Categories
Page Stats
Navigation
Categories
Page Stats
Complete Details
All information about this government
Overview
Behind The Curtain
Life is a stage, and every stage needs a crew to function. This reality's particular tech crew is...poorly run, to say the least. Why else would you find tears in reality on the playground, or tesseracts in the grocery store?
Structure
Republic-Dictatorship
The youngest of reality's tech crew, the Apprentices, answer to a Rigger. Every Rigger answers to a Manager, and every Manager to the head honcho: The Technical Director
The Technical Director runs reality as they choose. Every choice is verified by them, every decision overseen, and every mistake counted. The strings of the universe are theirs to control and weave like a mighty tapestry.
While the Technical Director has a might of their own, it takes the whole team to keep things running. Tick off a Manager? Congrats, Madagascar has sunk into the ocean. Mistreat a Rigger? The bubonic plague resurfaces in Europe. Even the Technical Director knows to fear the wrath of an agitated populous.
Apprentice: Oftentimes jump between jobs to see what works best for them, and some will choose to be proficient in multiple fields. They work under Riggers or Managers to learn the complexities of their field(s). This can be working as a "stagehand" (moving mountains, causing volcanos to explode, etc.), special effects (fireworks, northern lights, etc.), and other technical jobs.
Riggers: Riggers have usually settled into one or two different jobs. They begin to work with larger projects (such as pandemics, wars, etc.) alongside older Apprentices and some Managers.
Managers: Manage Riggers and Apprentices and continue working with both large and small projects, oftentimes in effects or writing (particularly for wars, religions, etc.).
Technical Director: Manages everybody else, gets the final say on details for projects, approves and vetoes projects or ideas, etc.
Ideologies
Politics are deeply intermingled with regular life--they have to be, since those politics regulate their jobs (and often lives).
N/A (they don't have an economy)
Everyone comes from various backgrounds from various cultures from various planes of existence. Uniform culture? Not in this crew.
This reality's stage crew is large, so next to nothing is off limits. The strongest and smartest are the ones that live to keep their jobs. The only concrete rule is that holidays must be respected. In a world of chaos, one must have at least one thing to keep themselves sane.
Anything can become an Apprentice if they're strong enough, and anything can be kicked out or leave if they find themselves outmatched.
The Technical Director has jurisdiction over the sects' jobs, not themselves. Many higher ups could care less about the younger's personal lives--they'll likely be dead in an hour anyways.
Process
Whoever steps up, gets the position. If you prove your worth, then you are welcomed.
The Technical Director remains until they die or leave. Same goes for every other position.
In a system that literally drives plagues, serial killers, and wars, next to nothing is considered criminal--even murder. The only concrete rule amongst themselves is to respect holidays as a way of keeping those that work behind the curtain mildly sane. Those that cross that rule often lose their life.
Populace
Factions are common among sects. Many group together in an attempt to create order and survive. These factions are often familial in nature, and deeply secretive. Some factions get along with each other better than others, just as some Managers, Riggers, and the Technical Director get along with some better than others. There is no approval rating when the person you approve of could be dead the next day.
The tech crew tries to keep realities from crossing out of the interest of keeping their own reality intact, but will often work alongside the rest of the multiverse in order to better their own function...when they can get along, at least.
The tech crew is harsh. If you aren't strong enough, smart enough, or clever enough, you can lose your job or die. When nothing is off limits and the resident government could care less about you, everything is a risk. Everyone has the capability to do terrible things, and everybody has the capability to do good things.
Members
N/A
N/A
N/A
N/A
History
Reality must be managed. The creatures of imagination, of entropy, of the material, and of the spiritual all play a part. Few ever choose to join the tech crew, and even fewer end up surviving it. Most don't know it exists.
N/A
Squabbles, wars, and conflict are common amongst the tech crew. All too many fights have broken out over projects, jobs, status, and cooperation.
Everyone celebrates different holidays depending on where they come from. There is an unspoken rule amongst the tech crew: respect others' holidays, regardless of what's being celebrated. Holidays are the beacon of unity amongst the chaos of the tech crew.
Assets
N/A
Overview
Details about this government's overview
Behind The Curtain
Life is a stage, and every stage needs a crew to function. This reality's particular tech crew is...poorly run, to say the least. Why else would you find tears in reality on the playground, or tesseracts in the grocery store?
Structure
Details about this government's structure
Republic-Dictatorship
The youngest of reality's tech crew, the Apprentices, answer to a Rigger. Every Rigger answers to a Manager, and every Manager to the head honcho: The Technical Director
The Technical Director runs reality as they choose. Every choice is verified by them, every decision overseen, and every mistake counted. The strings of the universe are theirs to control and weave like a mighty tapestry.
While the Technical Director has a might of their own, it takes the whole team to keep things running. Tick off a Manager? Congrats, Madagascar has sunk into the ocean. Mistreat a Rigger? The bubonic plague resurfaces in Europe. Even the Technical Director knows to fear the wrath of an agitated populous.
Apprentice: Oftentimes jump between jobs to see what works best for them, and some will choose to be proficient in multiple fields. They work under Riggers or Managers to learn the complexities of their field(s). This can be working as a "stagehand" (moving mountains, causing volcanos to explode, etc.), special effects (fireworks, northern lights, etc.), and other technical jobs.
Riggers: Riggers have usually settled into one or two different jobs. They begin to work with larger projects (such as pandemics, wars, etc.) alongside older Apprentices and some Managers.
Managers: Manage Riggers and Apprentices and continue working with both large and small projects, oftentimes in effects or writing (particularly for wars, religions, etc.).
Technical Director: Manages everybody else, gets the final say on details for projects, approves and vetoes projects or ideas, etc.
Ideologies
Details about this government's ideologies
Politics are deeply intermingled with regular life--they have to be, since those politics regulate their jobs (and often lives).
N/A (they don't have an economy)
Everyone comes from various backgrounds from various cultures from various planes of existence. Uniform culture? Not in this crew.
This reality's stage crew is large, so next to nothing is off limits. The strongest and smartest are the ones that live to keep their jobs. The only concrete rule is that holidays must be respected. In a world of chaos, one must have at least one thing to keep themselves sane.
Anything can become an Apprentice if they're strong enough, and anything can be kicked out or leave if they find themselves outmatched.
The Technical Director has jurisdiction over the sects' jobs, not themselves. Many higher ups could care less about the younger's personal lives--they'll likely be dead in an hour anyways.
Process
Details about this government's process
Whoever steps up, gets the position. If you prove your worth, then you are welcomed.
The Technical Director remains until they die or leave. Same goes for every other position.
In a system that literally drives plagues, serial killers, and wars, next to nothing is considered criminal--even murder. The only concrete rule amongst themselves is to respect holidays as a way of keeping those that work behind the curtain mildly sane. Those that cross that rule often lose their life.
Populace
Details about this government's populace
Factions are common among sects. Many group together in an attempt to create order and survive. These factions are often familial in nature, and deeply secretive. Some factions get along with each other better than others, just as some Managers, Riggers, and the Technical Director get along with some better than others. There is no approval rating when the person you approve of could be dead the next day.
The tech crew tries to keep realities from crossing out of the interest of keeping their own reality intact, but will often work alongside the rest of the multiverse in order to better their own function...when they can get along, at least.
The tech crew is harsh. If you aren't strong enough, smart enough, or clever enough, you can lose your job or die. When nothing is off limits and the resident government could care less about you, everything is a risk. Everyone has the capability to do terrible things, and everybody has the capability to do good things.
Members
Details about this government's members
N/A
N/A
N/A
N/A
History
Details about this government's history
Reality must be managed. The creatures of imagination, of entropy, of the material, and of the spiritual all play a part. Few ever choose to join the tech crew, and even fewer end up surviving it. Most don't know it exists.
N/A
Squabbles, wars, and conflict are common amongst the tech crew. All too many fights have broken out over projects, jobs, status, and cooperation.
Everyone celebrates different holidays depending on where they come from. There is an unspoken rule amongst the tech crew: respect others' holidays, regardless of what's being celebrated. Holidays are the beacon of unity amongst the chaos of the tech crew.
Assets
Details about this government's assets
N/A
Notes
Details about this government's notes
No notes information yet
This section doesn't have any information filled in yet.
Gallery
Images and visual content for this government
No images yet
This government doesn't have any images uploaded yet.
Associations
Other pages that reference or connect to this government
No connections yet
Start building your world by linking this government to other pages
Collections
Published collections that feature this government
Not in any collections yet
This government hasn't been published in any collections yet. Collections are curated groups of related content that help organize and showcase your world.
Tip: Collections are a great way to group related content together and share themed stories or worldbuilding elements with others.
Timelines
Timelines that reference or include this government
No timeline connections yet
This government isn't connected to any timelines yet. Timelines help organize events chronologically and show how your content fits into the broader history of your world.
Tip: Create timelines to organize important events in your world's history. Link characters, locations, and other content to specific events to build rich, interconnected narratives.
Shares
Discussion about this government
No shares yet
Be the first to start a discussion about this government by sharing it to the community stream.
Privacy & Sharing
Manage who can see and access this government
Current Status
refresh
This government is currently
Privacy Settings
Choose who can see and access this government