BattleTech - Campaign Setting Details

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The latest kickstarter update for Battletech has details on the campaign setting. This is a large update with a lot of details so head to the link for more.

History of the Aurigan Reach


At the edges of the Inner Sphere lies the Periphery. The systems there were far from the protective embrace of Earth, and were thus colonized by outcasts, misfits, renegades, and those who simply valued freedom and independence more than they valued comfort and safety. As a consequence, the Periphery has always been a somewhat lawless fringe, a haven for misfits and refugees, the Wild West to the civilized Inner Sphere.

In a very real way, though, it was the marginal nature of the Periphery that directly led to the chaos of the current era; the traitor Amaris was a product of the Periphery and was radicalized by two centuries of the Inner Sphere's iron-fisted occupation of his homeland. His resentment and hate led to civil war, the catastrophic collapse of the Terran Hegemony, and with it the fall of the Star League.

In the wake of that fall, the Succession Wars have crippled all of humanity, and the Periphery is no exception. With the chaos of constant war, economies have shrunk, non-essential projects have been curtailed, and planets that might have once been worth colonizing have been abandoned, their colonists evacuated or left to starve in isolation.

The rimward area of the Periphery (what looks like ‘south' on a map) includes a lightly-settled region that's known as the Aurigan Reach. While once divided between the Magistracy of Canopus, the Taurian Concordat, and the Capellan Confederation, all three withdrew from the region during the wars, preferring to hold more secure borders and less marginal systems. The distant, poorly-developed worlds of the Reach weren't worth the danger of overextending one's power, given the sudden brutality of the Succession Wars.

The Capellans, hard-pressed by their rivals in the Inner Sphere, were first to abandon the Aurigan Reach, and by 2798 they'd withdrawn to a new, more defensible line, from Repulse to Rollis, leaving over a dozen systems to their own devices. The Taurians, in the wake of the disastrous and humiliating Taurian-Canopian War in 2813, turned away from expansionism, and likewise abandoned their Reach holdings. The Magistracy was the last to hold on to any Reach systems, but their claim was always more of a line drawn in the sand against the Taurians than any real colonial ambition; by 2840, their military forces were withdrawn to their own borders, leaving a vast and lawless region behind.

Power cannot tolerate a vacuum, though, and many of the abandoned systems had significant populations, industry, and commerce. Four of those systems were particularly well-suited to continue on as though still part of an interstellar civilization: Coromodir, Itrom, Tyrlon and Guldra. Trade between them continued, and the network of JumpShips continued to serve them, and through them some of the nearby, more marginal systems.

Of the four, Coromodir was the wealthiest and retained the most infrastructure and technology from the Taurian colonization. Two major mercantile houses, the Arano family and the Espinosa family, dominated the remains of the Taurian-led economy, and were natural leaders for the newly independent world. In 2820, the Arano family displaced the figurehead governor the Taurians had left behind, and with the support of the Espinosa family, Wiremu Arano ascended to the governorship.

This independence and leadership was needed as the Taurians withdrew from the remainder of the Reach over the next 20 years. By the time the withdrawal was complete, the Aurigan Reach was a haven for pirates and renegades, warlords setting up their own petty kingdoms, and worse.
More information.
 

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This game is at the top of my "I wish so hard I'd backed this and now I'm crying into whiskey and listening to country music because I'm filled to the brim with palpable regret" list.
 
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