Synno

Synno was a planet in the Vall`to sector of the and the homeworld of the Synnotts.

Geography
Synno was a temperate world with a variety of climates. Its cities were large, but vast tracts of land remained undeveloped as well. It had several small oceans and long rivers, but its most distinctive aquatic feature was its natural springs, which existed all over the surface. Some were underwater and fed isolated lakes, but others were at ground level; these ranged from no bigger than a hot tub to almost large enough to be lakes themselves.

Synno had three moons; the Synnotts established a colony on at least one and had relay and sensor stations on all three.

Society and culture
Synno was a trade hub in the Vall`to sector; while it never reached the economic power of Vall`to itself, it nevertheless acted as a relay point for goods traveling throughout both the Tetrarchy of Mezlagob and the Golden Empire. There were several major s on Synno. Law enforcement struggled to undermine efforts to also make it a ; both the Tetrarchy and the Empire experienced only sporadic success, and both the Nightside Raiders and Red Eclipse had agents on Synno before they were wiped out. However, the Synno Gendarmes led several roundups of smugglers and other criminals, making Synno less hospitable to illegal activities.

Though aliens were welcome on Synno, in keeping with its status as a trade hub, the Synnotts themselves retained the clear majority of the population. The presence of aliens (especially s and s) caused some problems when young Synnotts shaved to conform to an alien standard of beauty. This was particularly seen among female Synnotts, who shaved their body hair or even had it permanently removed. Conservative Synnott sects proposed law making hair removal procedures and interspecies marriage illegal and restricting aliens' right to distribute cosmetic publications; immigrated species responded by accusing the conservatives of Synnocentrism and appealing to the Empire's equal protection clauses. The culture clash caused no end of difficulty for the system's Consuls.

History
Most of Synno's governments were historically dominated by oligarchies. While the Synnotts were not generally supportive of dictatorships or monarchy, many Synnott democracies which began with the rule of the best often turned into the rule of elite families. This naturally evolved into those families assuming noble titles and powers.

The aristocratic governments persisted for centuries. However, the rise of a merchant middle class undermined the traditional economic power base of the nobles. Many Synnott nations rallied the lower classes to overthrow the nobles, whereas in others the merchant class became so powerful that it could arrange for the passage of anti-nobility laws without violence. In a few areas, nobles were allowed to retain their titles and styles, although in almost all the nobles were stripped of actual governing power. However, many former noble families remained economically influential and turned to the power of commerce to maintain their standing.

Some time shortly after 214 BBY, the Tetrarchy of Mezlagob arrived, having recently conquered Baes and Vall`to. Rather than die uselessly fighting a vastly better-armed enemy, the Synnotts instead petitioned for membership in the Tetrarchy. Synno was accepted as a full member world and used as a jumping-off point for both exploration and conquest of other worlds in the Vall`to sector. The Synnotts also quickly set up spaceports, endeavoring to turn their world into a center of interplanetary commerce. They were largely successful, although Synno never rivaled the economic and political power of Vall`to or the military might of Baes. Many Synnotts volunteered for service in the Tetrarchy government and military, though none rose higher than the bureaucracy on Mezlagob or the subordinate governments in the Vall`to sector.

Synno initially supported the Tetrarchy during the Great Liberation, but popular support began to wane after the Battle of Tizgo V, when a Tetrarchy military depot was decisively defeated. The surrender of Xoquon shortly thereafter further undermined public confidence. By the time the Golden Empire had defeated Baes and Vall`to, Synno was again ready to surrender without a fight.

Synno continued as a trade hub during the early years of the Golden Empire's rule, though its status suffered in 115 ABY. Centurions Aquila Corcer and Melnanooin were killed attempting to apprehend the Red Eclipse leader Zhin-Vel. Synno's law enforcement suffered scathing condemnation across the Empire for its failure to assist the two fallen Centurions, and many competing worlds were quick to convince clients that if Synno could not apprehend a wanted fugitive like Zhin-Vel, it would fare even worse protecting their shipments.

For a few years, commerce through Synno slowed and the planet's economy went into a depression. However, Synno's leaders responded by authorizing the creation of the Synno Gendarmes, a combination of the local defense militia and law enforcement. Strict training and professionalism, coupled with several high-profile raids and arrests of organized criminals on Synno, spread the reputation of the Gendarmes throughout the Empire and restored a good deal of public confidence in the planet. Trade resumed as a result.