C), the duties of these offices may all fall to the same office or in some cases, individual.
Imperial bureaucracy training is handled at class A, B and C class starports.