The game
  • THE PLOT
    • HISTORY OF VEEL-TARK
      • The Prolegomena
      • The Framework For Action
      • First Movements
      • The Creation Of The Game
      • A New Acropolis
      • The Fall
      • The Rebirth
    • GENESIS OF THE KHEPRIS
      • The Creation of Life
      • The Shadow of Athanasius
      • The cosmos machine
      • From among the dead
    • THE ATHANASIUS MANUSCRIPT
      • The Tohu va-Bohu
      • The cogwheels of chaos
      • Khepri and the dead
  • VEEL-TARK FILES
    • ROLES GUIDE
      • THE GUILDS
        • Alchemists
        • Exegetes
        • Procurators
        • Sentinels
      • THE FACTIONS
        • Heirs of Eleusis
        • Neo-Atlantists
        • Stellar Circle
        • Hermeticists
      • THE LODGES
      • THE LEAGUES
      • THE BROTHERHOODS
      • THE RACES
        • Humanites
        • Reptilians
        • Cyanites
        • Spectrals
        • Biomechanicals
    • CITY MAP
      • CENTRAL DISTRICT
        • The Agora Plaza
        • The Mint
        • The Prytaneum
        • Atlantis Library
        • The Athenaeum
      • NORTHERN DISTRICT
        • Alchemists' Tower
        • Khepri's Temple
        • Thermal Caves
        • Tabernacle
      • SOUTHERN DISTRICT
        • Amphitheatre
        • Odeum
        • Stadium
        • Akasha Museum
        • The Great Hyperborean Inn
      • EASTERN DISTRICT
      • WESTERN DISTRICT
      • Ruins Outside Veel-Tark
      • The Gates of Veel-Tark
      • Door of Thoth
      • Lemuria Academy of Veel-Tark
      • Hermeticists
      • Historical Society of Veel-Tark
      • Atlantis Library of Veel-Tark
    • TRAITS OF THE KHEPRIS
      • TAXONOMY
        • The Independents
        • Protogonic Dinasty
      • CHARACTERISTICS
        • Classification
        • Properties
        • Attributes
        • Constitution
    • CHARACTERS OF VEEL-TARK
      • Nimrod, the Gatekeeper
      • Procyon, the Ambassador
      • Senet, the Game Master
      • Lyra, the Master of the Council
      • Cepheus, the Judge
      • Pictor, the General
      • Ursa, the Machine Whisperer
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  • Jurists
  • Trustees
  1. VEEL-TARK FILES
  2. ROLES GUIDE
  3. THE GUILDS

Procurators

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Last updated 1 year ago

The pragmatic minds of Veel-Tark. Specialists in organisation, management and administration. They know social procedures and legal resources. They think with structure, act with judgement. And they solve efficiently.

Branches: Jurists and Trustees.

Jurists

Houses: Legal Rabbits and Heralds.

Those who, being experts in matters of law, provide legal advice and perform the functions of legal philosophers, interpreting and expounding current legislation to create the legal framework of Veel-Tark. Those jurists who specifically focus on legal research to deal with city management and advice are warmly known as Legal Rabbits. Those who assume powers or forms of entity representing the city, legally or diplomatically, are the Heralds.

Trustees

Treasurers and Councillors.

The Trustees are elected to look after the interests of Veel-Tark, especially in the economic and social spheres. Those who are in charge of administering money and economy are the Treasurers, while those who have social competences, resolving matters belonging to the internal organisation of the city, are the Councillors.