NationStates Jolt Archive


Ssek Empire Factbook [PT, Eldire]

Ssek
03-10-2008, 00:30
The Ssek Empirehttp://i280.photobucket.com/albums/kk173/clomata/ssekempirev1.jpg (http://i280.photobucket.com/albums/kk173/clomata/ssekempirev1-1.jpg)
(Click image for larger size)

Background:

The Ssek Empire is a nation-state home to a specie of lizardman-kind who are joined in a network of Clan-based quasi-feudal obligations and tradition to their mutual defense against 'warmblood' outsiders - as well as their col-blooded cousins in the Hefon Empire to the east, and elsewhere throughout Eldire.

Geography:

http://upload.wikimedia.org/wikipedia/commons/thumb/0/08/Judea_2_by_David_Shankbone.jpg/250px-Judea_2_by_David_Shankbone.jpg
The Hakish Desert
http://homepage.powerup.com.au/~ancient/nile2.jpg
the Asush River bank

Land Area: about 1.45 million square miles.
Climate: Tropical Arid (BWh in the Köppen classification (http://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification))
Vegetation: Desert flora and fauna, with wooded regions and arable land near the main rivers

People

Population: 5,000,000
Race(s): Ssek (Reptilian) 96.3%, Other Reptilian (Includes Hefon, ) 2.6%, Other (includes Human, Goblinkind, Orc, Elvenkind, Dwarvenkind) 1.1%
Nationality: Ssek (noun), Ssek or Ssekite (adjective)
Average Age: 34.3
Life Expectancy at Birth: 136
Religions: Cult of K'zira 42%, Cult of N'kuru 25%, Cult of Haatil 18%, Other 15%
Languages: Ssek and Reptilian, and Eldire Common is well-known, especially in the cities
Literacy: 0.6% (Reading and Writing), 13% (Some Reading)

Government

Name:

conventional long form: Empire of the Ssek
conventional short form: the Empire
local long form: Ulzh-zystal Ssek Nkhasut
local short form: im Nkhasut

Government Type: Feudal Oligarchy.
Capital: Ssan
Administrative Divisions: 5 kingdoms (Ssan, Asush, Kasras, Skila, Khrek)
Executive Branch: The High Council convenes to discuss matters of state, and has the power to declare war or peace with foreign states. It has no chief of state. Decisions that affect the whole empire are made with votes and consensus, while local government is left in the hand of the nobility.
Legislative Branch: the High Council formulates Imperial Decree by consensus only.
Judicial Branch: The Inquisition, led by the High Inquisitor, has a substantial power to enforce laws and investigate and punish crimes.

Grand Magus, chief administrator of the imperial-sponsored Academies (and usually among the best of the 1st Rank Magi)


Society

The basic divide in Ssek social structure is between the upper and noble classes, including Magi, Warriors, and these days Merchants; and the lower classes, including Slaves (who make up to 5% of the total population), Laborers, Breeders and Artisans. There is an amount of social mobility - an Artisan who accumulates enough wealth might buy into the Merchant class, and even a Laborer might scrounge enough to be Tested at the Academy. In reality, though, those whose clans are higher in status and power tend to protect themselves, and keep down potential newcomers and upstarts. It should be noted that although Warriors and Magi have the most status, they are not always the wealthiest.

Ssek society is clan-oriented. The clan is the basic unit of community, signifying family and often status. One's clan can improve one's own standing, but also vice-versa. Hence, individuals seek to bring wealth and power to their clans - although this matters more to the nobility and to the elderly than the lower class and the young.

Breeding is focused much more on than romance or love: the Ssek do not derive the same levels of enjoyment from sex, or physical touching as do mammals and most "warmbloods," and procreation can and is done more frequently, more casually, polygamously, and less emotionally. Breeding is seen as an opportunity and an obligation to their clan and to society.

Also because of the reptilian procreation cycle, marriage is a foreign concept, as are rebellious youth and lengthy "stages" of development. Only the specialized

The reptilian Ssek tend to view all "warmblood" species the same - potential enemies, potential slaves, potential food. The barbarian and wild lands are a constant source of cheap slave labor, as are any prisoners gained during war. Most slaves work at hard or occasionally skilled labor, and only a few are used as personal servants to the Ssek.

Slaves, however, can also be Ssek who've gotten into too much debt or have committed certain crimes. Higher ranks, or castes, in society are:


Laborers (90.1% of the population, or 4.5 million) - Actually serfs and peasants, the Laborers still enjoy basic rights such as the chance to be Tested as a Warrior or Magus, ownership of possessions, and a chance to have their grievances taken to a court. They cannot own land.
Breeders (0.8%, or 40,000) - Breeders are a small, respected class of Laborers who manage Hatcheries and Nurseries, and essentially take care of procreation from freshly-laid non-fertilized egg to healthy individual adult. They are in charge of the fertilization and development processes, and thus can control the selection and breeding itself - because of this, Breeders are highly paid, highly loyal and well guarded by their patrons.
Artisans (4%, or 200,000) - Skilled laborers, artists, craftsman, smiths. Their higher status is indicated mainly by their usually higher income, which allows them higher mobility, but they only rarely own any land.
Merchants (0.9%, or 45,000) - Merchants are defined not just as anyone who conducts business transactions, but those who make a career out of trade, and usually travel throughout and beyond the Empire. As a result they are a small but important class, not just as facilitators of commerce, but as means of communication, sources of news and even spies. They can and often do accumulate great wealth and land, surpassing even some nobles, but a Merchant is nonetheless not a Noble.
Warriors (4%, or 200,000) and Magi (0.2%, or "The Ten Thousand") - Those who graduate the Academy are ranked according to skill in their profession. Not all Warriors or Magi are nobles, but all nobles are Warriors or Magi. These days, Warriors and Magi can sometimes rise from the Laborer caste. A Magus will be either 1st, 2nd, or 3rd Rank - a 3rd Rank Magus generally has minimal or sometimes even no appreciable magic ability, although he has received an outstanding education in history, language, math, sciences and philosophy. 2nd Rank Magi are less common and more skilled, while Magi of the 1st Rank are as powerful mages as can be found. Warriors who enter the military are given actual military ranks and commands, while those who don't can still return to receive additional training.
High Nobility - Not a traditional caste itself, but nobles of sufficient wealth, power and status enter into the stage of Imperial politics and intrigue. The leading Clans, the High Council, the Kings and their families all fall into this category. As with all nobility the males are either children, Warriors or Magi of some rank.


Females can be tested and placed as Warriors and Magi, but do not tend to do so as often, and they aren't expected to: Adult males who have not gone to Academy and been placed are seen as dangerous layabouts or ne'er-do-wells. Notably, females enjoy as many rights as males do.

Colorblind, the Ssek do not have much if any (intentional) variety in clothing, and monochromatic art and architecture. The Ssek are a highly non-ceremonial people, and by human standards are overly pragmatic to the point of being boring. Poetry and literature are an exception, although non-Ssek rarely encounter it or understand it - it is said to be highly abstract, ambiguous and confusing.

Most follow patron gods of their Clans and/or settlement. The Ssek gods tend to be violent, ruthless, cunning and full of deceit, at least in their fables and legends. Most Ssek are not overly religious, however, and put more faith in the studies of the Magi, the righteousness of Empire and Clan.

For recreation, the Ssek are fond of eating, drinking and slothfulness, to the point of pseudo-orgiastic festivals, which often involve the slaughter and gluttonous consumption of food animals (and sometimes enslaved humans or elves) and exercises in bulimia that would put the Romans to shame. Because the Ssek derive so little satisfaction from conventionally mammalian ways (music, dancing, touch, sex), they enjoy eating, drinking, slaughter and sloth a lot more - the point of being described as "beast-like" and evil by outsiders. However, most Ssek have neither the time nor money to spend in such festivals. The Ssek "hangover" comes not from the after-effects of intoxication, but the torpor of eating large meals.

Economy

The average population density is just 3.5 per square mile; the population is concentrated into the cities with a high urbanization rate (10%) and dense villages along the river networks, with vast tracts of desert in which few permanent settlements can be found. The Ssek rely heavily on large-scale irrigation to provide food, allowing the predictable and slow rivers throughout the Empire to provide fertilization and water. They manage to provide enough food to avoid starvation with a surplus of just under 4%. In the past, the Ssek were a net exporter of grain, but as their population increased over the years this is beginning to reverse.

The Ssek Empire is not surprisingly active in trade, with its eager Merchants offering slaves, salt, stone, iron and metal in exchange for food, timber, goods and luxuries. A healthy trade also involves selling the Ssek drug, tlykh (a hallucinogenic stimulant produced from unfertilized egg shell and a valuable desert spice), and about any alcohol produced from grain (which the Ssek enjoy immensely, but have poor skill in producing even with slaves). Although the Hefon Empire is a natural trade partner, there is less than you'd expect thanks to the traditional uneasy tension between the two powers. However, there is a high demand for timber for use in construction, and an ongoing illicit trade involving crocodile meat.

Merchants travel the Dolthiac Ocean and the Middle Sea, and occasionally venture along the coastlines up to the Black and even Inland Seas, in sailing trade ships which nevertheless fair poorly in open ocean. By land, they criss-cross the Empire along its roads in caravans. Less adventurous Merchants set up shops and organize the Merchant Guilds in the cities.

The Ssek use a gold, silver and copper based monetary system, with the silver piece (sp) being the most-used. One gold coin is worth 25 silver coins, and one silver coin is worth 16 copper coins.

A bushel of wheat will tend to cost about 30 silver coins (about 2 silver coins per pound), while a sword might cost anywhere from 17 to 500. On the other hand a decent ocean-going warship costs thousands, perhaps tens of thousands of gold coins.

Commerce is mostly unregulated, though there are several forms of taxation levvied by both the High Council and local governments.

The Empire is a largely agrarian economy run by low-ranked Ssek and human, orc and other Slaves, managed by land-owning merchants and nobles, attended by merchants, protected by warriors and magi, and owned by the high nobility.

Art and Architecture

Lacking in color vision, Ssek art and architecture often reflects this. However, symmetry is highly valued, and even a small peasant house will have right angles and a centered door.

Building materials for the most part include sun-dried mud brick (adobe), lime and mortar, granite and sandstone. Good timber is relatively expensive, and found as framing for larger structures owned by wealthier Ssek. Buildings are usually angular, with few arched or slanted roofs (there being not much rain and no snow at all in the region). The most common house form is a square and small (roughly 20-30 feet) and about 8 feet high.

Coming soon - plans and such.

Military

The Army is the Empire's military arm, but actually consists of the various standing armies of the Kings and even more local governments, with a small contingent of Imperial warriors.

In peacetime it is responsible for maintaining levels of discipline, training, equipment, organization, supplies and personnel within the five kingdoms, and manning the Empire's extensive defense networks - fortified villages and cities, outposts and watch towers, patrols. In wartime, it is given supreme authority, can conscript Warriors from anywhere, and has in the past built and operated maritime warships (galleys).

The average Ssek Warrior is 7 feet tall, with some ranging to 8 1/2. Most weigh between 200 and 300 pounds, and has very little fat (as is characteristic of the race). The Academy gives 3 years of training and education to all graduates, making even the lowliest Warrior familiar with a variety of weapons and tactics, as well as the ability to read and write - a strong incentive in a largely illiterate society.

Not everyone in the Army is a Warrior. Laborers and Specialists are often recruited into service for their skills. Slaves, too, are used for hard labor such as quarrying stone for construction. And, of course, the Magi are present throughout the Empire, including the Army, supplementing the combat capability of the Warriors with various traditional spells and abilities - healing, reconnaissance, blessings, curses, prophecies, etc.

The Army is organized by Kingdom, which each contributes its Host (of varying size), broken down by Companies of various troop types:

Infantry

Warriors armed with sword and polearm, protected by helmet, cuirasse, and shield (the quality and material varying according to region). Typical pole-arms used include pole-ax, halberd, pike and spear. Swords are usually of the falchion (http://en.wikipedia.org/wiki/Falchion) or scimitar variety - chopping or slashing, instead of thrusting. When guarding a fortification, Infantry will typically use short bows from the battlements.

Archers

Armed with heavy, composite or longbows, these Warriors are unarmored and highly mobile, allowing them to overtake or escape heavy infantry. The crossbow never saw development as an infantry weapon in the Ssek Empire, and the Archers rely on their training and personal strength to become a lethal force on the battlefield.

Grenadiers

The Magi contribute to the armed conflicts of the Ssek through the addition of cast-iron grenades, charged with magical energy which, like the force of gunpowder, sends shards of deadly shrapnel. (Gunpowder itself is not used, and is somewhat rare and not manufactured by Ssek.) The type and strength of the magic can influence the grenades, giving incendiary or freezing qualities - most however are purely explosive, and used to break apart enemy formations or defenses. The Grenadiers themselves are not Magi, but Warriors, and when not tossing grenades operate as medium infantry using a hand axe or sword. Their armor can vary, but usually includes a helmet and hardened leather or light mail.

Militia

In times of emergency, forces of 'non-caste warriors' are called from among the general population. These amount to no more than militia, but in times of prolonged warfare, come to make up the majority of a Host. They are typically outfitted with axes, spears, poleaxes, clubs and maces. Armor included light wooden shield and skullcap, more often none. Kingdoms led and dominated by Warriors would initially use these 'non-caste' companies as 'grenade fodder,' to soak up the enemy's attacks.

Galleys

At sea, the Army uses wooden galleys, often with slaves powering the oars, to board enemy ships with Warriors. Like most Ssek ships, these are lateen or fore-and-aft rigged to maximize performance in the milder winds of the region, and have a very low capsize ratio. They are however, very expensive, and are not usually provisioned for voyages more than two or three months in length.


Length Overall: 90 feet
Beam: 14.5 feet
Draft: 4.1 feet
Displacement: 300 tons
Hull Speed: 12.7 knots
Cargo Capacity: 45 tons
Crew: 100 oarsmen, 24 sailors
Troops: 100 Warriors


Mercenaries

Although graduation from the Academy necessitates several years of service in the Army, some Warriors do not renew their contract, instead choosing to form mercenary companies. These are typically employed by Merchants of all kinds to deal with slaves or act as ship and caravan guards. They are also known to hire themselves out to foreign countries. Mercenaries are generally armed with whatever they can personally (or collectively) afford, but all Warriors have the training, discipline and skills gleaned from the Academy and Army. A very few 'non-caste warriors' act as Mercenaries, too - some are quite successful, but are not viewed by normal society the way true Warriors are.

Fortifications

There are roughly 100 fortifications of varying sizes (forts, fortified manors, castles, fortresses and citadels) in current use, and about 32 ruins scattered around.

Magic

Clans have patron gods and beings, but magic is considered to come from within the mind (psionic). This is one reason why in Ssek society, there is the duality of Magus vs Warrior, or Mind vs Body - and both Magi and Warriors are highly desired by potential breeding partners as representative of Ssek ideal traits. (At least, the successful ones are.)

The Ssek school of magical training has a theoretical, or philosophical branch - where the Academy afficiandoes stay for years, writing and reading tomes of knowledge, conducting magical experiments and research - and a practical branch, which trains in the use of magic to achieve various effects.

These effects include magical influence over personality (such as by 'imprinting' into slaves a complete acceptance of their station and loyalty to their masters, or by making others view you as more desirable), the production of magical items (grenades, various potions, imbued armor or weapons), food production, local control or influence over weather, and high-energy battle spells used against difficult enemies.

The latter can and has involved the sacrifice of prisoners or slaves to release a lot of magical energy (much of which is wasted, and can have unpredictable affects on the surrounding environment and bystanders), and can resemble immense fireballs or forceful impacts.

Foreign Relations

The Ssek see themselves as largely isolationist, neutral, trade partners. They are not inherently hostile to any race or nation, although they have a significant history of warfare with their neighboring reptilians in the Hefon Empire.

They are not seen as 'neutral' by those they raid for prisoners and slaves, though. However, since almost all raids are directed at barbarians and orcs, few northern nations care - and the Ssek do offer some good trade deals.

On the flip side, their slaves are mostly human, and not only are Joe and Jane Average Ssek bound to view humans as a slave race, but they are likely to be viewed as slavers, tyrants, vampires or even animals by some humans.

Ssek Merchants are seen regularly enough abroad, even as far north as the Land of the Free Cities, carrying various goods both from their homeland and from everywhere else in between. They are often a source of valuable information, news, rumors and even military intelligence - for the right price.

For almost all occasions, Ssek in civilized northern nations obey the laws, speak the language, are polite and tend to leave when asked or keep to themselves if unwanted.

History of the Ssek Empire

The Ssek originated in the broad, hot lands to the south, and migrated to the Dolthiac coast regions over the course of a few thousand years. Eventually, they settled in the fertile plains, forming early city-states against which the barbarians to the west and south could not prevail. This Early States period saw the transition to a metal-working society, and involved incessant warfare between rival settlements. This ended when the Ssek became aware of the growing Hefon Empire in the wetter regions east. Conflict ensued almost immediately. Individually, the city states could not match the full power of the Empire's army, and once the situation looked desperate, they ceased their traditional infighting, banded together, forming what was to be later known as the High Council of the Ssek Empire.

Generally, in this early war, the Ssek were defensive; their strength was in their massive fortifications, and their ability to wage land wars in a desert climate. As long as they stuck to these strengths, they often (but not always) prevailed against their more numerous Hefon foes. More typically, invasions from Hefon were called off - for various reasons - before ending decisively either way. As time went on, the more urbanized Ssek developed militia, training regimens, and regular, professional militaries, which allowed them to more actively defend the countryside. Ssek armies ordered into the dense, wooded Hefon territories, however, often came to a bloody end. Although disciplined, the Ssek were still colorblind, and this inhibited their ability to see the enemy in this kind of environment. It also rendered them largely clueless as to how easily detectable and obvious the Ssek warriors were to color-sighted species. Ambush was the natural result, and ended most serious thoughts of invading Hefon. The line of heavy forest came to form the rough eastern Ssek/western Hefon border, not by any official agreement, but because neither side fought too successfully in the others'. An uneasy neutrality resulted after years of little but the occasional skirmish. A very small amount of trade was done, even then.

Over time the Ssek also came to be adept traders, sailing abroad in lateen-sailed boats and oared galleys, and with the dying down of Hefon hostilities, slave-taking from amongst the primitive humans to the south and to the west became an industry. The Ssek traders tended by nature to be explorers, and discovered more about foreign lands and people than any official attempts to do so did. The merchant caste became more powerful and respected in the Empire.

The city of Skila was besieged several times in its history, the most recent (the 4th Siege) about 120 years ago by an expansionist Hefon emperor. Although many troops were involved, after the initial battles there was little combat as the city's defenders attempted to simply outlast the invaders. This they eventually did, but modern Ssek historians often overlook that the reason the Hefon lifted their siege was not military, but political in nature. A substantial 'punitive expedition' was subsequently sent to Hefon and never returned. Since then, trade with the Hefon Empire has increased (much to no one's liking), and a weakening Imperial throne has allowed the Ssek to relax a bit. Few Ssek are alive today who have ever fought the Hefon in battle, and it's all too easy for many to feel that war with their tailed neighbors is nothing but history...

Locations


Ssan: The capital and heart of the Empire, standing at the entrance of the Zasz River to the Dolthiac Ocean. The city of Ssan is the oldest and largest, with a population of 201,246, and massive fortifications surrounding and amidst the city. Ssan is noted for: the Imperial Hall, where the High Council and movers and shakers meet, the Academy, home of learning to almost anyone educated in the Empire, and the Citadel; the ancient military center of the city, located on a massive hill. A majority of the Empire's population is located in this kingdom.

-Map of Ssan showing fortifications, roads and important buildings
-Image of the Imperial Hall
-Image of the Academy
-Image of the Citadel

Khrek: The north-westernmost city, and the object of many battles in history. Khrek is a well-fortified city of the Ssek, bordering lands hostile and alien to the Empire. The hardy garrison of Warriors is supported by almost 15,456 nonmilitary. The hinterlands consist of small, well-defended, economically struggling outposts and fortified villages.

-Map of Khrek

Asush: Another ancient city, once famous for its opposition to Ssan, now a vital and thriving trade hub. Population 160,997.

-Map of Asush

Skila: The easternmost city, its history resembles that of Khrek - sieges, raids by the Hefon, always watching out for the next crisis. Its fertile soil yields a higher population of 38,639, however, and it receives more wealth from trade. On the other hand it thus has more to lose should the empire be invaded.

-Map of Skila

Kasras: A series of trade and fishing ports surrounding a large harbor and shipyard, which is the cornerstone of a large and prosperous port city of 96,598.

-Map of Kasras

Strik: A large town of 6,182 souls.

Ul-Isar: A town of 2,473 souls.

Several thousand villages clustered along coast, river, and vegetation.

Notable Clans

Fireclaw clan has consistently challenged the Sunbow clan in all things, fighting to gain status, wealth and power, and sixty years ago succeeding by the ascendancy of Ssonak to the throne of Ssan.

Sunbow clan dominated Ssan politics for generations until being succeeded by Ssonak of the Fireclaw, and after years of financial mismanagement by its senile clan head, is on the decline. The heir to the clan, Molok, is carving out a new name for himself as King of Kasras, and has the potential to lead the Sunbow into resurgence.

Winterstar clan is among the oldest and most well-known, with highly charismatic and influential legendary figures who, in the past, helped create the Empire.

Onefang clan is one of the largest clans, with little overall status from its mostly Laborer brothers and sisters. In recent times, a good number among them have scratched and crawled to gain a Testing opportunity and made their way as Warriors.

Broken Claw clan are notorious as Merchants, with an extensive trade network among the large ports managed by the leading members in collusion with three other clans.

Hillnest is a small, relatively unknown clan, in the lower rungs of the nobility in terms of overall status and wealth. Its few Warriors and Magi are dedicated to furthering the glory of their clan.

Characters

Ssloi, of Clan Onefang. Mercenary Warrior, neutral evil, currently in the employ of the King of Ssan.

Skalk, Merchant captain of the Far Ranger, bound for the Free Cities.


http://www.boatsdepot.org/images/boats/dhow1.jpg

Length Overall: 31 feet
Beam: 8.2 feet
Draft: 3.3 feet
Displacement: ~35 tons
Hull Speed: 7.5 knots
Cargo Capacity: ~10 tons
Crew: min 6, max 18, current 9
Troops: 6 mercenaries
Age: 18 years
History:

The Far Ranger left the port of Ssan at around the dawn of the Age of Reckoning, bound for the Free Cities with a cargo of wine and linen cloth. It was intercepted and boarded by the Incognitian warship Lady's Laugh, under Captain Douglas Todd, and searched for slaves. An accident brought the two groups of fighters together, killing one of the Incognitian Marines and four Ssek sailors. The melee stopped thanks to both sides officers, and compensation of 80 pounds, 10 shillings was given to the captain in exchange for an implicit assumption that little or no mention of the incident would be made to the authorities.

The ship then arrived in the port of Stirland, in the Free Cities, where Skalk attempted to find a good price for his cargo.


Ssonak, King of Ssan, Head of the Fireclaw Clan. He is cunning and very popular, stirring up a broad base of support with his showmanship. Lately he is rumored to have not left the palace in weeks.

Molok, King of Kasras, and Heir to the Sunbow Clan. He has little ambition and too much ethics, or else he might have quietly murdered his father, the senile and weak clan leader. There are many who wish he would.

Kraos, of the Broken Claw Clan. A Merchant who works out of Asush.

Kher, Warrior from Skila, chaotic good, currently employed as a trade guard on the Far Ranger. She seeks to bring recognition and honor to the modest Hillnest Clan.
Thrashia
03-10-2008, 04:26
Accepted. Population: 5 million