Periphery (BattleTech)

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The Periphery is one of the three major regions of interstellar space in the fictional universe of BattleTech, a wargaming and science fiction franchise set mainly in the 31st century. The worlds and governments of the Periphery feature in many BattleTech novels, as well as the backstories of games.

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[edit] Physical description

The Periphery is the region of space that lies beyond the boundaries of the Inner Sphere, a volume of space approximately 1,000 light years in diameter centered around Earth. An exception is the region of space surrounding the home worlds of the Clans, which, though also lying far outside the Inner Sphere, is not generally considered part of the Periphery.

[edit] Political organization

The Periphery is home to five moderately-sized nations and a host of minor ones, as well as various pirate and criminal organizations.

[edit] Bandit Kingdoms

Bandit Kingdoms in the fictional universe of BattleTech are small pseudo-nations along the periphery of the Inner Sphere, generally encompassing from one to a handful of worlds.

In one of the few things that all of the entire population of the Inner sphere may be able to agree on is that when hearing of the Periphery they immediately have to mind is the Bandit Kingdoms. Thoughts of pirates pillaging trade lanes that are the life and heart of the Inner sphere. Most information on these brutes is solely placed in rumor, and the word of the mouth. Even though living by the ways of a pirate some kingdoms have become so well know the speaking of the name invokes panic among the populace, as in fear of being attack, so many planets allow them to rape them of equipment and resources. Many were formed during the Amaris Civil war and the following Succession Wars, but some of former regiments and mercenary forces that were nearly destroyed in battle, many are men and women that are desperate enough to do all is needed to live to the next day.[1]

[edit] Infamous Kingdoms

  • The Belt Pirates of Star’s End occupy a star system that has been a pirate haven since the first Star League. Despite the technological decline during the Succession Wars, the Belt Pirates continued to build and repair jumpships in zero-G docks hidden in the star system’s asteroid belt.[1]
  • The Oberon Confederation is the oldest Bandit Kingdom, founded by Hendrik Grimm I in the latter 2800s. Grimm’s descendants increasingly used diplomacy to expand their authority over neighboring bandit kings, and the term “Bandit” was no longer accurate by the time the kingdom fell to the Clans in 3049.[2]

[edit] History

When the 65th Lyran Regulars were nearly destroyed during combat with House Marik troops, Colonel Hendrik Grimm and the other survivors of the regiment headed to the Periphery, believing that the Lyran Government had written them off. Moving through the Periphery, they stumbled across the temperate world of Oberon VI. Over time, many soldiers came to Oberon VI who had become weary of the endless fighting within the Inner Sphere.

The people of Oberon turned to piracy in order to sustain their fledgling nation. Of note is that these acts of piracy were for the purposes of sustaining the populace, not for personal gain. Oberon also began colonizing nearby star systems, thereby establishing themselves as a small Successor State.

Under the rule of Hendrik Grimm III (grandson of the first Colonel Hendrik Grimm), the Oberon Confederation has become a seemingly serious and stable state with the Inner Sphere. Hendrik III has trade relations with the nearby Elysian Fields, also forbidding his pirates to raid there. Being the most respected of the Bandit Kingdoms on the Periphery, both House Steiner and House Kurita have offered alliance to Hendrik III and the Oberon Confederation, although Grimm has never accepted.

During the invasion of the Clans in 3049, the Oberon Confederation and its worlds were overrun by Clan Wolf, and became part of the Wolf Clan occupation zone. Reportedly, Hendrik III committed suicide rather than falling into the hands of the Clans.

[edit] Circinus Federation

The Circinus Federation is a small interstellar nation in the fictional universe of BattleTech.

[edit] Betrayal

After being accused of contract violation against the Free Worlds League in 2770, the Black Warriors mercenary unit abandoned Marik space, narrowly escaping capture by the Free Worlds navy. Vowing eternal vengeance on House Marik for their outlawed status, the Black Warriors settled on the planet Circinus and joined the pirates already operating there.

Colonel Zachariah Cirion, leader of the Black Warriors, began to support his people through a series of sneak attacks against outlying Marik agricultural worlds. Both the Star League and the Marik House forces had their hands full with the Amaris Crisis, and so the Circinus pirates flourished in the absence of reprisals.

[edit] A new alliance

In 2785, a small convoy of settlers fleeing the destruction in the Lyran Commonwealth landed on the planet to make a new start. Warrior and farmer combined their forces to establish a viable economy and culture. The Lyran farmers apparently were never fully aware of the nature of their new allies. The pirates were involved in what remained "covert operations," but the farmers asked no questions as long as their allies provided the tools and consumer goods the farmers needed. The pirates, for their part, welcomed the farmers for two reasons. First, they provided stability and the possibility of internal law and order (without the brutal punishments and intimidation that mark pirate societies elsewhere), that would keep the band of cutthroats from turning on one another. Second, they helped the pirates present the illusion of a respectable, agrarian society to the neighboring worlds who were their victims.

[edit] Change of Government

Despite the fact that the Free Worlds military occupied Circinus during a lull in the Second Succession War, it is still the most successful of the Bandit Kingdoms, having long since adopted a presidential system of government. Piracy is a major governmental function, with covert "agencies" responsible both for the raids themselves and for covering them up. Lyran pundits often note that the Circinian president's chief duty is to look the other way so that he will not have to acknowledge the crimes his government is constantly committing.

[edit] Growth

In recent decades, the inhabitants of Circinus have been cautiously settling neighboring star systems, claiming eight planets between 2990 and 3020. From this new empire, President C. J. "Bob" Mclntyre has entered into a series of joint reconciliation talks with leaders of Both Inner Sphere governments. Through skillful diplomacy and judicious return of prisoners, and without once admitting to any wrongdoing on the part of his people, Mclntyre has managed to avert a wholesale counterattack against his Federation while playing on the mutual suspicions of his Marik and Steiner counterparts.

[edit] Update 3058

Mclntyre's position has lately improved with the arrival of numerous mercenary recruits who see him as a Napoleon of the Periphery. Moreover, by convincing both House Marik and House Steiner that his support could be invaluable, he has managed to acquire shipments of badly needed BattleMech spare parts and a small contingent of AeroSpace Fighters.

Nevertheless, several of Mclntyre's lieutenants, yearning for more wealth and power, have challenged his position. Because of the continued infighting between Mclntyre and his subordinates, it is uncertain whether the Federation will commit itself to either House. The chief of the officially nonexistent pirates is Adam Cirion, a descendant of Zachariah Cirion, founder of the Federation.

[2]

[edit] Lothian League

The Lothian League is an interstellar nation in fictional Battletech Universe.

[edit] A brief History

The Lothian League is a collection of seven ice-and-snow planets located beyond the outer reaches of the Lyran Commonwealth. Lead by Angelina Logan (leader of a group of patriots from the Taurian Concordat who fled into deep space to avoid capture by the Star League). Settled in 2691 at Lothario the soon to be capital of the Lothian League, was discovered to be rich in metals. In the last century, such raw materials have been used to foster expansion deeper into the Periphery to form a confederation, with the Logan family leading the way.

The only serious threat to the League's existence came in 2933, when renegade mercenaries from units shattered in the latest round of Succession War fighting stumbled upon the League quite by accident. For four years, both sides conducted a series of raids and counter-raids until, at long last, the mercenaries left to seek easier prey elsewhere. These actions cost the League its few JumpShips and damaged what little industry on Lothario had managed to emerge over the last three centuries. This destruction forced the ruling Logan family to renew trade ties with other planets of the Periphery in a desperate effort to avoid economic ruin. In the last century, the League has become a principal supplier of copper and iron ores to the Magistracy and the Taurian Concordat, receiving in turn agricultural and mining equipment to sustain its fragile existence.

Though on good terms with her Illyrian and Circinian counterparts, the leaders of the League wish to have little to do with the Houses of the Inner Sphere. By limiting contact with the Inner Sphere through contract with small mercenary bands to defend League worlds against raids from the Marion Hegemony. At present, the Lothian League has two mercenary battalions within its territories, though the identity and quality of these units are unknown.

[edit] Populace

The typical Lothian citizen is a rugged individualist who wants little to do with the universe at large. As long as his/her family can make a living, is content to let the rest of the universe pound itself to dismay. Literacy and technological levels are low, but the average standard of living is surprisingly adequate. The Lothian League remains an archetypal example of the old adage "let sleeping dogs lie".

Lothario exports large quantities of furs, iron, and copper ores to worlds within the Magistracy and Taurian Concordat. Indeed, its trapping industry has created impressive revenues as demand for the rich pelts has grown in the last century. Most of the planet's inhabitants exist in subterranean conclaves, though a few hardy souls continue to scrape out sustenance on the planet's surface, fiercely defending their small agricultural plots. The average Lotharian is highly territorial and suspicious of any offworlder.

[edit] The Ending

As 3050s came the Marian Hegemony took offensive stance against the League with first beginning with raids on the Lothian planets, with increasing frequency and ferocity as months passed the defending units were wore down. Such raids would be followed by a full-scale assault in 3054 by Caesar Sean O'Reilly and the Marian Legions. The Lothian League proving to be a tougher adversary than expected, holding out for more than a year against the Marian assault. Dipping deeply into the Lothian treasury to hire additional mercenary units, and with a small Home Guard BattleMech unit to fight against the invaders came astonishing success; but early 3055, however, the Legions superior firepower began to overwhelm the League's defenders. Making a desperate appeal to the Taurian Concordat for any troops it could spare, but Protector Thomas Calderon refused to send any help, citing the need to keep his troops on alert against the danger of an imminent Federated Commonwealth attack. The Caesar himself leading the assault on Lordinax, the last League planet to fall. Upon the triumphal landing on Lothario, the League's former capital world, the Caesar ordered survivors of the ruling family the Logans taken into custody; the Logans disappeared, presumably going in hiding.

The Marian Hegemony facing continued activity and passive resistance from Lothian citizens who refuse to accept the Marian domination. The Hegmony was forced to install two-thirds of the Second Marian Legion across the seven League planets to deal with the insurgents, but the Legion can barely hold their own against their guerrilla opponents. Further, to impede, government officials installed to enact the Caesar's policies must repeatedly deal with blatant disregard for imposed authority. Indicating that Lothian freedom fighters are receiving covert assistance possibly from the Magistracy of Canopus, which hopes to keep the Caesar and his Legions too busy for further conquest; the League may also be receiving small amounts of money and supplies from the Illyrian Palatinate, the Caesar's next likely target.

[edit] Magistracy of Canopus

The Magistracy of Canopus is an interstellar nation in the fictional setting of BattleTech.

Magistracy of Canopus Logo

[edit] The Beginnings

The history of the Magistracy began with Kossandra Centrella, a former captain of the Free Worlds League's Defenders of Andurien. She fled Free Worlds League space because she felt that there was unpunished incompetence on the part of her superiors.

Shortly after the founding the Magistracy of Canopus, Kossandra knew that without expansion, Houses Marik and Liao would attempt to conquer her newly-created state. After making contact with the leaders of the League and the Confederation, she was able to negotiate deals with the two houses that led to the rule of six more planets. A mere twenty years into the life span of the Magistracy, Kossandra was ruling a nation of thirty-six star systems

As years and decades passed, successive Magestrixes continued to build upon the foundation she created.

[edit] Reunification War

During the leadership of Magestrix Floral, the Star League began to conquer the Periphery states.

Floral believed that the neutral stance from the reform she initiated would defer any threat Canopus may have been seen as. The "neutral stance," though entertaining, did nothing to turn the eyes of Ian Cameron from having all human worlds under one rule. The League was adamant on forcing the Periphery realms to join, based on the belief that it was "for their own good." Despite this, many realms refused to join. The league began a war on four fronts, beginning the Reunification War.

The SLDF Seventh Corps, along with twelve Marik regiments, began an invasion of the Magistracy of Canopus in 2577. The invading forces believed that the war would last a mere year, forgetting the reasons that the Periphery realms had for leaving the Inner Sphere and the great houses behind.

With a fanatical belief of the ideals of freedom, and with the hardiness of the Periphery peoples, the League would have a Pyrrhic victory, which in return would require the League to spend two decades and millions of lives to subjugate the Periphery.

Ironically, the same planets that the creator of the Magistracy fought and lived for became the seat of the Star League governor, Melissa Humphreys of Adurien. Melissa, believing in the ideals of the Star League, helped restore the war torn Magistracy to its former glory, and then surpassing it. After regaining control of their own realm once more, the Magistracy enjoyed a Golden Age along with the rest of humanity.

Sadly, in 2722 this era came to an end when the Star League's Council of Lords forgot, or chose to ignore, the ideals of the League by enacting legislation that hurt the Periphery through unfair taxations in an effort to bolster their own economies. Over time, the Periphery began to revolt against the unfair treatment of the Houses. Soon open rebellion would occur if there was no end to the exploitation. The point of no return occurred for the Periphery when the New Vandenberg revolt of 2765 sparked a conflagration that spread over the Periphery like a wildfire. The revolt caused the destruction of over fifty Star League Defense Force Divisions before its end.

The SLDF soon began to gear up up for a massive retaliatory strike in 2766, but it never come because Richard Cameron and the entire Cameron line was murdered by Stefan Amaris, the leader of the Rim Worlds Republic. The Periphery realm sighed in relief as the military might was turned to counter the threat of Amaris.

[edit] The Succession Wars

After the would be coup of Amaris, the Council of Lords waged an unending war using any method needed to weaken their foe. Unlike their Inner Sphere opposites the Periphery realms experienced very little in actual combat. The notable exception to this was a brief exchange of invasions between the Canopian state and the Taurian Concordat. Both sides were completely ineffectual, so they quickly agreed on a truce. Despite the lack of combat, trade and supply routes, and communication lines were sundered, thus leaving the Periphery to their meager living once more.

The disruption of the JumpShips was felt especially hard by the Magistracy since it relied on entertainment/tourism trade. However, the Periphery continued forth.

[edit] Canopus-Andurien War

Shortly after the end of the Fourth Succession War, Magistrix Kyalla Centrella sought to expand her nation at the expense of the reeling Capellan Confederation. Believing that the Magistracy of Canopus could vanquish a long-time threat to her nation while still expanding it she allied with the recently-seceded Duchy of Andurien. The two launched a two-prong attack with most early victories going to the Duchy of Andurien since the Canopian forces were not well versed in Inner Sphere tactics, but was still successful at first.

Canopus and the break-away duchy saw the Confederation as weak, but still a danger to their survival. Canopus, with limited amount of troops and experience, invaded only a small corner of the Successor State, unlike the duchy, which pushed through the center of Liao territory and made raids throughout the coreward territory to divert the Capellans.

The Magistracy knew that the fanaticism of the people that was inspired by the Liao government would mean that every planet they took would meet with resistance, not just from actual military units, but the populace too. Just like a rat backed into a corner, the Capellan Confederation forces fought far more fiercely then they had to date.

The soon and inevitable defeat of the Canopus-Andurien forces would play a major part in the removal of Kyalla.

[edit] Changing of the Magistrix

At end of the Canopus-Andurien War, Magistrix Kyalla was embarrassed of her loss to House Liao, so she turned toward her enemies within Canopus. She began to purge the Magistracy of her opponents and critics. Of all these purges the most painful of all was the attempted assassination of Emma Centrella, with no doubt was ordered by her own mother, th attempt was felt by all of the Magistracy.

The most suspected cause on the attempt of her life was that Emma, was against the war seeing that it was unjust, came to power after the war shortly. Gaining the power through trust of the military and the populace, Emma Centrella disposed of her own mother in May of 3040, fully becoming the Magistrix of the Magistracy of Canopus.

With wisdom, Emma cast a shadow none of her predecessors could claim by easing tensions with the Free Worlds League, which was concerned with the Magistracy's one-time ally, the Duchy of the Andurien.

With the rebuilding of Canopus, Emma spent her own personal wealth in of the rebuilding of the nation. Within nearly a decade of negotiations and much dealings would help Emma create her founding achievement. The Treaty of Taurus with the Taurian Concordat in 3056, combining the two most powerful realms in the Periphery. The treaty opened trade of cultural and scientific exchanges, including a joint-colonization project.

[edit] The Trinity Alliance

With the help of majority of House Liao, and some what with the Taurian Concordat, Both worked in cooperation but used House Liao with most dealings or concerns each other had with each other. Emma felt that joining with the Capellan Confederation and the Taurian Concordat would create a force that could rival any other Inner Sphere nation.

Several opposed, commenting that Canopus troops would have to fight in many wars that would bring no advantage to the Magistracy. Soon after the Alliance began, resources and money began to flow into the Canopus in return for its support. this in return quelled many opponents to the alliance and further helped the Magistracy build itself as leading nation among the Periphery

[edit] The Armed Forces of the Magistracy of Canopus

Just as all military forces within the Periphery the Magistracy Armed Forces struggled to defend the Magistracy from outside forces. Following sections detail on the different organizations of the MAF, as with a description of the duties of the each department within the MAF.

  • MAF Command Structure

Due to the small size of the Magistracy military, the streamlined command has few distinctions between branches. The Trinity Alliance demands the multiple aspects of the MAF to work along side their counterparts. With the growth of the Magistracy as a whole its expected that the MAF will expand as will.

  • Magestrix Command Center

The heart, mind, and soul of the MAF, the Magestrix Command Center (MCC) is in control of all strategic planning as well as defense initiatives. The MCC answers only to the Magestrix. Traditionally the MCC consisted of three senior Colonels and two Rear Admirals, but recently three Generals and two Admirals have become common.

  • Magistracy Army

All ground forces, ranging from infantry, 'Mech and armor, fall under the Magistracy Army. Slight differences between branches as noted before is becoming more announced.

Mechs In the Magistracy the BattleMech is treated as if more precious than gold. Leaving most forward units as mostly vehicles and infantry.

Most tactics fielded by Canopus tacticians is by using the cheaper units, which are easier to replace. Thus giving the Canopus the second largest 'Mech force in the Periphery.

Armor Most regiments have one supporting battalion permanently attached. Most being older models, reports from battles have recorded that some have entered barely together.

Infantry Within the MAF, Infantry have varied wildly in composition, size, and task. Sizes usually range in differences of about 10 to 15 percent.

Platoon- 30-50 Company- 120-180

Since the Trinity Alliance, the MAF has been working to standardize its armed forces. The MAF has few battle armor but are buying several form the Capellan Confederation.

  • Magistracy Navy

Just as most Periphery realms have few naval assets, civilian jumpships and dropships are hired to serve the MAF needs during mass movements of troops . There are two Fleets of the Magistracy Navy.

Aerospace Fighters A mere 100 fighters serve in the MAF, most being light to medium. Due to the scarcity of fighter, this allows operational commanders to be centered within the navy.

Dropships and Jumpships Divided into two fleets, with two squadrons have two flotillas each. Each fleet has specific roles. The Canopian Battle Fleet(CBT) is stationed at the most likely targets of an invasion force, while the Canopian Reserve Fleet(CRF) is always stationed at Canopus IV, in case of any breaches in Magistracy space.

Warships There are currently none in the Magistracy Navy. Attempts to gain any have been futile at best. Future attempts are impossible since the nearest Houses have been supported by the Blakeists prior to the Jihad.

  • Militia Defense Corps

The most recent addition to the MAF. Militia Battalions answer directly to the MCC and represents the first and last defense of Magistracy.

  • Magistracy Medical Corps

This is the pride of the MAF. The Medical Corps is were the Magistracy surpasses even the vaunted forces of the greatest Inner Sphere Houses.

Most personal are sent to other realms in return for other skills. Most are usually on lease deals. Canopus Medical personal have been found all over the Inner Sphere, even in the Outworlds Alliance.

  • Magistracy Support Corps

A catch-all division, the Support Corps is made up of all non-combat duties of the MAF, also including the training of combat personal. One of the final responsibilities of the MSC is Research & development.

  • Magistracy Alliance Liaison

Purpose is to keep track of all MAF forces outside of the Canopus border.

[edit] External links

[edit] Marian Hegemony

Ruling family: O'Reilly

The Marian Hegemony is an interstellar nation in the fictional universe of Battletech

[edit] A Brief History

Being a recent addition to the Periphery. Being centered around the trade world of Alphard, the Hegemony consists of the remains of the Alphard Trading Corporation (ATC). Arriving in 2920, Johann Sebastian O'Reilly arrived on the desolate and uninhabited planet Alphard. Though the world seemed like a wasteland, he chanced upon a hidden storehouse of germanium worth at least 50,000,000,000 C-Bills. With this newfound wealth, O'Reilly hired Mech units and established a colony on Alphard around the disciplined lines of the ancient Terran Roman Empire during its republican days. Soon the arrival of war refugees helped push the expansion of the Hegemony.

With Marius O'Reilly, as the new Caesar, the Marian Hegemony views expansion as the key to survival. In the last decade, the Marian navy and ground forces (estimated at roughly three rump battalions of assorted BattleMechs and armor) have clashed repeatedly with their neighbors over possession of border worlds; also welcoming the presence of ComStar, but only at the price of an annual tribute to the Imperial Treasury.

[edit] Aknew

After the Fourth Succession War, Imperator Marius used the proceeds of raids to strengthen and expand his nation on several fronts. The Marian government founded schools and military academies, funded the development of new industries, and the raising of soldiers pay, among other benefits. Literacy levels rose, along with the general standard of living. These civic improvements indicating a desire to make the Hegemony a more respectable realm was dashed late that same year, when the Imperator narrowly escaping an assassination attempt. Having the assassin having dealings with the Free Worlds League dare move militarily against the powerful Successor State, but spread the word among the Hegemony's privateers that raids against the Free Worlds League planets would buy them favor in his eyes; also sending the First Marian legion to smash Astrokazy.

With Astrokazy's tiny, disorganized Mech forces swiftly falling to the Marian assault force. The Imperator proclaimed Astrokazy a Hegemony possession, but before his forces could solidify their control, reinforcements began arriving from surrounding Periphery realms at the request of Astrokazy's various city-states. In the face of potentially stiff opposition, the Marian Hegemony gave up its claim to the planet.

[edit] The Clan Invasion

The Clan invasion of the Periphery and Inner Sphere left the Marian Hegemony untouched, and even rumors of war on distant planets provoked little concern among Hegemony citizens. Most agreed with their Caesar that the Inner Sphere was only getting what it deserved as for the Clans' conquests in the Periphery, the realms swallowed up were comfortingly far from the Hegemony's borders. When a delegation from the Magistracy of Canopus arrived on Alphard in 3051 and offered the Caesar a chance to join a Periphery-wide alliance against a"invasion by Inner Sphere or other forces." scoffing at the proposal and sending the delegation away. Hoping to cause trouble for Magistracy, with whom his political and personal relations had always been strained, the Caesar made the Canopian proposal public to the Inner Sphere. No Successor State responded with so much as a rebuke; the Successor Lords, busy battling for their lives against the Clan war machine, had no time for the pronouncements of a petty Periphery dictator.

Dismissing the Clans as no particular threat to the Hegemony, the Caesar spent 3051 and most of 3052 planning the conquest of the Lothian League. The League's seven planets, resource-rich and poorly defended, presented a tempting target for the Hegemony's newly enlarged armies. Knowing that the Marian Legions would not be up to the full fighting strength he wanted until 3053 at the earliest, the Caesar embarked on a two-part strategy. Throughout 3052 and 3053, Marian privateers and small military units raided Lothian planets, gradually wearing down the mercenary units defending them. The attacks increased in frequency and ferocity as the months wore on, following a full-scale assault by the Marian Legions on 3054.

[edit] Conquering the Lothian League

The Lothian League proving to be a tougher adversary than the Caesar had expected, holding out for more than a year against the Marian assault. With the League dipping deeply into the Lothian treasury to hire additional mercenary units, to support a small Home Guard BattleMech unit against the invaders with astonishing success; However the Legions superior numbers and firepower began to overwhelm the Lothian League's defenders. With a final desperate appeal to the Taurian Concordat for any troops it could spare, but Protector Thomas Calderon refused to send help, citing the need to keep his troops on alert against the danger of an imminent Federated Commonwealth attack, leaving the League with no silver-lining. Leading the himself assault on Lordinax himself, the last League planet to fall, destroying the Home Guard; upon the triumphal landing on Lothario, the League's former capital world, the Caesar ordered the ruling family into hiding but the Logans have disappeared and presumably are in hiding. Still facing a continued active and passive resistance from Lothian citizens who refuse to accept the Marian domination, installing two-thirds of the Second Marian Legion across the seven League planets to deal with the insurgents, but the Legion forces are barely holding their own against their guerrilla opponents. Further, government officials installed to enact the Caesar's policies must repeatedly deal with blatant disregard for their imposed authority. Reports indicate that Lothian freedom fighters are receiving covert assistance from the Magistracy of Canopus, which hopes to keep the Caesar and his Legions too busy for further conquests. The resisters may also be receiving small amounts of money and supplies from the Illyrian Palatinate, the Caesar's next likely target.

[edit] Sociopolitical Structure

The idea of a Roman empire in the barbaric Periphery conjures a variety of images, few of them encouraging. A closer look at the republican ideal as implemented in the Hegemony, however, reveals that the structure is not too far removed from the feudal system in place throughout much of the Inner Sphere and parts of the Periphery. Most Marian citizens accept the system without complaint, acknowledging that it beats the harsh dictatorships suffered by most of their neighbors.

[edit] The Citizens

All people in the Hegemony can be divided into three distinct social classes. The patricians, or upper class, the plebs, or lower class, and slaves. At first, the patricians are simply defined as those who own land, with all other citizens falling into the pleb class. Early on, wealthy plebs began buying land and titles, becoming patricians themselves. Patrician status is now hereditary, a nobility that differs little from the systems across the Inner Sphere. Since land ownership generally passed from parent to child anyway, few complained about the new order.

Only patricians may vote or hold political office, attain high military rank, or own real estate. In effect, they represent the Hegemony's legally perpetuated upper class. This system remains viable because the majority of patricians realize that they retain their position only on the sufferance of the plebs, and treat their slaves and employees fairly. Under the increasingly harsh leadership of the Caesar and his supporters, however the possibility of rebellion becomes more real with each passing day.

Slavery is not uncommon in the Periphery, though the Hegemony is one of the largest states to condone it. Because it is illegal to buy or sell a citizen of the Hegemony, slaves are most often prisoners of war. Given enough time and a generous owner, a slave may eventually petition the Senate for citizenship, though such requests are rarely made and even more rarely granted. In order to win his freedom, a slave must prove his worth to the Hegemony and his ability to sustain himself and his family in both cases, this usually amounts to a large bribe to the proper senatorial council.

[edit] The Senate

The ruling body of the Marian Hegemony is the Senate. Each senator is elected by the patricians of his senatorial district, a geographical subdivision roughly equal to a small continent or large island. Depending on a planet's landmass and population, each planet supports between ten and twenty senators. Though they are re-elected annually, most senators retain their positions for life. In addition, the generals of each legion possess the rank of senator and wield power equal to those senators elected by the citizenry. A full meeting of the Senate occurs twice a year, in which senators discuss matters affecting the entire Hegemony and cast an official vote on those matters. The senators devote the remainder of their working year to various councils, each responsible for specific governmental functions. The head of each council is nominated by the Caesar and ratified by the full senate. This leader then chooses the other members of his council. The only exception to this system is the Military Council, which is always led by the Caesar himself. The various Senate councils possess the authority to create and manage lesser governmental departments, in effect creating a form of local government. These officials may be drawn form the ranks of both patricians and plebs, and can wield considerable power within their own sphere of influence. For example, all military officers are chosen by the Military Council, while magistrates and police commanders are chosen by the Law Enforcement Council. The judicious assignment of these high-paying jobs serves as an important way for senators to maintain their power base.

[edit] The Caesar

Until the rise to power of Sean O'Reilly, the Marian Hegemony was ruled by an Imperator. The title of Imperator is a hereditary position passed to the current ruler's eldest son. The Imperator commanded the Hegemony military and preside over the Senate, where he would cast a tie-breaking vote as well as veto decisions he felt were not in the best interest of the state. The Imperator's real power came in the form of his ability to make "declarations." The Imperator could present an issue to the law. This ability was a strange compromise between a republic and a monarchy, apparently designed by the Hegemony's founder as a way to maintain a king's power while giving the founder as a way to maintain a king's power while giving the impression of self-rule to the people. So far, it has worked. Because Sean O'Reilly made no declaration changing the power of his position when he altered the name of the position, it must be assumed that the Caesar commands the same power as the Imperators before him. Sean claims he made this symbolic change to represent the Hegemony's growth into a true interstellar power, though some among the Senate believe that the Caesar intends for the title change to be more than cosmetic and that he will eventually try to exercise power beyond the current parameters of his station.

[edit] Interstellar Relations

Sean O'Reilly has made few friends for his realm, though the recent conquest of the Lothian League may open up markets for such Lothian products as copper and iron ores. Political relations with most Periphery states are poor to nonexistent and trade is minimal. The Caesar may do better both economically and politically with the Successor States, whose need for germanium has grown with their increasing production of JumpShips. The nations of the Inner Sphere are also less inclined than Periphery nations to fear a Hegemony attack, as the Caesar is far more likely to attempt conquest of his smaller and less powerful Periphery neighbors.

[edit] Successor States

The Free Worlds League and the Capellan Confederation are the only two Successor States that have any formal relations with the Marian Hegemony. In the past, Marian raids on Free Worlds League border planets kept relations between them chilly. The recent Taurian-Canopian alliance, however, has prompted Thomas Marik toward friendlier ties with the Hegemony as a possible counter to aggressive moves by the Magistracy of Canopus. Trade between the two states remains as healthy as it has always been; Marik merchants eagerly buy germanium from the Hegemony, and sell any number of League-made goods to Hegemony customers. It is frequently said in the Hegemony that Marik merchants own the bazaars on the world of Seutonius.

Following Thomas Marik's lead, the Capellan Confederation has also strengthened its ties to the Marian state. The Taurian-Canopian alliance represents a potential threat to Capellan as well as to League worlds; in addition, Chancellor Sun-Tzu may find the Marian Legions useful allies should he decide to strike at the Concordat or the Magistracy. With so many of his own troops bogged down in the Chaos March, the Marian Legions could prove necessary to any such scheme of conquest - provided Sun-Tzu can talk the Caesar out of trying to keep the captured worlds for his own realm. In the interests of beefing up his war machine, Sun-Tzu Liao has recently begun buying large quantities of Marian germanium. Marian miners discovered another rich vein of the element in 3057, and the mine has just begun working at full capacity. Current rumors abound that the Capellan Confederation has expressed interest in constructing a BattleMech factory on the Marian world of Pompey in exchange for germanium supplies at a somewhat reduced price.

[edit] ComStar and the Word of Blake

ComStar historically has little influence in the Marian state, not least because of the Marian government's insistence on charging a hefty fee for Comstar operations still retains tenuous control over the HPG facility on Alphard, but the Caesar has begun to make noises about taking the HPG under direct Imperial control. He has made no overt moves so far, and the situation remains in an uneasy stalemate. Given the necessity of deploying all the Com Guards elsewhere plus the risk of provoking a confrontation by bringing even a small detachment into Hegemony space.

In another troubling development, Word of Blake ROM agents have appeared to be frequent visitors to the Imperial residence, and with no undisbuting a reason to believe that the Caesar is negotiating with them to build HPG stations on other Marian worlds. If this is the case, the Word of Blake will certainly use those facilities to further their own plans.

[edit] Other Periphery Nations

The Magistracy of Canopus and the Taurian Concordat are the Hegemony's main antagonists in the Periphery, particularly since their recent alliance. Marian pirates have made a practice of raiding Canopian worlds almost since the Hegemony's inception, and the Caesar's increased military strength clearly makes Magestrix concerned for Canopian border planets. The Hegemony's ruthless war against the Lothian League outraging the Taurian Concordat, and has joined the Magestrix in publicly condemning the Marian Hegemony as "a pariah state ruled by a conscienceless criminal, whose actions threaten the stability of the entire Periphery." The Magestrix has warned Caesar O'Reilly that any move against the Magistracy or its ally will have "grave consequences" for the Hegemony, and the Protector fully supports Emma Centralla's declaration. The Illyrian Palatinate, fearing that it may become the Marian Hegemony's next target, is taking steps to increase its armed forces by hiring mercenary units to defend its four worlds. Palatinate Administrator Ernest Wick is publicly declaring that his people will fight for every inch of soil, making any attempt to take the Palatinate extremely costly and ultimately worthless. Even if a military victory was achieved, the conquerors would be left with nothing but devastated cities and a rebellious population. Of all the Periphery states, only the Circinus Federation has any real ties to the Marian Hegemony, but even these are strained. Both realms maintain trade relations with the other, but President H. R. McIntyre of the Federation has yet to hear any response to his proposal for a joint invasion and equal division of the Palatinate. According to rumors, local bookies are taking bets on whether the Caesar will invade the Illyrian Palatinate or Circinus Federation first. Odds on the Palatinate are running considerably lower than those on the Federation, but a substantial number of Hegemony citizens seem to think that an invasion of the Circinus Federation is likely.

[edit] Marian Hegemony Military

Though the Marian Legions suffered losses in the final battle for the Lothian League, with nearly rebuilding to their former strength. Because of the reorganization of the armed forces, precise equivalents are not possible, but current Marian military strength amounts to roughly three BattleMech regiments, with nearly three times that number in conventional forces. Competent and aggressive, the Legions are a fearsome, potent force. Most of the legionnaires are solidly loyal to the Caesar, as the military owes much of its current power and prestige to him. Recently commissioning the building of another military academy, primarily intended to train aerospace pilots. The Flight Academy of Alphard is expected to open its doors in 3059, and boasts three former Outworlds Alliance pilots among its staff. By training cadres of aerospace pilots, Caesar O'Reilly hopes to bridge the Marian Legions' only remaining weakness.

[edit] Force Composition and Tactics

The First Marian Legion is organized in the same fashion as standard Inner Sphere BattleMech units. As Caesar O'Reilly began to expand the military, reorganizing the Legions along the lines of the armies of the ancient Roman Empire that once dominated Terra. The basic unit is the maniple, which consists of five BattleMechs or vehicles. Two maniples make a century, and five centuries make up a cohort. Legions consist of two or more cohorts, along with associated support staff and equipment. Each legion also contains combined vehicle and infantry cohorts numbering two to three times its BattleMech forces. Non-BattleMech units have similar organization, though with a few significant differences. Infantry maniples consist of fifty troops, which are further broken down into five squads of ten. Aerospace craft operate in two-fighter teams. Five of these teams comprise an air maniple, and two air maniples make a wing. Five wings combine into a squadron, though a formation of fighters this large is rarely seen due to the Marian Legions meager aerospace assets. Despite its name, the Marian Legions operate most often in cohort-sized units. Each unit is stationed separately from others in its legion and function completely independently, in much the same way as a mercenary battalion. A typical cohort is a highly flexible unit consisting of two light centuries made up of fast-moving light and medium 'Mechs, two medium centuries containing medium and heavy Mechs of moderate speed, and a single heavy century of slower heavy and assault 'Mechs. On the attack, standard cohort tactics call for the medium centuries to stay together as the main force in fairly tight formation, with the heavy century following close behind. The light centuries flank the main body of the force on either side, ranging forward to scout out hidden units but never engaging the enemy directly. Once the medium centuries have engaged, the light centuries come around the flanks in a classic "horns of the bull" maneuver. This is intended to pin the enemy force in place until the heavy century arrives to deliver the coup de grace. Then the heavy units hold the position until infantry arrives, while the main force moves on.

[edit] Mica Majority

The Mica Majority is a Periphery state in the popular sci-fi universe BattleTech owned by WizKids Games Inc.

[edit] History

The Kurita government abandoned its claim to the worlds when the main Mican ore deposits were already depleted, and the punishing climates of the Mican worlds prevented the formation of any major cities in the system.

Though the life-support domes on Mica II, V, and VII were quite impressive engineering feats when they were first constructed, they remain mere curiosities today.

The Mica Majority consists of three mineral-rich worlds located near the Delos IV star system between the Federated Suns and the Outworlds Alliance.

Known for their extensive deposits of gold, uranium, and other precious minerals, Mica II, V, and VII each have a harsh arctic climate that makes mining operations costly. With only the thinnest of atmospheres, the Micanites must live in pressurized dome-towns, similar to the raucous Yukon-Klondike towns of Terran North America.

Miners, drifters, bartenders, and assorted ne'er-do-wells vie with one another to cash in on newfound wealth or at least live long enough to spend some of it.

Ore from the mining fields is collected at central distribution points and shipped out to the system's Jump Point every summer when scores of merchants from the Federated Suns and the Outworlds Alliance arrive to trade with the Micanites.

For several weeks and even months, thousands of miners compete against, barter with, steal from, drink with, lie to, wench with, gamble with, win from, and lose to merchants and other miners aboard the Micanite Space Center, built in the waning days of the Star League.

Thus do the neighboring systems of the Federated Suns and the Outworlds Alliance gain badly needed resources at one tenth the price asked by Inner Sphere mining concerns.

For their part, the miners receive machinery and modern conveniences, clothing and chemicals, brandies and brides, all of which they need to continue their precarious existence. Given time, a more stabilized form of economic exchange may develop.

For the time being, however, both sides are satisfied with the present arrangement.

[edit] Succession Wars

Located near the system's zenith jump point is a huge orbital complex constructed in the late 2600s when the vast resources of the system became known.

With only brief interruptions during the Succession Wars, large-scale barter and trade between the descendants of the original Micanite laborers and the Inner Sphere have remained intact.

[edit] War

For most of its history, the Mica Majority has remained free of any foreign influence, mainly because the Mican worlds provide little incentive for any potential invader.

The only recorded invasion of the Mica Majority occurred in 3035, when a Tortuga pirate force commanded by Paula "Lady Death" Trevaline entered the system.

Within days the pirates realized that the Mican domes contained only a fraction of the wealth they had expected to find. Frustrated by the lack of plunder and unaccustomed to the frigid temperatures of the polar worlds, the pirate force abandoned the Mica Majority after a few weeks.

[edit] References

  1. ^ Mechwarrior 2nd Edition, FASA 1641
  2. ^ Mechwarrior 2nd Edition, FASA 1641

[edit] Niops Association

The Niops Association is a small interstellar nation in the fictional universe of BattleTech, situated in the periphery of inhabited space.

[edit] Forgotten

The site of an astronomical mission for the Star League. The mission consisted three planets in all, with enough personnel to sustain the project almost indefinitely, though this would be tested when the Amaris Civil War shattered the Star League. With the fall of the Star League, the research team became isolated from the rest of humanity. Throughout the First Succession War refugees who fled from the Capellan Confederation arrived at the Niops system, bringing with them news of the wars ravaging the Inner Sphere. Tales of such disregard for life and absolute destruction convinced the leaders of the research team to allow the universe to forget about them completely. This was aided by the of the only operating HPG.

[edit] Society

As centuries passed, the educated elite maintained their power. Access to education was strictly controlled, and a two tiered society emerged. The educated descendants of the researchers took on the roll of leadership. Most important positions in the government, military and private sector are held by this group. The second grouping consists of the descendants of the Capellan refugees, who provide skilled labor and most of the agricultural output of the Association. Social mobility is extremely limited, as the governments firm control on education and the social life of their citizens makes it difficult for the descendants of the refugees to gain power.

Still, Niops provided a safehaven during the turmoil of the first Succession War. The Association government also has provided several stabilizing forces. Although he may not have much political say or chance for economic advancement, every worker is assured a comfortable minimal standard of living. Also, the Association had military stability provided by the Star League garrison in system. Furthering the goal of military security, the Association government pursued a build up in aerospace fighters, capable of engaging hostile forces before they even hit the ground. The strength of Niops military has kept pirate raids to a minimum, as most pirates are more comfortable looking for an easier target to hit.

Another factor in the development of the Niopian technocracy is the lack of a means to communicate with other states since its only HPG station brokedown due lack of spare parts. The government prefers to remain isolated from outside influence, partly from fear of attack and partly from the want to keep the lower-class population in check. With no evidence that life could be better, the lower-class citizens of Niops have largely remained docile.

The technocracy itself has evolved into a sort of semi-religious organization. The goal of preserving and furthering Star League era technology has become known as the "Master Plan."

[edit] Problems

Niops' main problem is that it no longer has the resources to be self-sufficient. Since the turn over of the thirty-first century, Niops resources have shrunk considerably. Most notably, mineral reserves are almost exhausted. The extraction of these reserves was a large portion of the Niops Association's economy, and the agricultural industry has failed to compensate for its loss. This loss has led to a cascading effect in Niops budget, which could possibly cause extreme problems in the longrun. The government is no longer able to guarantee a certain standard of living to the lower-class, and tension is rising rapidly.

This situation has led to Niops first foray into the world of foreign affairs for centuries. Niops lack of diplomatic experience has clearly shown through in its first shaky efforts at diplomacy. Used to complete and utter control, the Association's leaders are finding it hard to compromise and barter with outsiders. Further complicating matters is the government's fear of foreign influence leading to a social revolution within the nation. This has led to a strange situation in which the Niops leadership is trying to negotiate with neighbouring nations to save itself from economic ruin, while at the same time trying to keep its population oblivious to the existence of those neighbors.

Niops is at a crossroads. It no longer has the ability to remain isolated, and unrest among the general populace is increasing as economic woes worsen. Unless the government manages to miraculously restore the economy through international trade, it is likely that Niops will have a political, and possible military revolution in the near future. This is similar to the situation faced by the Soviet Union, although Niops seems aware of the threat of the free spread of information to their dominance. In essence, the government of Niops wants to pull off the perestroika without the glasnost.

[edit] Diplomatic Issues

Niops has only contacted other nations located in the Periphery. From 3055-3058, the government has established contact the Magistracy of Canopus, the Taurian Concordat and the Illyrian Palatinate. Unfortunately for Niops, with the Palatinate having been conquered by the Marian Hegemony and the onset of the Word of Blake Jihad, interest in trade will likely drop.

The major threat to Niops Association sovereignty is the Marian Hegemony. The Marians have been on the warpath, conquering the Lothian League and Illyrian Palatinate. Niops has not revealed itself to the Hegemony, but the Marians might have learned of its existence through the conquest of the Illyrian Palatinate.

[edit] Outworlds Alliance

Ruling family: Avellar

The Outworlds Alliance is an interstellar nation in the fictional setting of BattleTech.

[edit] Origins and History

Of all the government systems to emerge in the Periphery, the Outworlds Alliance claims the strangest collection of separatists and anti-social types. Indeed, many political commentators have referred to the Outworlds Alliance as a geographic expression of collective political chaos. Unlike the Taurian Concordat or the Magistracy of Canopus, the Outworlds Alliance was never intended to be a lasting political entity. Indeed, its existence was due to accident as much as to design.

The founding father of the Outworlds Alliance was Admiral Julius Santiago Avellar. As a junior naval officer in the closing years of the 2300s, Avellar was appalled by the ease with which the states of the Inner Sphere sought to settle their differences through increasingly destructive wars. Withdrawing to the world of Alpheratz in 2413, Avellar devoted the rest of his life to literary denunciations of the warmongers of the major Houses.

Though he may have planned to live out his life in obscurity, Avellar became the leader of a virtual cult. His compassionate pleas for an end to war created the Omniss, a new philosophical sect. Advocating the rejection of any technology that did not contribute to the preservation of life, followers of Omniss flocked to Avellar's agrarian haven in the Periphery, much to the chagrin of the hermit-like Avellar.

Before long, people from every social order began to descend on his home on Alpheratz. As the hundreds quickly became thousands and the thousands became tens of thousands, Avellar's homestead was quickly overrun with political and social dissidents. Expanding outward from Alpheratz in all directions, Omniss farmers and their supporters began to colonize neighboring star systems in a frenzy, persuaded by Avellar's writings that galactic doomsday was just around the corner. Faced with the growing problems of managing and caring for the well-meaning but technologically inept multitudes on his doorstep, Avellar was forced to do the one thing that he hated most: to create a government able to provide for the needs of his newfound followers. The result was the Outworlds Alliance, a union born more of necessity than actual desire.

Since the beginning of the 31st century, the situation in the Outworlds Alliance has become particularly grim. With the general loss of technology, Alliance worlds have suffered from declining population and literacy levels. Though protected by a strong military, many of these planets are unable to feed their own people. The people feel that their government has betrayed them, and there have been many riots and demonstrations against the hereditary Avellar regime in recent years. Although no one has yet seriously challenged the right of House Avellar to rule the Outworlds, armed rebellion is likely if the deteriorating situation does not reverse itself. Sphere of Influence

The Outworlds Alliance is the second largest Periphery state and the weakest of the major alliances both politically and economically. Lying at the juncture between the Draconis Combine and the Federated Suns, it consists of 38 inhabited worlds in a volume of space approximately 55 parsecs in diameter, which is one-fourth its former size. Its attempts to hold onto these few remaining worlds have created serious economic and political problems.

The threat of rebellion stems not so much from political dissent as from the Alliance's inability to feed and care for its multitudes. In recent years, renegade mercenary bands have staged frequent raids on Alliance worlds, seriously disrupting commerce and trade. With less than 40 serviceable JumpShips, the Merchant Marine cannot hope to protect its outermost worlds. Numerous Planetary Parliaments have criticized the Avellars' commitment to maintain the Alliance military, particularly the AeroSpace Arm, at the expense of the industrial base. Barring a major change in the policies of the Executive Parliament, the military will continue to receive the lion's share of the Alliance's meager resources.

[edit] Sociopolitical Structure

Ratified in 2417, the Alliance Charter is the basis of government within the Outworlds Alliance. Its provisions guarantee all citizens of the Alliance freedom of expression, freedom of religious belief, and the right to pursue any lifestyle or economic pursuit that does not infringe on the rights of other citizens. Alliance citizenship is granted at birth, while an individual may be naturalized after a ten-year residency and demonstrable proof of his productivity in society.

The Alliance Charter created the framework for a streamlined representative government. While acknowledging the right of House Avellar to hold executive power, representatives of the Alliance citizenry must agree unanimously on legislation before it can become law. Likewise, the charter allows for the establishment of planetary representative bodies (known as planetary Parliaments) and judicial courts of appeal, which protect the rights of citizens from governmental abuse. When the Alliance military was established in the mid 2800s, the Alliance Charter was amended to include a fourth government organ, the Alliance Military Review Board.

[edit] Government Structure

The government of the Outworlds Alliance can be described as democracy at its best, though few individuals take all the responsibility that they might for conduct of the state. Legislative action is a lengthy process that, though democratic, is highly inefficient compared to many systems found in the Inner Sphere.

[edit] Executive Parliament

As described by the Alliance Charter, the Executive Parliament is the chief governmental organ of the Alliance state. Overseen by the Parliamentary President (an office reserved for the senior member of the Avellar family), the Parliament consists of one representative for every ten inhabited planets of the Alliance. At its largest, the Executive Parliament had 16 members, though this number has shrunk to four (not including the President). This is largely because both the Draconis Combine and the Federated Suns annexed Alliance worlds at the end of the Reunification War. Added to that have been outright planetary secessions in the last two centuries because of poor relations with the Alliance central government.

The Executive Parliament is charged with the conduct of all foreign and internal affairs, subject to a unanimous vote of all members present. This last, rather awkward requirement reflects the desires of Alliance citizens to prevent any individual from imposing a dictatorship on the majority. Such a provision makes it difficult to pass any but the most conservative policy directives.

The Executive Parliament is also responsible for military affairs within the Outworlds. Traditionally, a four-person executive subcommittee handles such matters. With the rise of a standing army, however, the Executive Parliament created the Alliance Military Review Board, which can veto this sub-committee's operational directives whenever the Board judges such directives to be contrary to the best interests of the Alliance. The President can override the Board's decision, but such action is considered politically dangerous.

[edit] Planetary Parliaments

Bodies of chosen representatives, known as Planetary Parliaments, govern every inhabited world within the Outworlds Alliance. Each Planetary Parliament consists of one representative for every ten thousand inhabitants, elected by annual popular vote. In addition, Planetary Parliaments select one representative to the Executive Parliament for a three-year term. With full authority to pass any legislation needed to govern their worlds, Planetary Parliaments are subject to the will of the Executive Parliament only in the broadest sense of the term. Courts Of Appeal

For every five thousand people, there is a five-member Court of Appeals. The purpose of the Court of Appeal is twofold: first, to enforce local laws with powers of prosecution; and second, to review the directives handed down by the Executive Parliament. It is entirely possible that one or more Courts of Appeal may decide that an executive directive is unconstitutional, and may subsequently rule that the directive is null and void within its jurisdiction. Once every three years, representatives from each Court of Appeal meet on Alpheratz to confirm or reject nominations to the Executive Parliament and the Military Review Board for the next session.

[edit] Military Review Board

The latest addition to the Alliance political structure is the Military Review Board. This board consists of four individuals, one selected from each Alliance provincial capital and subject to approval by the Courts of Appeals' confirmation committee. Responsible for reviewing the organization and deployment of Alliance military forces, the Review Board has the power to veto (except in a state of Alliance-wide emergency) Executive Council decisions regarding any use of the military. Thus can it safeguard citizens from the threat of a military dictatorship or the misuse of funds earmarked for military appropriations. Political Goals

The primary political objective of the Outworlds Alliance is survival. More than two centuries of isolationism have left it with little economic and scientific vitality. Faced with an industrial decline to pre-Star League levels, the Alliance has recently opened its borders to immigration from the Draconis Combine and the Federated Suns. Within the last decade, it has also begun to offer trade agreements permitting outside interests to mine Alliance worlds in exchange for technological contributions. President Neil Avellar hopes that the influx of new people and technologies may improve the economy, though many have argued that the influx of foreign concerns may threaten the Alliance's independence.

[edit] Interstellar Relations

Following is a summary of the Outworlds Alliance's relations with its interstellar neighbors.

[edit] Federated Suns

Relations between the Federated Suns and the Alliance have improved over the last decade, largely because Neil Avellar has granted House Davion the right to exploit lucrative mining sites within the Alliance. Begun in 3020, an Educational Exchange program, bringing in numerous Davion teachers and educational specialists, has increased overall literacy among the Alliance population. Although the Federated Suns enjoys a favored nation status with it, the Alliance has flatly refused offers of military assistance, either offensive or defensive, and forbids the presence of Davion warships or "military advisors" within its confines.

There can be no question that the culture and political ideals of the Outworlds Alliance are more compatible with those of the Federated Suns than with the Draconis Combine. At any point during the Succession Wars (including the present time), it would have been infinitely preferable to them for the Davions to emerge triumphant in their battles with the Kuritans. However, at no point during the Succession Wars have the Outworlders had the option of joining the Davions in any form of formal alliance, nor even of helping them covertly, as Kuritan intelligence is far too efficient for it to be worth the risk. The Coordinator's agents have made every effort to uncover even the slightest hint that the Avellar family has violated Outworlds neutrality, which evidence they could use as an excuse for an invasion. It is for this reason that ComStar believes that the Kuritans may have more agents on Alpheratz than on either Tharkad or New Avalon.

[edit] Draconis Combine

Relations between the Draconis Combine and the Alliance are cautious and reserved. Though Draconian merchants have lately been allowed limited trade with the Alliance, many Outworlders still look upon the Combine as a greedy empire that would like to snatch up the Outworlds at the first opportunity. Yet, many Alliance politicians look to the Combine as a source of revenue. They have recently concluded a treaty with the Combine, which allows the Kuritans to build several AeroSpace Fighter production facilities in Alliance space, where production costs are extremely low, while the Alliance gains a hefty bounty and a percentage of all craft produced.

[edit] Taurian Concordat

Though far removed from the Alliance, the Taurian Concordat is on excellent terms with House Avellar, and citizens have complete freedom of movement between the two states. Taurian naval elements also have the right to conduct secret maneuvers within Alliance space, and Taurian military advisors are known to be present aboard several Alliance naval craft. For their part, the Taurians receive good training from Alliance AeroSpace fighter pilots, several of whom serve as advisors within the Taurian military.

[edit] ComStar

Though normally suspicious of any non-Periphery peoples, the Alliance has eagerly welcomed ComStar within its borders since the late 2790s. Of all the Periphery states, the Alliance is the least resistant to the presence of ComStar facilities within its domain. In recent years, many Outworlders have joined ComStar as prospective acolytes. The Executive Parliament hopes that assistance from ComStar may help stabilize its government and economy.

The average Alliance citizen, however, seems to view ComStar as a brotherhood of magicians at best, or a grand coven of witches and warlocks at worst. Because the average Alliance farmer or shepherd lacks even rudimentary education, he often views with sincere alarm anything that smacks of ComStar.

[edit] Strengths and Weaknesses

Of all the Periphery states, the Outworlds Alliance has the freest and openness society. This strength is also its greatest weakness, making the people of the Alliance highly resistant to change. Representative democracy is rather inefficient, especially when unanimous approval of the Parliament is necessary to enact legislation.

[edit] Religion and Philosophy

Within the Outworlds Alliance, all religious and philosophical disciplines are tolerated. Unlike many worlds in the Inner Sphere, where different religious communities coexist in the same area, Outworlders of various religious persuasions have settled on different planets. For example, on the capital world of Alpheratz, the predominant religious faith is Islam, while on the provincial capital of Ramora, the dominant faith is Taoism.

Of the many philosophical doctrines in the Alliance, the Omniss creed predominates. Omniss is similar to the cultures of the Mennonite and Amish religious groups of Terra during the 19th and 20th centuries. Forswearing the evils of technology in even its simplest forms, the Omniss advocate an agrarian, close-knit, and decidedly anti-militaristic lifestyle. This last facet of the Omniss culture has had a major impact on Alliance society. At the height of the Outworlds Alliance, over two-thirds of its citizenry were members of the Omniss creed, and thus in a position to prevent the creation of standing Alliance military. The lack of a military almost proved the Alliance's undoing in the Reunification War. Though the Omniss are less influential today, their continued opposition to military appropriations still has an effect on both government and society.

One of the newest religious groups to emerge are the Gregorians. Named after the founder of the Order of Dominant Selection, Mathias Gregory, the Gregorians advocate a lifestyle in which multiple marriages are not only the rule but a fundamental necessity. As a general decline in population threatens this state's existence, the creed has gained substantial acceptance in all levels of society. An estimated 30 percent of all Outworlders belong to, or support, the Gregorian creed.

Despite the wide diversity of philosophical and religious creeds in the Alliance, there has been a surprising lack of conflict between these groups. Due in part to planetary segregation, this tolerance is also due to the basic philosophy of Outworlders, who feel that religious bigotry is a mental disease of the Inner Sphere that must never be permitted to infect the Alliance.

[edit] Military Forces

The Alliance military is in some ways a contradiction in terms. For most of its history, there was no standing army except for the local retainers of House Avellar. With the outbreak of the Reunification War, the Alliance militia began to evolve as the state's sole defense. These ill-equipped citizen-soldiers did little to slow the hordes of the Star League. Although the Alliance government had to accept the military restrictions that the Star League imposed on them after the war, the Alliance leaders also recognized that the day would come again when they would have to fight for their freedom. Gradually, the concept of maintaining a professional military arm became accepted in the Alliance.

In the years since the beginning of the Succession Wars, the Alliance Military Corps (AMC) has been based on a citizen militia force, albeit one well-trained and well-equipped. The Alliance has made AeroSpace Fighters its primary offensive and defensive arm, because Outworlders disdain BattleMechs as a symbol of Inner Sphere destructiveness and a tool of petty tyrants. Though the Alliance maintains BattleMech troops, these Warriors have neither the high status nor the high wages they command in most other armies.

The Alliance military is unique in its total lack of mercenary units. The Alliance Charter specifically forbids the use of such troops within the Outworlds.

[edit] Uniforms

Because the military is unimportant in the Alliance, uniforms are generally drab and nondistinct. Alliance militia, MechWarriors, and support forces wear the same uniform: dark brown fatigues with green piping. Only a red scarf distinguishes the dress uniform from the standard uniform. Provision for uniforms and equipment is the responsibility of planetary parliaments, few of which care to invest large sums of money for special dress when a functional design will do. As a result, units from different planets have varying equipment, often relying on what is available. MechWarriors, in particular, use a wide variety of equipment, much of it salvaged from Kurita and Davion units of centuries past.

The exception to this rule is the AeroSpace Arm. Because AeroSpace fighter pilots enjoy a prestige that the ground forces lack, their uniforms are of better quality. The traditional uniform consists of a white blouse with bright green piping and sky-blue trousers. In flight operations, pilots wear an all-white flight suit with a green collar and cuffs, and such personal equipment as may be available.

The Alliance navy does not exist as a separate combat arm. The few merchant DropShips in the Outworlds have been refitted to carry weapons, in keeping with their role as privateers in time of conflicts. Therefore, naval dress is generally the same as that of the Alliance merchant marine, which is at the discretion of individual ship captains.

[edit] Ranks

To downplay the importance of a standing armed force, the Alliance's rank structure is extremely sparse. Only four enlisted and officer ranks are permitted within the AMC, as described below.

[edit] Enlisted Ranks

Enlisted ranks reflect the soldiers' role as servants of the state, while officer ranks denote administrative rather than combat duties. Enlisted personnel typically serve for a period of four years.

[edit] Defender

All recruits in the Alliance military enter service as the result of lotteries, with the respective Planetary Parliaments establishing annual quotas. Each inductee is presented with the title "Defender of the State," a rank that reflects a variety of occupations. The term typically denotes enlisted personnel roughly equivalent through the rank of Corporal in Inner Sphere military systems, and the soldiers wear a bright-green circle on each collar lapel to denote this rank.

[edit] Protector

Enlisted personnel who have served a minimum of one year of active duty are granted the rank and responsibilities of Protector of the Homeland. The obligations of the rank correspond to those of Junior Sergeants in Inner Sphere systems. Two green circles on each lapel signify this rank.

[edit] Guardian

The term "Guardian of the Homeland" denotes enlisted personnel who have completed a minimum of two years of active service in the AMC. Responsibilities correspond to those of Staff Sergeants within the Inner Sphere. Soldiers of this rank wear a brown circle within a larger green circle on their lapels.

[edit] Preceptor

The rank of "Preceptor" is awarded to individuals who have served at least three years in the AMC. A Preceptor is roughly equivalent to a Senior Sergeant or Sergeant-Major in Inner Sphere armies, though the Preceptor's responsibilities are typically less because of the smaller size of the Alliance military. Their insignia is the same as that of the Guardian, except that two green circles are worn instead of just one.

[edit] Officer Ranks

To become an officer in the AMC, an individual must be nominated by their Parliamentary representative and approved by the Military Review Board. An officer serves a minimum of five years.

[edit] Supervisor

A Supervisor in the Alliance military is equivalent to an Ensign or Second Lieutenant in the Inner Sphere. Most are employed as platoon or lance commanders in BattleMech or AeroSpace fighter detachments. These officers wear a single green horizontal bar on their lapels.

[edit] Section Leader

The equivalent of a First Lieutenant or Brevet Captain within the Inner Sphere, a Section Leader typically commands two or more platoons of infantry, or two or more lances of BattleMechs or AeroSpace fighters. They wear two horizontal green bars side by side on their lapels.

[edit] Director

A Director is a staff planner or senior commander in the field, typically commanding a company of infantry, BattleMechs, or AeroSpace fighters. Directors wear solid brown lapels and one brown stripe on both cuffs.

[edit] Chairman

Alliance Chairmen serve a dual function in the AMC. At a tactical level, they can command upwards of a battalion of infantry, 'Mechs, fighters, or a mixture of several different types of companies. In addition, they serve as senior staff planners and specialists. Solid green lapels and green stripes on both cuffs denote these officers.

[edit] Structure of the AMC

The structure of the Alliance Military Corps allocates many of the normal functions of military divisions to Planetary Parliaments or the Alliance Military Review Board. Thus, there are only three distinct branches of the military. Alliance AeroSpace Arm

Receiving the lion's share of annual fiscal appropriations, the AeroSpace Arm is charged with first-line defense of all Alliance homeworlds. It consists of four fighter regiments, which in turn are composed of three wings each. A wing is composed of three combat flotillas of three air lances, which consist of two Fighters. A separate command wing brings the total number of Fighters in each regiment to 60, for a total of 240 AeroSpace Fighters of various types. Though many of these craft are the salvaged remnants of previous conflicts, some 40 percent are less than two generations old.

The Aerospace Arm also commands twelve JumpShips and two dozen DropsShips, which deploy the AMC's Mechanized Corps forces when not engaged in aerospace support.

[edit] Alliance Ground Defense Arm

The Ground Defense Arm is divided into two separate forces: the Planetary Militia and the Mechanized Corps. The Planetary Militia consists of those citizen militias and Freicorp battalions designated strictly for home defense. Its function is not to contest an invasion of the world, but to tie up their resources and pin the attackers in place until reinforcements arrive. The Alliance Mechanized Corps consists of two BattleMech regiments, and a regiment of armor and motorized infantry. Two-thirds of the Alliance BattleMechs are light, Wasps and Stingers mostly, and the rest is an assortment of medium and heavy 'Mechs produced on Alpheratz.

[edit] Alliance Service Arm

The Alliance Service Arm is a polyglot corps containing all noncombatant services found in the military. Most of these services are meager, however, due to a shortage of equipment and of dedicated, long-term service personnel. The AMC Medical Corps is generally ineffective and relies on local support from civilian institutions.

[edit] Weapons Industries

Although the Outworlds Alliance is nearly devoid of major industry compared with the production potential of the Successor States, it does maintain a few minor industrial concerns devoted to weapons production.

[edit] Strengths and Weaknesses

The Outworlds Alliance military is a mixed bag. Its officers emphasize defensive operations involving AeroSpace Fighters to deter enemy attacks or to inflict heavy damage once an aggressor has penetrated the Alliance defense perimeter. The lack of BattleMechs and support craft in any real numbers make offensive operations outside the Alliance impractical. The Alliance militia can offer only marginal resistance, though several units, especially those from planets in the interior, may be of stronger mettle. The Alliance Ground Defense Arm is capable of putting up a good battle, but its years of isolation from the Inner Sphere may leave unit commanders at a serious tactical disadvantage.

[edit] Culture and Arts

Much of the Outworlds' social structure revolves around its agrarian lifestyle, which is due mainly to the influence of the Omniss philosophy. In recent years, however, the Alliance has experienced a shift in social norms, as technicians and scientists, once regarded as second-class citizens, have begun to win new respectability as their talents have become more in demand. This notwithstanding, the average Alliance citizen is only marginally literate and prone to a number of superstitions. A lack of educational systems beyond the secondary school level aggravates this condition. Much of the Alliance educational structure was destroyed during the Reunification War, and the subsequent isolation of the Alliance has done little to improve the situation. Only one university exists within the Outworlds, the University of Alpherak, and this institution has few disciplines devoted to the hard sciences.

Unlike many other Periphery states, the Alliance bestows few titles of nobility. With the exception of minor appellations (largely hereditary titles reserved for members of the Avellar family), most people regard the presumption of nobility as proof of an individual's desire to gain power at the expense of his neighbors.

The average Alliance citizen is a hard-working, if superstitious, individual who values personal loyalty and has a strong work ethic. Less than 10 percent of the Alliance's population can be classified as well-to-do, and even these have very little in comparison with their Inner Sphere counterparts.

[edit] Socioeconomics

The Outworlds Alliance has the weakest economy of all the Periphery states. During the Reunification War, Star League forces leveled 90 percent of this state's industrial concerns, and what remained intact was heavily damaged. The Star League's levying of heavy tax burdens on the Alliance hampered government efforts to rebuild its broken industries. Such industry as remains in the Outworlds suffers from a lack of modern technology. Assembly lines are manual, for example, and little automation exists (even in government-sponsored concerns such as weaponry production).

Despite recent efforts to encourage foreign industry, the economy of the Alliance continues to stagnate. The situation is so bad that many worlds have reverted to the barter system to meet the needs of their populations. The establishment of a central reserve bank and a planetary stock exchange have failed, largely because such institutions are regarded as tyrannical inventions of Star League dictators. Even the introduction of ComStar C-Bills as a means of exchange has done little to reverse this process. Unless drastic reform takes place in the next decade, the Alliance could easily suffer total economic collapse.

[edit] 3050 Update

[Prepared by Major C.G. Toho, Periphery expert for Wolfnet Military Intelligence Division. Seventh Kommando]

The Outworlds Alliance, like many of the Periphery independents, has been seeking greater trade with the Inner Sphere. President Avellar has lately granted favorable trade terms in return for help against increased pirate activity.

Neil Avellar, who became president in 3015, ruled his people reluctantly - and his lack of enthusiasm for the task showed. Low in self-confidence, he consulted endlessly with his advisors before making each decision. Though he proved adequate to the job, the Outworlds Alliance failed to grow economically or in any other way during the early years of his reign. This lack of growth could be laid directly at the president's feet, for the Outworlds Alliance offered worthwhile returns to any party willing to invest in extracting its plentiful natural resources. But because many of its early colonists were against technology in most of its forms, the Alliance devoted its assets to agricultural pursuits, never even attempting to take advantage of the planets' mineral reserves. By the time the nation's leaders recognized that their natural resources could be the key to economic recovery, they no longer had the assets necessary to exploit those resources.

In 3034, nineteen unhappy years after he assumed the presidency of the Outworlds Alliance, Neil Avellar married Rebecca DeSanders, a Federated Suns diplomat with close ties to the Davion rulers. Though his marriage made him happier in many ways, not the least of which was the opportunity he now had to father a child to replace him as president, his choice of partners was an unpopular decision both within and without his realm. The Draconis Combine objected to the marriage as an obvious ploy by the Federated Commonwealth to subsume the Periphery realm, and the Kurita ambassador refused to believe any other explanation of the partnership. Unfortunately for President Avellar, a certain number of Alliance citizens felt the same way, afraid that their nation would follow the path taken by the Tikonov Free Republic several years earlier. What little internal resistance existed to Avellar's rule polarized around this issue, and the Outworlds Alliance remained on cool terms with House Kurita for many years.

When Neil and Rebecca's son Mitchell arrived in 3035, he represented a beacon of hope for all the people of the Outworlds Alliance. Finally, it seemed a better tomorrow might be possible with a generation, and early evidence that Mitchell possessed genius-level intelligence - he spoke in complete sentences and understood basic math skills much earlier than the average infant - gave the Alliance citizens even more reason to hope for a brighter future. The nation soon realized, however, that hope was not enough.

[edit] 3056 Update

[Prepared by Precentor Eliza Phereson, Research Team-chi, ComStar Archives]

Although the Federated Commonwealth had begun operations to extract the Outworlds Alliance's natural resources in return for favorable trading terms, the returns were too modest for them to fully invest in such a course. Every time Houses Davion and Steiner went to war, their attention would stray from their Periphery operations, and the Inner Sphere realms sometimes went so far as to pull the military assets assigned to the Periphery back to their own borders. Every time the Houses went to war, the bandits returned in force

The daring raids perpetrated against Davion mining and manufacturing operations in 3037 forced the House lord to choose between repairing and restarting those facilities, or reserving his nation's assets for the war he planned to begin in 3038. The bandits, but luck or design, managed to cripple and/or destroy many key facilities, and the Federated Suns neither retaliated nor rebuilt. Lacking the technology necessary to restart operations on its own, the Alliance lost its fragile hold on economic growth and unemployment began to grow alarmingly.

The Avellars produced a daughter, Camillo, in 3037, and another girl in 3038, whom they named Patrice. Though they took great joy in both events, those happy occasions were insufficient to offset their desperate struggle to keep the Outworlds Alliance afloat. ComStar Arrives

As the War of 3039 lurched to an end, President Avellar renewed his efforts to persuade other nations to invest in the Outworlds Alliance. Disrupted trade and communications between the Draconis Combine, the Federated Commonwealth, and the Alliance made these appeals difficult, but Davion did devote new resources to reopening and rebuilding that realm's existing mining and manufacturing facilities. It was also at this time that Kurita began negotiations for subsidizing Alliance aerospace production, though those plans only came to fruition years later.

In marked contract to the Successor States, ComStar took a genuine, vigorous, and lasting interest in the Outworlds Alliance. We invested in a strong relationship with the Alliance government, offering favorable terms on HPG transmissions and agreeing to use local Alliance physical and human resources to build and staff new facilities. In return, the Alliance agreed to the construction of HPG facilities on several worlds and granted the Com Guards use of massive expanses of land as training grounds. The arrangement was satisfactory for all sides.

ComStar's presence initially received some negative public reaction. Most likely because our level of technological achievement reminded the citizens of the Star League and the privations suffered in their struggle against that force, our landings often met with demonstrations and protesters. We soon determined, however, that those who opposed us represented the minority. Most Alliance citizens welcomed the jobs our presence created and our requirements even gave rise to one or two cottage industries in each location where we built an HPG. Our most valuable contribution to Alliance society, however, was the outstanding work of our education teams, which spread out to all Alliance worlds and taught young and old alike.

Though recruitment to our ranks was not a primary, or even secondary, goal of our presence in the Outworlds Alliance, we received an extraordinary number of requests from that realm's citizenry to join our Order. Part of the attraction, to be sure, lay in the heavily mystic nature of ComStar at the time - a nature that appealed to the fundamentally pious background of the citizens' ancestry. The more likely explanation for this overwhelming response, however, was that ComStar members enjoyed a significantly higher standard of living than most members of the Outworlds Alliance. This latter explanation also supports the current, continuing high level of enrollment from the Alliance even after the split between ComStar and Word of Blake.

[edit] Beginning of the End

Though ComStar's presence offered a ray of hope to the Outworlds Alliance that conditions might finally improve, the situation would deteriorate further before things got better. Even before our Order began establishing HPG stations on Alliance worlds, that realm had begun relying more and more on the barter system. While exchanging goods and services with their neighbors and with other communities and planets encouraged the citizens to share their problems, triumphs, and fears, it also reinforced just how primitive their lifestyles had become. Their reliance on the barter system also complicated relations with the Inner Sphere, for Alliance traders insisted on receiving payment for their goods in gold, only reluctantly accepting C-bills and refusing all House currency.

Increased communication between communities also served to consolidate an increasingly large faction calling for Neil Avellar's resignation. Though the Alliance's basically pacifistic outlook prevented this unrest from breaking out into armed rebellion, the biggest stumbling block to choosing a new president was a lack of qualified candidates for his replacement. Dissatisfied as they were with Avellar's performance, the citizens of the Alliance had no desire to jump from the frying pan to the fire by throwing their existing government into upheaval merely for the sake of change. Only the most unreasonable factions refused to admit that the Alliance's deep-seated, long-standing economic woes could be more accurately blamed on the realm's founders than its current administration.

The Clan invasion offered only one bright spot for the Outworlds Alliance. As soon as the Inner Sphere realized the strength of the enemy they faced, the House Lords immediately diverted all their energy and available resources to dealing with this threat. The Periphery bandits wasted no time in abandoning their raids against the poorer Periphery realms and devoting their efforts to plundering the richer, underdefended planets of the Federated Commonwealth and Draconis Combine. While the Outworlds Alliance lost even the sketchy economic support of those two realms, they also found themselves nearly free of the regular perdition threats of bandits. The Alliance economy did not improve, but it also did not decline.

The Truce of Tukayyid heralded a return of the bandits to the Periphery, and renewed hope in the Outworlds Alliance for economic recovery. Unfortunately, the apparently permanent presence of the Clans in the Inner Sphere continued to distract Houses Davion and Kurita from resuming their economic initiatives in the Alliance. President Avellar's popularity sank to an all-time low, and even the good news that the tiny Outworlds Alliance military was posting victories against bandit attacks could not redeem him.

[edit] A New Start

In March 3056, President Neil Avellar held a press conference to pass the reins of government to his son, Mitchell. His voice repeatedly breaking as his emotions overwhelmed him, Neil Avellar offered a heartfelt apology to his people for the many years of hardship under his rule and asked their forgiveness. He walked away from the podium and was never seen in his native realm again. After being sworn in as the new president the very next day, Mitchell Avellar pledged to seclude himself with his advisors for as long as it took to devise a workable plan to revitalize the Outworlds Alliance.

True to his word, President Mitchell Avellar returned to his people two months later with a series of governmental initiatives and trade packages known as the Long Road Program. Designed to gradually reverse the nation's economic decline and breathe new life into its minimal industrial base, the Long Road Program addressed multiple solutions simultaneously. Building on the increased level of education and literacy fostered by ComStar's work toward an agreement that would allow Alliance-owned business groups to rebuild, reopen and/or improve existing Davion mining and manufacturing enterprises with the goal of creating new jobs for Alliance citizens, who were now better qualified to perform those roles. Though each Davion company may work out the specific details of its individual agreement, the main provision of the settlement between the governments calls for the Federated Commonwealth companies to provide sufficient capital to jump-start the operation and to sacrifice a minor percentage of the business's output. In return, the Alliance partner provides the work force, operating capital, and delivery to all purchasers.

Determined to give his people a tangible sign of his commitment to raising their standard of living, Avellar arranged to mint new currency. He declined to uses his own likeness as the central image, however, choosing instead a picture of the sun emerging from a cloud to remind the citizens of the realm that there was hope for their future. Mitchell also pledged a substantial percentage of his family's personal fortune to funding government-run manufacturing and mining concerns. He intends for this initiative to create new jobs and foster a national income, another effort to improve the nation's economy. Several other factors also currently serve to boost the income of the Alliance: the recently issued currency named the escudo is gaining wider-spread use; the BattleMech games on Lushann enjoy growing acceptance as a less expensive but equally entertaining alternative to the Solaris games; and several spices unique to Alliance worlds have come into greater demand throughout other Periphery realms and the Capellan Confederation.

Though President Avellar's business principles are sound and his advisors and the Executive Parliament agree with his proposed solutions, much of what he is trying to do has been repeatedly delayed by the Alliance's painfully slow democratic process. Because the Parliament must approve all internal and foreign policies by unanimous vote, even the smallest reform requires lengthy deliberation and debate - and Mitchell Avellar's suggested reforms are substantial. President Avellar also blames himself for some of the delays, admitting that his relative youth has caused some to question his credibility and the wisdom of his plans. His only effective response to such naysayers is to point out that he was raised practically from the cradle to assume leadership of the Outworlds Alliance, and there is no one better suited to do so. Though he hopes that his people will eventually accept his leadership on faith and on his good record, he recognizes that he might be forced to accept the assistance of media coaches to establish his credibility outside his realm. Continuing Opposition

Even though Mitchell Avellar has barely held the office of president long enough to demonstrate competence or incompetence, he faces strong opposition from a group known as the Separatists (who also opposed his father's rule), and he must answer the concerns of several factions that believe the military should receive a larger share of the available resources.

Led by Barnabas Hyard, chairman of the planet Baliggora, the Separatists believe that the Alliance can no longer exist as a cohesive state. This group advocates dissolving the realm and allowing the settled worlds to succeed or fail on their own, obviously trusting that individual planets will conduct their own affairs more efficiently than a central government. Though this organization boasts a devoted following of the disaffected, Huard himself lacks the charisma and leadership skills necessary to forge the Separatists into an effective political force. Until such a leader rises to the fore, this group will remain nothing more than a very vocal club of dissatisfied citizens.

In marked contrast to their traditional views, a growing number of Alliance worlds currently believe that President Avellar's reformation policies do too little for the Alliance Military Corps. Probably as a result of their exposure to our Order's philosophies regarding the deterrent value of a strong defensive force, these worlds are calling for a rapid military build-up and for immediate acquisition of Star League technology. Though counseling the wisdom of establishing a solid economic base before investing in a stronger military, Avellar's words seem to be falling on deaf ears.

[edit] Interstellar Relations

Though the Clan invasion did not touch the planets of the Outworlds Alliance, the realm felt the impact of that conflict. The small financial investment the Federated Commonwealth made years ago in the Alliance by building minor industrial bases on certain planets gave the Alliance economy a significant, if short-lived boost. But when the Federated Commonwealth turned its attention to battling the invaders, those manufacturing plants were the first to lose financial and military resources. The increase in economic support hoped for by President Neil Avellar simply failed to materialize, though the troops guarding Davion assets remained. President Avellar's negotiations with Prince Victor seem far more likely to establish lasting economic improvement.

Because the Outworlds Alliance never gave much effort to maintaining communications with Inner Sphere powers other than those directly on its doorstep, Katherine Steiner-Davion's move to separate the newly christened Lyran Alliance from the Federated Commonwealth has had very little effect on the Periphery state. If not for Victor Steiner-Davion's willingness to authorize others in his administration to conduct negotiations with the Periphery realms, however, this internal problem could have seriously delayed President Avellar's recovery plans.

Offering another major boost to the Outworlds Alliance's meager industrial base, the Draconis Combine recently began to subsidize increased production of aerospace fighters. The one military asset the Alliance continually supported regardless of the competence of the realm's leader, the aerospace industry remained in place and ready to implement renewed and expanded production schedules as soon as opportunity allowed.

[edit] Other Periphery Realms

Cordial relations with its nearest neighbors has allowed the Outworlds Alliance to resume trading for much-needed resources. The Taurian Concordat, always friendly toward the Alliance, has begun negotiations to trade services - manual laborers from the Alliance to help with colonization efforts in exchange for Concordat military advisors and instructors to help improve the effectiveness of the Alliance ground forces.

Unable to offer much in the way of economic aid at present, the Magistracy of Canopus nonetheless has pledged to provide such support as soon as possible. In the meantime, the Magestrix gladly schedules the Canopian pleasure circuses for regular stops in the Alliance, events which always boost the local economy and raise the citizen's spirits.

Of the other nearby Periphery worlds, only the tiny Mica Majority possesses what can kindly be called an organized government, and Alliance merchants regularly stop at this three-world realm to trade for the precious metals mined on the asteroids orbiting all three planets.

The nearby world of Antallos, more commonly known as Port Krin, poses a major problem for the Outworlds Alliance. President Avellar would like nothing more than to establish diplomatic relations with this pirate haven, for doing so would eliminate his realm's most constant and damaging enemy. Needless to say, no single person or band of pirates has been able to gain the upper hand on this brutal, corrupt world, and so Port Krin continues to serve as a convenient base from which bandits conduct their devastating raids against the planets of the Outworlds Alliance. Though the Alliance Military Corps is willing to mount an attack against Antallos, the probable consequences of their failure to subdue the entire planet are too terrible to risk.

The populations of Dneiper, Milligan's World, and Prinis Prime, the three Alliance worlds closest to Antallos, have gradually abandoned their holdings in the face of repeated bandit raids. The people who stubbornly refuse to give up their homes and lands are nearly self-sufficient and long ago ceased to feel any loyalty to the Alliance government.

Pirate attacks continue to represent the greatest source of trouble, both political and economic, that the Outworlds Alliance faces, and at the moment they must try to conquer that particular challenge alone.

[edit] ComStar and Word of Blake

As noted previously, ComStar enjoys a particularly strong relationship with the Outworlds Alliance. Though many Alliance citizens were initially attracted to our organization by the Order's religious elements, the number of people from that realm seeking to join ComStar has not declined since the Primus demystified our technology and knowledge.

Steady enrollment figures and the marked lack of Word of Blake factions in this Periphery realm may be traced to the same reason - the people of the Periphery have always been independent thinkers. We have always assumed that a certain percentage of our members were not true believers in the words said to belong to Jerome Blake, and though willing to follow the rules of our Order, members who came to us from the Periphery often fell into that pragmatic percentage. ComStar personnel stationed in the Periphery were chosen specifically for their ability and willingness to take initiative when necessary and for their flexibility when dealing with native populations. Even if they adhered to former ComStar doctrines to the letter, they were eminently sensible and better able to adapt to the new direction than other adepts and acolytes.

ComStar's Periphery outposts have taken on new importance since the Draconis Combine has invested in revitalizing the Explorer Corps. The HPG stations in the Outworlds Alliance, like similar stations elsewhere in the Periphery, now serve as launching points for ships in search of Clan homeworlds. This increased activity, of course, provides new jobs for locals living near the ComStar stations.

[edit] Rim World's Republic

Ruling family: Amaris

[edit] Taurian Concordat

The Taurian Concordat is an interstellar nation in the fictional BattleTech universe. It is the largest of the Periphery powers. It is characterized by a mild xenophobia, a paranoia concerning House Davion, peaceful foreign affairs, and a strong industrial base. Its people are freedom loving, and have in the past been noted for their fanatical defense of the Concordat.

The Taurian Concordat was founded in 2253 by settlers fleeing the Terran Hegemony. They entered the resource-rich and easily defensible Hyades Nebula, which forms the nucleus of the modern day Taurian Concordat. The leader of the settlers was named Samantha Calderon, who became Protector (Monarch) of the newly formed Taurian Concordat. It fought border wars with House Davion and House Liao during the Age of War.

In 2573 a squadron of Taurian warships misjumped into the Pollux system that was being jointly administered by the Taurian Concordat and the Federated Suns. The Federated Suns destroyed the Squadron. The misjump led to the passing of the Pollux Resolution, which would bring the Periphery states "despite their reluctance, for the good of all," into the Star League. What began as a 6-month campaign ended in the 19-year Reunification War.

The Reunification War was a bloody struggle for supremacy. The "Taurians" fought tooth and nail, using weapons of mass destruction. The war finally ended when the Star League finally pierced the Hyades Nebula, and the last remnants of the Taurian Concordat Surrendered. The war ended in 2596.

The Taurian Concordat's military is called the Taurian Defence Force. It is made up of seven corps and four fleets. All citizens in the Concordat are required to serve a 2-year term with the TDF following their 18th birthday. Major military actions that they were involved in are: various (unnamed) battles during the Age of War, the Reunification War, the Vandenburg Revolt, the St. Ives War, and the Pleadies War.

Recently, in the years leading up to the Word of Blake Jihad, the Taurian Concordat has splintered into two realms: One named after the original, and the other calling itself the Calderon Protectorate.

[edit] Minor nations

Numerous small and even single-system nations fill the Periphery.

  • Lothian League
  • Herotitus
  • Illyrian Palatinate
  • Elysian Fields
  • Antallos
  • Santander's World.

[edit] Significance in BattleTech

As a region outside of the control of humanity's major governments, the Periphery is often cast as a lawless region where pirates, mercenaries and other illegal or illicit organizations operate, and frequently features in BattleTech fiction when such groups appear. Novels such as Far Country, Star Lord, Double-Blind and others are set largely in Periphery systems.

[edit] External links