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Principate of Ssrkess

...The Juje, for their part, saved us the trouble, or perhaps the pleasure, of liberating ourselves from those who sought to destroy us, but they are now gone! We must now form our own kingdom, our own place in this world, or we will forever be denied one by our neighbors. There are no differences between us, brothers and sisters, that make us so incompatible as to not be one family. We must create a kingdom before our old overlords regain their balance, and furthermore we must keep them sufficiently weak such that they can never again take from us our families, our homes, our lands! I say we visit unto them the same which they had readily rendered unto us in their time of strength. The bill is long due!...
- Kresskrend, the First Prince

Demography and Population

The Principate of Ssrkess was declared by and for the Ssrekk, a type of snakemen local to the Thousand Isles (Leutra, specifically). They are one of the many races crafted of the same essence as the dragons and drakes, and resemble snakes crossed with men, though they are smaller. The Principate is over ninety-nine percent Ssrekk, with a very small lizardfolk population on the fringes of the state. The Ssrekk number at about one million, all told. Their settlements are spread out over quite a vast area, with small villages making up the majority of the population centers. They have no large cities, but the township, if it can be called as such, of Alssaryss is the seat of government and the main population center.   The Ssrekk are organized into distinct tribes or clans, as we can understand them, but these groupings are not totally exclusive from one another. That is to say, a Ssrekk may identify as being a member of multiple tribes, and will see her true family as being the entirety of each. There are four major tribes, however, which seem to separate the population for the most part -- meaning that most Ssrekk identify as at least (and usually only) one of the four. These are the Venomfang, the Stripetail, the Shadow-Hunters (as I translate the name), and the Darkband. Each of these tribes seem to be related to physical characteristics or, in the case of the Shadow-Hunters, a preferred method of hunting -- which has led me to hypothesize that there must be some difference between these tribes and the many other, smaller tribes, that we outsiders simply don't fully understand. In any case, these four tribes are most used by outsiders such as myself to describe the culture of the Ssrekk, so we will begin with them.   Venomfangs are by far the most numerous of all Yuan-ti in the Principate. It seems that, by the Principate's own census, 46.7% of all its citizens are Venomfang (notice that I say are, which is exactly what the Principate reports. For the Ssrekk it seems that there is no concept of "identifying" as one tribe or another, you simply are a member of the tribe, or you are not.). Primary qualities of a Venomfang include, of course, a particularly venomous bite which kills much more quickly than the bite of their non-Venomfang kin. Furthermore the extra potent venom seems to come with a desire to use it. Venomfang can often be found at the vanguard of the Ssrekk raiding parties into Leutra, and in the Serpentine Assemby, they often push for more raids and even expansion onto nearby islands.   Those Ssrekk who call themselves Stripetail are the second most numerous within the Principate, and have considerable overlap with the Venomfang, comprising 34.9% of the population. They are named, obviously, for the multitude of colored stripes that run the length of their tails. What, biologically, the stripes signify is unclear -- in unintelligent serpents, such a pattern would signify that the creature is venomous, which has led some to speculate that these Ssrekk may have been shaped by the same entity that then created the lesser serpents. Stripetails mostly live on the southern cape of the island, and are the principal traders of the Principate, often financing raids and expeditions into Leutra and even outside of it, occasionally.   The Shadow-Hunters, as I translate their name, are much less numerous than the aforementioned groups, comprising only 19.4% of the total population. Most of the Shadow-Hunters seek a military occupation, either joining the Balaur, if they are highborn enough, joining the frequent raids into Leutran territory, or serving in the Ssrekk navy -- usually specializing in anti-piracy operations. Shadow-Hunters are renowned for their stealth capabilities, and are experts at infiltration, theft, and assassination (there is a widespread conspiracy theory that our elven kingdom often hires Shadow-Hunter assassins to eliminate particularly problematic pirate lords). Within Shadow-Hunter circles, it is quite common for the Shadow-Hunters to steal from each other as a sort of joke. However, the "thievery" is, in reality, a socially sanctioned practice program for the Hunters to hone their skills, and for those who are stolen from to practice their tracking and deduction. Once the thief is found, the item is promptly returned, and the thief and "victim" will sit together and discuss the shortcomings of each of their methods. One interesting rule of this "game" is that the thief, rather than choosing to steal something important and obvious, should steal something seemingly insignificant and small. The reason for this, I imagine, is both practical (it would be difficult to live if your essentials were always being stolen!) and also serves to hone the Shadow-Hunters' attention to detail.   Comprising a measly 3.5% of the Yuan-ti in Ssrkess, the Darkband are quite a rare sight on the mainland of the Principate. Most of the Darkband are members of the navy, or else live on the coasts of the Principate, or on the isle of Ssharaph. According to official Principate history, the Darkband are something of "foreigners" to the Principate -- possibly coming from the interior of the old Leutran kingdom, where ships were needed to hop between the hundreds of small islands comprising the area. The Yuan-ti historian Ssercesh tells us that the Darkband were forced from their homeland into the lands of the modern Principate as the Leutrans sought to force all of the Yuan-ti into a single space which could easily be targeted for purification. She calls this event the "Darkband Exodus," and has archaeological evidence to support her claim -- several abandoned villages dating to the time of the early Leutran Empire have been discovered near the center of the Leutran jungle-chain. Her theory could also explain the seafaring nature of the Darkband, and their affinity for the sea. Interestingly, their being outsiders actually makes them some of the most well respected members of Ssrekk society, since they are seen as having lost the most of all Yuan-ti.

Territories

The territory of the Principate extends from the northern edge of the Rashakh darkwood of Leutra, where the jungle becomes quite dense and mountainous, to the sea. This mountainous area has been named Ssrkess, just as the dominion that claims it. The Ssrekk also claim the island of Ssharaph, just to the west of their main holdings. For as long as any of the Ssrekk can recall, their people have dwelt there, making homes among the branches of the trees, and growing and weaving those branches together until they are as sturdy as the stone floor I sit upon as I write this. A traveler walking beneath the canopy would hardly notice their presence, though the traveler would certainly be noticed by the inhabitants of the jungle, and would likely be followed for the duration of their stay. Ssrkess is full of lush vegetation, and all of the medicinal herbs that can be found in common jungles. The mountainous terrain makes traveling by foot difficult, though not impossible   Scores of mountain passes pave the way into Ssrkess, all watched day and night by the guardians of the realm. Though the Ssrekk do not claim the territory beyond the passes, the will not suffer Leutrans to settle in large populations, and are wary of outsiders taking up residence in the jungles of the lost kingdom. The foreign coasts surrounding the Principate are bare save for the husks of abandoned villages and old Jujii temples that dot the region. For this reason, it is often said that though the Ssrekk only populate the region that they call the Principate, their hegemony over Leutra essentially makes it part of their domain. There has been some talk of colonizing the shores of the various Leutran islands (Yssera, Assuraban, and the Swampwood, chiefly), but the general population of Ssrkess has little interest in settling elsewhere in the region.   The island of Ssharaph is a strange exception to the rule, where the Ssrekk claim it and settle upon it, even though it isn't part of their ancestral lands. The valuable Naura supply on the island is a critical source of revenue for the Principate, as well as being a potent countermeasure to powerful mind-altering spells which were used extensively in the persecution of the Ssrekk by the Leutrans. The Ssrekk defend the island almost as fiercely as their homeland, and the recent elven incursions into the region in the name of eliminating piracy have heightened tensions with the Ssrekk, as the Ssrekk wait to see whether or not the elves will attempt to affect business on Ssharaph.

Military

The military of the Principate of Ssrkess is comprised of a small core of elite soldiers complemented by a large amateur volunteer body of raiders. The approximately one-thousand elite Balaur that form the core of the army are recruited from the most well respected aristocrats of each clan, large and small. Balaur are selected from birth -- only the strongest-looking infants are chosen for this elite program -- though I don't know quite what the selection criteria is, considering my limited knowledge Yuan'ti physiology (I was always a horrible anatomy student). As soon as a Balaur child is old enough to hold a knife, training commences. Each morning, as soon as the sun pokes above the horizon, the children are taken to the ritual training ground where they will be drilled and educated until the sun leaves the sky. Martial prowess is a necessity for the Balaur as they are the sole defenders of the realm against the many threats to Ssrekk sovereignty (most especially the Leutrans, I suppose). They are taught how to wield swords, bows, and various polearms, and are taught how to fight in formation and in individual combat. In the special schools built for them they are taught the history of the Principate, with especial emphasis on the crushing oppression of the Leutrans and liberation by the Juje. Hatred for their lizardfolk neighbors is burned into them from youth, and it is rare to see a Balaur take a prisoner, unless he plans to make him a personal slave.   In stark contrast to the Balaur, the volunteer raiders that are called upon in times of voyages away from home (usually to monitor Leutran activity and pillage some of their settlements) are totally unprofessional and are mostly interested in gaining loot, preferably without having to die for it. Each time the Principate desires to remind their neighbors of who the superior kingdom is, they call upon the gloryseekers of their Principate to go forth in whatever vessels they have and to raid and pillage any lizardfolk settlements that they see, especially settlements larger than one-hundred people. Some raiders are less interested in killing than robbing, but there are enough sadists among them to ensure that any unfortunate lizardmen caught by the raiders will be killed in one way or another, ore else be sold into slavery. The general tactic of the raiders is to use overwhelming force to destroy their enemy, which would certainly backfire save for the fact that the Leutrans have been so thoroughly decimated by the Ssrekk in recent decades that they can offer no organized resistance to them. And so it is that raiders will leave their homeland to plunder their neighbors, and will often come back no worse for wear and with new wealth to boot.   Of course, I shan't forget that the Principate does have a professional navy in order to protect and maintain its trade routes through the Thousand Isles. This navy is generally uninvolved with the periodic raids on Leutran settlements, but they do escort ships through Leutran waters, which are the fastest and safest way to reach Jin-El Aethis from the west. This "Leutran Passage" is heavily taxed by the Ssrekk and generates the vast majority of the Principate's revenue. It takes near three-thousand Ssrekk to keep their navy at full operation, and many hundreds (possibly up to two-thousand) of the positions are passed from parent to child -- creating a cast of professional mariners which form quite a formidable force, even by elven standards. Other than routine patrol and escort, the Ssrekk navy has also begun a fledgling anti-piracy program which seeks to take war to well-known pirate havens. This program is still in its infancy, but preparations for large-scale operations are currently underway in the Principate, which has drawn the close scrutiny of the elven navy -- as the grand admiral of our navy wants to ensure that no power to the southwest of the elven kingdom becomes strong enough to contest elven hegemony.

Foreign Relations

The Ssrekk have few foreign relations outside of two groups: the elves of Jin-El Aethis, and the native Leutrans. Let's discuss the elves first since the discussion of them will be short and rather droll. The elves and Ssrekk have a minor trade going. For the elves it's hardly noticeable among the hundreds of groups that they trade with, but for the Ssrekk its an important client to have. The Ssrekk mostly export medicinal herbs local to the Leutran jungles that are difficult to obtain elsewhere. Even better, they sell them for cheap, except for the vaunted naura root found only on Ssharaph. Naura is capable of counteracting even the strongest mind-warping spells, and is oft purchased by the Necromantic Enclave and any soldier worth his salt who's hunting demons. Relations remain stable, but the slow elven extension into the region is poised to either disrupt or make more fruitful the relationship with the Ssrekk.   As for the Leutrans, the policy is simple and complex. They are the hated foe of the Ssrekk, who, in a bygone age, ruled with an iron fist and persecuted all Ssrekk they could find -- enslaving or outright killing them in the name of racial purity. After the Jujii empire collapsed the Leutran kingdom, the Ssrekk finally found themselves under leaders who hardly noticed them, a state of affairs which they enjoyed greatly. When the Jujii empire collapsed in turn after the Interregnum, the Ssrekk were more than ready to form their own independent Hamjii before the Leutrans could reform their kingdom. The result is the Principate of Ssrkess, and the Ssrekk have not forgotten their old enemies. The Principate has little desire to expand, but they seek to keep the Leutrans forever weak. To this end, they seek to extend their reach to all of the Leutran jungles, often making raids on Leutran coast settlements and "settling old scores" through extermination of lizardfolk. The raids have made some of the Ssrekk powerful and wealthy -- well respected by their kin for their revenge-seeking. How this may change or intensify in the future I cannot say, but for now the Ssrekk are content to lord their strength over their former masters.
Type
Geopolitical, Principality
Demonym
Ssrekk
Government System
Democracy, Direct
Power Structure
Autonomous area
Economic System
Palace economy
Currency
The Ssrekk gold and silver coins, hussau and hussag, respectively, are the standard currency of the Principate. The technology to mint their own coins is newly come to the region, so much of the coinage presently in circulation is of elven origin, and is marked with elven symbols and names. Of course, elven currency has long been present in the Thousand Isles, and the Ssrekk are not unaware of the foreign coins' influence on their economy. As a result, the hussau and hussag are equivalent to the elven gold and silver coins minted during the reign of the Jujii (the worth of elven coinage has since little-changed, and coins near 500 years old are still oft-traded in Jin-El Aethis).
Legislative Body
I hesitate to call the ruling legislature of Ssrkess a "parliament" akin to the High Council of Jin-El Aethis, but a comparison of the two is still a useful indicator of the true nature of the Serpentine Assemblage and its constituent Assemblage of the Commons. Beginning with the first, the Serpentine Assemblage is a body of between 150 and 226 adult (meaning over the age of 12) Ssrekk, with proportional representation of each of the four major tribes, who's names I have translated into common for all our sakes: the Venomfang, the Stripetail, the Shadow-Hunters (this one was difficult to translate as there is no direct translation for the word I took to mean "Hunters." In the native Ssrekk tongue, it also can mean "Slither" or "One who preys upon," generally seeming to evoke a sense that these are the apex-predators of their lands), and the Darkband (A name that refers to the dark band that lies across the eyes and chest of members of this tribe). These I have listed from most to least numerous, and there are many more sub-tribes within each general tribe that complicate the internal politics of the Principate.   Members of the Serpentine Assemblage are chosen by their own clan, either by a voice vote or inheritance of the position. One of the members is then chosen as the Prince of Ssrkess, and is acknowledged as the chief of his people, though his true legal power is little without the Serpentine Assemblage to back him. The Serpentine Assemblage is responsible for drafting legislature to then be approved or denied by the Assemblage of the Commons. This includes declarations of war, which must be agreed upon by all of the Assemblage, though war is quite popular with the Ssrekk, especially when it involves killing lizardfolk.   As previously mentioned, the primary purpose of the Assembly of the Commons is to vote on legislature and declarations of war presented to them by the Serpentine Assembly. All adult Ssrekk are members of the Assembly of the Commons, with equal voting rights to all others. Motions are passed via voice-vote, with the louder side declared to be the dominant one. An unfortunate side effect of this quite primitive system is that a skillful demagogue can take control of the government just by convincing enough of the common folk of his agenda and sending them to the polls. The Assembly of the Commons is free to meet whensoever it chooses, and provided that at least 300 members show up, can vote on anything they choose. While their verdicts are not legally binding, resisting the will of a heated mob can have deadly consequences, and most will simply allow the demagogue and his followers to enact whatever measures they deem fit.   So then, with the Serpentine Assembly seemingly useless against the power of a demagogue, who stops one serpent-tongued (forgive my pun) Ssrekk after another to seize control of the Principate? That would be the Prince himself, of course. The Prince, who may not control the people with honeyed words (though they would still serve him well), does control the most powerful institution that the Principate manages to maintain -- the army. When a mob becomes too unruly, or begins upsetting too many members of the Serpentine Assembly, the Prince will either ask permission of, or be demanded by, the Serpentine Assembly to call the army and quell the rebellious uprising. The power of the Prince to be the sole commander of the army is why Ssrkess is often called a Principate.
Judicial Body
Crimes in Ssrkess have two major categories: minor crimes and major crimes. Minor crimes are required by law to have two or more witnesses who can attest to the criminal's activity. These witnesses, and any who stand for the accused, are brought before one of his clan's senior Serpentine Assembly members (those members over 60 years of age). This single official is named both judge and jury, but execution is hardly applicable. In order to be convicted, the judge must be convinced of the witnesses' argument against the accused, and must have no doubt that the accused has committed the crime. If found guilty, the criminal will at least be fined for his crime (theft carries a fine equal to the value of the stolen objects, repayable by servitude) and at most be branded as a criminal by having some of his scales torn off, often in a pattern to reflect the crime, and then that area of his body will be magically scarred to prevent healing, else the snakeman would just grow new scales in time. Some minor crimes actually forgo the magical scarring, deeming that for some minor crimes, the humiliation is punishment enough. Those found guilty of three or more minor crimes are placed into forced labor camps or into penal legions of the army until their debt to society is deemed repaid. Minor crimes include theft, evasion of public service, tax evasion, assaulting a criminal (subject to circumstance), assaulting a war captive (subject to circumstance), and intimidation of a fellow Ssrekk.   Major crimes are handled quite differently. Those convicted of a major crime are brought before the entire senior Serpentine Assembly (all those members over 60 years of age). All pertinent witnesses are brought forth and questioned by the Assembly, who act as judges in the case. Each judge may ask any question they so choose, and may request to hear testimony from anyone related to the case, whether they are initially brought forth or not.The accused is allowed to make a rebuttal to each of the statements given by witnesses, and is also required to be one of the witnesses questioned. Once all witnesses are heard and questions asked, the judges will deliberate in the chamber, allowing non-judges to observe but not to participate unless a judge makes a wrong statement. Once a verdict is reached, the accused is promptly released or sentenced. Penalties for major crimes range from branding to death. Exile to a penal legion is a particular favorite for ridding the principate of undesirables. Major crimes include treason against the Ssrekk, murder, and conspiring with enemies of the state (spreading propaganda, sympathizing with the Leutrans, etc.).   In the case of deadlock within the senior Serpentine Assembly, the case is transferred to the supreme judicial authority of Ssrkess, the Council of Nine. This council is comprised of the eight most senior members of the Serpentine Assembly and the Prince of Ssrkess. The case is made anew in front of these nine and they are not allowed to leave the room until a decision is reached. The Council is also responsible for overseeing the dispensation of justice throughout the Principate, and are the only ones with the authority to try members of either Assembly. They also preside over cases involving high-ranking military officers, and ensure that a reasonable cause is given for offensive wars.

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