The Republic of Serenno

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Serenno


Overview


The Republic of Serenno is a world in the Outer Rim with lush landscapes. It is a firmly aristocratic world, ruled by the Great Houses and their Grand Count. Serenno has always striven to walk their own path in Galactic politics. While they did trade with the Republic, there was no consideration for an alliance or closer diplomatic relations. Recently Serenno has fallen on hard times, the cessation of trade with the Republic and the Galactic depression has weakened several Great Houses and the local economy. Where Serenno had enjoyed a golden renaissance, they now struggle to claw their way back to pre-Darkness glory.

The Count of each Great House, of which there are currently six, vote one of their own to become Grand Count. The position is held for life. The Grand Count rules over the entire planet and conducts affairs dealing with the rest of the galaxy. The Great Houses are all fabulously powerful families and have shifting alliances when the time to elect a new Grand Count draws near. The Counts do a reasonable job of caring for the citizens of Serenno, they consider it their responsibility to look after the well-being of the populace. That being said, those not in the aristocracy get no direct say in the government, although their concerns are not ignored by the Great Houses.

In 6,951 BBY, then-Grand Count Fernando Demici I had heard rumors of the Jedi Exiles building up a strike force in the D'Astan Sector. After a few scouting missions, this was confirmed and he contacted the Jedi to lend assistance. Somehow the Exile fleet heard of this and re-positioned their fleet in order to ambush the Jedi. The Jedi, thinking that Demici had lured them into a trap, declared Serenno an enemy. This kicked off a long series of three-way campaigns that devastated the entire Sector. Now Serenno is in a weakened state, and mistrustful of the force sensitive factions in the galaxy.


Government and Laws:

Government Structure -

Serenno is an Aristocratic Republic, where a small portion of the population -the Counts- elect a leader to serve as Grand Count for life. When a Grand Count (or Contessa) dies, the heads of the Great Houses convene for a month-long Noblesse Assembly. The Noblesse Assembly is the scene of much political maneuvering and shifting alliances. The Assembly meets alone in the Serenno Forum Hall, although their private chambers elsewhere in the Administration Campus see an even greater flurry of activity from messengers and support staff during this time. At the end of the Assembly (rarely does an Assembly last for less than a month), the Counts cast their ballots. A simple majority vote will elect a Grand Count.

The Grand Count holds immense power and wealth. He is the de jure head of government and state. While the Counts can propose and draft legislation, the Grand Count signs the legislation into law. A Grand Count also has veto and line veto power. He may either kill the proposed legislation or write in a change he wishes to see and sends it back to the Counts. If the Counts do not accept the proposed change, the legislation dies. There is very little that cannot be legislated, though meaningful changes to the form of government are rare. All citizens, even the lowest class, are granted the right to life, liberty, and property. Political and legislative power, however, rests solely among the aristocratic classes.

Serenno has a robust court system. The Magistrate Judiciary is the largest and lowest court level. Magistrates are appointed to a ten-year term by the Count that rules where the Courthouse has jurisdiction. Only members of the aristocracy may be magistrates. The Magistrate Judiciary is divided into three branches: Civil, which hears cases involving a wrong between private individuals; Criminal, which hears cases where a law has been broken; and Mercantile, which hears cases where an action involves business or commerce. Jurisdictional overlap can happen between all three branches. When a case has such overlap, it is kicked up to the Tribunal level.

The Tribunal Judiciary is populated by Judges considered experts in their respective fields of Civil, Criminal, or Mercantile law. These Judges have often served distinguished careers at the Magisterial before their appointment to the Tribunal Judiciary. Tribunal positions are held for life, so the selection of a Judge is often a painstaking process. Cases at the Tribunal Judiciary are heard before a three-Judge panel, each Judge representing one branch of the court. A majority vote between the Judges decides a case.

The third and highest level of the court system is the Grand Tribune. The Grand Tribune is chaired by three Grand Judges, each considered the absolute expert authority on their area of law. It is very rare for a case to make its way to the Grand Tribune. Only two types of legal conflicts fall under the original jurisdiction of the Grand Tribune: cases involving a Count, and charges of Violation of Nobelsse Oblige. While the Grand Tribune doesn't have the authority to change or strike down existing laws, their decisions are final and their written opinions shape judicial standards for generations.


Laws -

Perhaps the most important legal concept on Serenno is that of Noblesse Oblige. This concept mandates that one must act in a fashion that conforms to one's position and with the reputation that one has attained. It also mandates that the aristocracy preserves the rights, independence, and welfare of the citizenry. "Rights, independence, and welfare" are not strictly defined, but hundreds of years of tradition has given it the meaning that the aristocracy may not act in a cruel, unjust, or barbaric manner that inflicts harm or unreasonable burden on Serenno's citizens. As mentioned earlier, a charge of Violation of Noblesse Oblige is the only charge that a lower citizen may press against a Count. It is a grave offense, and if the Count is found guilty it may be grounds for stripping the Count of their title.

The Aristocracy receive a respectable level of legal immunity. It is generally assumed that their actions are necessary and proper for the benefit of the population or government. Most of the legal action involving them is between each other. While Merchants also enjoy a wide range of legal freedom, it is derived from the few restrictions on business, rather than express immunities. Predatory, consumer-directed business practices are forbidden, though less regulation exists when dealing with business-to-business interaction.

Merchants and Peasants do not have legislative or political power. The law, however, does grant them a wide range of rights and freedoms such as the rights to assembly, trade, worship, speech, and the press. These rights, however, may be restricted or infringed if the government has a legitimate, significant interest in doing so. Noblesse Oblige requires that such a restriction is narrowly tailored.

The right to personal weaponry is a more muddied right. The aristocracy has a long tradition of formal hunts, as well as personal collections of antique or rare arms. The actual use of weapons outside of a hunt or a range is more closely scrutinized. When dealing with Merchants or Peasants, the scrutiny is even greater and will extend to ownership of the weapon as well. Long weapons are defined as weapons (including swords) with an assembled length of 14 inches or greater. If a Merchant or Peasant wishes to posses a long weapon, they must apply for a permit and show proof of a legitimate reason they should be allowed to own a long weapon. The Aristocracy and Counts are automatically given such permits. Concealed weaponry also requires a permit, unless one is a member of the Aristocracy or Counts. Possession or use of explosive devices is forbidden for non-military or security individuals.

Duels are permissible, but are highly formal and regulated affairs and are used to solve non-frivolous grievances or wrongs that don't belong in the court system. A respected, neutral party will serve as Maester in duels. The Maester's job is to act mediator between the two duelists so that the grievances laid out and terms of the duel are properly communicated and agreed to. The Maester will also witness the duel and in the rare case where the victor is not obvious, determine a winner. Duelists will also bring a "second", a trusted friend who will witness the combat and give testimony of their performance. The second does not fight if their duelist is unable to. Duels are not always to the death; such a demand is extremely rare.

The regulation of Force Sensitives is a new legal concept that was enacted at the close of the D'Astan Campaign. The war took a brutal toll on Serenno, and the nobility took it as a personal affront. There is deep-seated animosity towards the Jedi and the Exiles across all classes. The Counts understood that citizens on Serenno couldn't help being born Force Sensitive, nor was there any way to tell or influence the development of it in an unborn child. There is some leniency in the law regarding natural-born Serennan children that happen to be Force Sensitive. However, Force Sensitives -native or not- are required to wear a badge identifying themselves as such, and the badge cannot be concealed or covered up in any manner. Further, it is illegal to belong to the Jedi or the Exiles. Individuals from those organizations caught on Serenno are treated harshly by the law as an enemy combatant.

Military:
Serenno has a somewhat feudal military system. Each Great House maintains their own security forces, which are capable of defending their interests against threats. The Grand Count traditionally pulled a tithe of soldiers from each Great House to man the Serenno Fleet, and could draw greater numbers if he needed to. This could be a dangerous weapon as the Grand Count could deliberately send men from a rival house into a bad position. There are also a few independent mercenary outfits that do work for any of the Houses if they have the coin. After the D'Astan Campaign, the Serenno Fleet was destroyed almost to the ship, and has not recovered. Currently the Fleet acts as a customs force, capable of only defending Serennan space from smugglers and small-time pirates. Land-based security forces fared better and remain a competent force.

Culture:

Serenno's culture is reflected in its laws. The aristocracy conducts themselves as such, saving non-noble displays for the privacy of their quarters. They firmly believe that they are better than the lower classes, yet consider it their duty to protect and care for the lower classes. All citizens enjoy rights and responsibilities and are expected to lead productive, fulfilling lives. There are many customs and practices that may seem overly formal to off-worlders, but it keeps the peace. The laws are strict on Serenno, especially the recently enacted Force Sensitive regulations, and off-worlders are advised to be familiar with them before landing.

While rising from poverty to great power is not a theme on Serenno, even a Peasant can be known across the planet for her sculptures, and a shrewd Merchant can command a sizable network of companies and wealth. Serrenans enjoy being outside. Many population centers are located in climates that are comfortable year-round with little in the way of seasonal extremes. The famed Hanging Gardens cover almost 6 acres and are a popular venue for weddings, official ceremonies, and lavish feasts.

Luxury goods are popular, and even Peasants have been known to spend more than they should on the finer things. Poverty exists, naturally, but is either swept under the carpet or used as the reason why the aristocracy is needed to keep things running.

Off-world visitors to Serenno often notice that reputation and respect are important to the people, and the proper respect is expected even from visitors. Boorish or uncouth behavior is frowned on. While citizens won't express their displeasure right to a visitor's face, they may make it known by other methods. Off-world visitors are not immune to a second showing up at their hotel door informing them that a challenge to a duel has been issued.


Great Houses of Serenno

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Great House Comprassi –

Head: Count Cosimo Comprassi IV

House Comprassi is one of the oldest known families on Serenno, tracing their roots back over a thousand years. Their holdings are vast and comprise of entire market districts, vineyards, and shipping companies, to name a few. Because of this, it has been extremely difficult for any other Great House to undermine Comprassi’s authority and influence, and a dangerous House to openly defy.


Great House Demici –

Head: Count Fernando Demici II

House Demici controls a significant portion of Serenno’s banking and finance industries. They are an old family, and used to a life of luxury and worldly pleasures. Whenever galas are thrown for Serenno’s elite, the Demici family can always be counted on to be some of the most lavishly dressed guests. Demici is one of the easier Houses to get in good graces with, but are notorious for being terrifyingly ruthless in executing grudges against those who wrong them.


Great House Nalju –

Head: Count Bazz Nalju

House Nalju’s fortunes took a steep dive once the Jedi conflict erupted. Nalju had been investing large sums of money in shipping and trade enterprises with the Republic for some time. They were unable to divest from their commitments before trade with the Republic ground to a complete halt. House Comprassi poached several of Nalju’s shipping companies at dirt-cheap prices. Some smaller companies vanished, along with their assets, only to reappear under less than legitimate enterprises operated by Nalju.


Great House Palerma –

Head: Count Dex Palerma III

House Palerma has suffered a long period of steady decline over the past century. While Palerma used to be on the leading edge of culture and innovation, their laboratories and research centers have been shuttered and sold. Where science once reigned, people now shop for clothing and food. Great works of art, and entire libraries have been burned or sold to private collections. Only by diversifying into finance, industry, and shipping has House Palerma remained financially solvent.


Great House Teramo –

Head: Countess Pari Teramo

House Teramo has weathered the galactic crisis poorly, but not nearly as badly as House Palerma. Teramo’s areas of influence fall in so many fields it is hard to categorize beyond saying they have fingers in every pot. They get things done not by brute strength or immense wealth, but by knowing someone in almost every industry, town, and business. Teramo rarely openly takes sides in political intrigue, but rather points their “allies” in the right direction if they ask. However, none of the other Great Houses considers Teramo to be a serious threat. The number of favors House Teramo has acquired over the years is dwindling faster than they can accrue new ones.


Great House Vemec –

Head: Grand Count Nero Vemec

House Vemec is one of the youngest houses, yet their rise to dominance has been ambitious and swift, partially in thanks to their iron-fisted control over many of Serenno’s courts, law enforcement, and mercenary groups. Vemec has been able to rewrite laws, garner favorable court opinions, and use mercenary groups as violent battering rams to problems that can’t be solved in more subtle ways, or by using other Houses. They trade armed strength for favors and (usually) relatively short-lived alliances with other houses. During the last Electorate of Dukes, Nero Vemec snatched victory from the Demici family and was crowned Grand Count of Serenno.


Grand Count

The Grand Count of Serenno rules over the planet of Serenno for life, conducting affairs dealing with the rest of the galaxy. Elected to the position by the Counts of the Great Houses from within their ranks. The Grand Count is responsible for both internal and external affairs, keeping the Great Houses in line, and ensuring that the Serenno maintains high standing in the intergalactic community.

Count

The Counts of the Great Houses of Serenno are powerful aristocrats, each the absolute leader of their own Great House, answering only to the Grand Count. Responsible for the wellbeing of their house and the general populace, these noble aristocrats balance political intrigue, economic power and social responsibilities. The position of Count is held for life, leaving many heirs to jockey for favor of the current Count.

Aristocrat

Members of the Great Houses who are not currently holding the title of Count, their responsibilities are to assist their Count in maintaining and gaining power for their Great House. Acting as diplomats, judiciaries, military officers, as well as a wider host of upper crust functionality, the Aristocracy are responsible for the day to day function of their Great House.

Merchant

The economic drivers of Serenno, these merchant marines and civilian traders work to enrich themselves and the Great Houses of Serenno. While having no direct say in the governing of Serenno, the most powerful Merchants might have the ear of an influential Aristocrat, or possibly even of a Count.

Peasant

The largest majority of the citizenry of Serenno, the Peasantry have no say in the governing of the planet, though they are for the most part well taken care of by the Great Houses who derive their rule from the passivity of the Peasant class. These peasants are the tradesmen and working class of Serenno, also making up the bulk of Serenno’s military. While inequality is great, it is not uncommon for a peasant to achieve elevation to the Merchant class.


Historic Timeline

— 25,000 BBY - The first recognizable government, the Sohn Hegemony, forms on Serenno
— 23,500 BBY - Noble houses grow discontent after a series of reforms limit their power in the government
— 23,450 BBY - The Serenno Revolution occurs, a brief but brutal civil war that sees the Sohn Hegemony and family line eradicated from existence
--- 23,449 BBY - The Council of Fiyarro writes sweeping legislative reform, establishing the current aristocratic government and the Great Houses
--- 17,300 BBY - Widespread peasant revolts occur after millenia of maltreatment. The Aristocracy decisively defeat the revolts, and establish the concept of noblesse oblige to ensure it never happens again
--- 10,000 BBY - Serenno becomes the premier center of trade in the D'Astan Sector
--- 6,950 - 6,935 BBY - The D'Astan Sector sees a series of bloody campaigns that disrupt agriculture, shipping lanes, local economies, populations, and weakened system security. No warships of any meaningful size are produced again.
--- 6,903 BBY - Current Year

 
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