We began on Terra,
millions of years ago. Today, mankind stretches out among the stars
of the Milky Way, touching thousands of worlds, as far from our home
as Clan space, more than 2,000 light-years distant. Yet who are we,
really? What have we become in our relentless push outward and
onward? I’m Bertram Habeas, and tonight, let’s find the answers to
these and many other fascinating questions together, as we tour the
stars!
Volume XLVIII: Denizens of the Periphery
Tourist guides today don’t bother with the Periphery world
of Antallos, except to caution folks to stay away. But back in
the time of the Star League, this planet was a hub of trade
between the League and the nearby Federated Suns, Draconis
Combine, and Outworlds Alliance. With the fall of the League,
this world and its stores of lostech became a prime target for
savage raids by neighboring realms, until all semblance of
government finally collapsed in the late 2800s. The entire
social structure here eroded into a fragmentation of
city-states, many of them ruled by nomadic tribes and
descendants of refugees from House Kurita and the old
Outworlds Alliance, all patterned on unique sets of
governments that often come into conflict. But it wasn’t until
200 years later that Port Krin would arise as the dominant
force in planetary politics, united by force and thriving on
piracy and slave trading. Outside the city of Port Krin,
located on the southern shores of Talisea, is a world made up
mostly of blasted desert wastes and badlands, with a
smattering of city-states, only a few of which possess
BattleMechs. Prospectors, scavengers, pirates, and nomads
wander these wastes, their means of survival a potential
hazard for any unwary traveler who crosses their paths. Out
there, there is no law but survival of the fittest, and with
pirates and lost mercenaries running the cities, treachery
lurks around every street corner.
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Antallos is the kind of world we tend to think of, if and when we
do think about the Periphery. We imagine blasted wastelands, perhaps
seeded with the decayed remains of a glorious past. We envision
brigands and scavengers, scratching out a living in these wastes
through murder and plunder. Our minds focus on these negative
images, believing them to be all there is on the fringes of human
expansion.
Yet, as we have seen, there are realms in these regions as rich
and complex as any nation of the Inner Sphere. The Magistracy of
Canopus, with its strong economy, rich cultural history, and economy
of luxury, provides a striking contrast to the militant police state
of the Capellan Confederation nearby, as does the fiercely
independent Taurian Concordat to its monolithic neighbor, the
Federated Suns. Even the Marian Hegemony, pirates made good by
generations of ambition and struggle, stands as a curious
counterpoint to the nearest former Free Worlds provinces of the Rim
Commonality and the Duchy of Tamarind-Abbey.
Beyond these realms lie even more unique nations and minor
powers. Beyond Lyran space, for instance, lies the Rim Collection, a
seven-world democratic state founded in 3048 by a Free Worlds League
expatriate and a local town councilman with dreams of greatness.
Struggling for many years against pirate raids and the natural
strife that comes with the birth of any nation, the Collection has
remained a democratic realm, a confederation of worlds united for
trade and self-defense, but free to elect their own leaders and
create their own laws. The people here are as hard-working and
independent as their nearest Lyran neighbors, and generally as
benign.
Not so far from this realm lies the Rim Territories, an
eleven-world bandit kingdom, forged from worlds that broke away from
Lyran rule in the chaos of the Jihad, plus colonies settled by
refugees of that same horrible conflict. Desperate for order and for
protection, these people came easily under the sway of powerful
bandit leaders based in the area, and continue to scratch out a
living while their “protectors” prey on neighboring realms.
Further rimward, past the shattered remains of the Circinus
Federation (a pirate state cut almost from the same cloth as the
Marian Hegemony, but annihilated in the final years of the Jihad
along with its capital world), is the Lothian League, a
confederation of six icy worlds, founded by Taurian refugees from
the Reunification War, and briefly conquered during the Hegemony’s
rise in the mid-thirtieth century. Though regaining their freedom in
the chaos of the Jihad, the League and the Hegemony maintain strong
ties, and there is still a distinctly Roman flavor to the
governments that now maintain the Lothian worlds.
Wedged between the Hegemony and the Rim Commonality of the former
Free Worlds League another tiny realm, a three-planet alliance known
as the Niops Association, is located. Founded as a Star League–era
astronomical research base, these worlds grew into a microstate
after an influx of refugees from the Succession Wars arrived, and
have lived in relative peace and isolation under the rule of noble
intellectuals, descended from the original researchers.
Following along the rimward regions of the Inner Sphere, we find
the Fronc Reaches, an eleven-world alliance once known as the New
Colony Region between the Magistracy of Canopus and the Taurian
Concordat. Since winning their independence in the mid 3060s, these
worlds have remained loosely affiliated with the Magistracy of
Canopus and—by extension—the Capellan Confederation, with a weak
central government and a standing army that is composed of
mercenaries and “rehabilitated” pirates. Much like the Taurians and
Canopians who originally founded these worlds, the inhabitants here
are hearty folk, determined to survive by their own blood, sweat,
and tears, and equally determined to fight and die for what they
have earned.
Beyond the boundaries of the Federated Suns lie two more
Periphery realms as different from each other as night and day, with
the Filtvelt Coalition, a seven-star breakaway state of the
Federated Suns, definitely belonging to the “day.” Culturally linked
to the Davion realm, the Coalition is civilized, but no less
determined to remain free of its motherland, its rulers sworn to
hold onto the power they claimed when the Jihad cut them off from
New Avalon. The Tortuga Dominions, of course, are the “night,” by
comparison, consisting of six planets ruled by pirates; a true
bandit kingdom, where justice belongs to the strong, and rulers are
determined by their prowess with a BattleMech.
Farther coreward of these realms is another three-world league,
like a twin to the Niops Association, but separated at stellar
birth. The Mica Majority, a trio of mining worlds long run dry, was
founded originally as a penal colony for criminals of the Draconis
Combine. The men and women who live in the domes of these frigid
worlds manage a modest existence through mining and trade with
nearby systems, secure that the fruits of their labors are
insufficient to draw the attentions of even the most desperate
pirates.
As if to prove that Periphery realms can come in an even smaller
size, however, we come upon Randis IV, a world dominated by an
ancient brotherhood of MechWarriors, each of whom undergoes trials
so grueling they could even test the mettle of an elite Clan
warrior. The Brotherhood of Randis, like a band of Knights Templar,
has protected this peaceful agrarian world for many generations,
forming the pinnacle of a one-world feudal hierarchy known as the
Fiefdom of Randis.
In the coreward regions, beyond the occupation zones of the Clans
and the boundaries of the Rasalhague Dominion, lie the Barrens, an
expanse of worlds where no laws hold sway, but where pirates and
renegade Clansmen are a constant hazard. The true frontier, these
worlds lost all semblance of the order brought to them under Clan
domination; when, shortly after the terrible fighting of the Jihad,
there were twin invasions by the Hell’s Horses and Ice Hellion Clans
(not to mention the catastrophic fighting among the Clan homeworlds,
fighting the Clans refuse to discuss, which cut them off from Clan
space). Once known as the region where three minor powers held
sway—the Oberon Confederation, the Greater Valkyrate, and the
Elysian Fields—these worlds are now united only in their people’s
fierce determination to remain free of Clan and Inner Sphere rulers.
In this region it is not uncommon to find pirates at work, not
looting or raiding these planets, but acting as mercenaries and
protecting them in a series of informal alliances. Descendants of
refugees from the Jihad may also be found here, working hard to
develop respectable colonies far from an Inner Sphere they now see
as corrupted beyond measure, a strange mix of the barbaric and the
noble, in a region that has, for centuries, seen nothing but the
former.
Scattered about these realms and regions are, of course, the
independent worlds. Often preyed upon or preying upon their
neighbors, or secure in their isolation and lack of valuable
resources, these worlds are as homesteads in a vast frontier of
space. Many are the homes of refugees from mankind’s millennia-long
folly of war, while others are treasure-seekers, after that odd,
rumored Star League cache leftover from the Golden Age.
They are as different from one another as any two people can be,
yet united in that they live on the fringes of known space. They are
the people of the Periphery, the hearty and independent souls who
dared to look beyond the bounds of the Successor States and find a
future of their own.
The next leg in our tour of the stars will bring us to an unusual
power, both immense and ineffable. They serve all, yet claim few
territories of their own, surviving in perfect symbiosis with all of
the Inner Sphere, though once they may have sought to dominate it.
We review the history of ComStar next time on our Tour of the Stars.
I’m Bertram Habeas.