Periphery
- This article is about the region of space. For the sourcebooks about the region, see The Periphery.
The Periphery refers to the region of space surrounding the Inner Sphere. The border between "the Periphery" and the "Inner Sphere" is generally 450 - 550 light years away from Terra. The Periphery is surrounded by the Deep Periphery, though the borders for this region of space are more nebulous. The Periphery is littered with small colonies and a handful of interstellar nations, legitimate or not.
Contents
Overview
Although some Periphery colonies pre-date the Star League, this region of space remains sparsely populated and fiercely independent. Worlds within the Periphery tend to lack amenities available within the Inner Sphere, including faster-than-light communication. However, the Periphery is not devoid of civilization and culture. Interstellar trade is common, and a handful of strong Periphery realms have emerged over the centuries. Always restless and rebellious, the largest Periphery states were subjugated by the SLDF in the Reunification War. Further, the Amaris Civil War resulted in the destruction of the largest Periphery realm, the Rim Worlds Republic, and a lasting vilification of the Periphery in general. Though largely spared the horrors of the Succession Wars, Lostech development within the Periphery has been relatively stagnant.
Inhabitants
The common Spheroid perceives the Periphery in one of two ways:
- The Periphery largely unpopulated area with brave people, but poor education and medicine and no centralized government
- Worse, the Periphery is home of interstellar villains bent on destruction.
These views became prevalent when the nascent Star League began an anti-Periphery propaganda campaign run around 2571, just before the commencement of the Reunification War. Most Spheroids also believe the paucity of settlements means small groups practice vigilante ("frontier") justice, but given the vast nature of the Periphery, bands of criminals are able to find refuge and predate the weak. Spheroids generally dismiss Peripehery nations as "Bandit Kingdoms".
These stereotype is not altogether unwarranted, especially given the history of the Amaris Civil War. Today, many Periphery worlds are indeed little more than hideouts and havens for groups of criminals (bandits, pirates, assassins, renegades and deserters) or undesirables (misfits, expatriates, religious extremists and fanatics). Because of a lack of centralized authority and communications, the Periphery is well suited to providing refuge or seclusion. Even large corporate interests have colonized the periphery in hopes of conducting business beyond prying eyes and (sometimes) ethical constraints.
However, the Periphery is not simply a refuge for the fringes of society. Indeed, the most influential Periphery realms can be compared favorably with smaller Inner Sphere powers, with greater degrees of liberty and education. The relative freedoms of the Periphery have also drawn refugees or deserters of the Succession Wars who sought a peace for themselves and their families.
Those living in the periphery also have a distinct set of core values compared with those of an Inner Sphere denizen. People living in the Periphery either are, or are descended from, individuals who left the relative comfort of civilization. As such, Periphery denizens tend to care less for technology, large government, wealth, communications or medicine and education. Hard living and self-determination are generally held in the highest regard within the Periphery.
Periphery Realms
Periphery states range from single independent planets, minor alliances, small confederations, trade conglomerates, and major interstellar nations. The largest Periphery realms are able to rival certain Successor States themselves in wealth, political power, and military might.
Major Powers
Major powers have prospered as a result of the "Piranha Principal". A larger Inner Sphere power, for example the Free Worlds League, would be able to conquer the Magistracy of Canopus. However, the effort required to subdue the Magistracy would require the League to lower its defenses against both the Lyran Alliance and the Capellan Confederation. The cost-benefit balance required to subjugate a major Periphery power has allowed larger Periphery realms relative peace. Though Periphery realms have experienced several wars, only twice, during the Reunification War (2577-2597) and the Amaris Civil War (2767-2780), has the undivided attention of the Inner Sphere military-industrial complex been aimed at Major Periphery powers.
- Rim Worlds Republic: Directly involved (and destroyed) during the fall of the Star League.
- Rulers: House Amaris
- Taurian Concordat: The largest of the existing Periphery realms, noted for its fiercely patriotic people and mild xenophobia.
- Rulers: House Calderon
- Magistracy of Canopus: Hedonistic matriarchy allied with the Capellan Confederation in the 3060s.
- Rulers: House Centrella
- Outworlds Alliance: Peacefully merged with Clan Snow Raven and renamed the Raven Alliance during the beginning of the Jihad.
- Rulers: House Avellar
Medium Powers
- Marian Hegemony: A small, aggressive state, noted for its adoption of an Imperial Roman social model. Absorbed many minor Periphery states.
- Rulers: House O'Reilly
- Oberon Confederation: A former bandit kingdom attempting to achieve legitimacy conquered by the Clans during their initial invasion.
Minor Powers
- Barony of Strang: A Bandit kingdom ruled by the descendants of supporters of Stefan Amaris, overrun by the Clans.
- Circinus Federation: A Bandit kingdom which sided with the Word of Blake to stave off an invasion by the Marian Hegemony. Subsequently annihilated during the Jihad.
- Elysian Fields: A protectorate of the Oberon Confederation overrun by the Clans.
- Filtvelt Coalition: Became independent from the Federated Suns during or after the Word of Blake Jihad.
- Fronc Reaches: Formerly named the New Colony Region, this nation gained independence in 3066.
- Greater Valkyrate: A Bandit kingdom overrun by the Clans.
- Illyrian Palatinate: A minor Periphery state conquered by the Marian Hegemony.
- Lothian League: A minor Periphery state conquered by the Marian Hegemony in 3063.
- Mica Majority: A minor collection of atmospherically domed colonies.
- The New Belt Pirates: A pirate band that managed to survive the Clan Invasion due to location in a large asteroid cluster. They had access to a large germanium supply and JumpShip repair yards.
- Niops Association: A tiny collection of secular, isolationist colonies.
- Rim Collection: Consisting of many former Rim Worlds Republic worlds, the Rim Collection formed in the 3040s to stave off pirate attacks.
- Tortuga Dominions: A Bandit kingdom.
Independent Systems
Independent systems within the Periphery tend to be extremely wild, well defended, beneficial because of their independence, or unnoticed. Below is a list of near periphery colony worlds (small factions residing on these worlds are listed in parentheses):
- Randis IV (Fiefdom of Randis - a neo-chivalric order of MechWarriors)
Colonies
- Farstar: Federated Suns-controlled world used as a base for intelligence and covert operations
- Roxborough: Comstar colony used by the Explorer Corps
Deep Periphery
The Deep Periphery is the largely uncharted, unexplored region of space "beyond the periphery". The Deep Periphery is home to the Clans, a few proto-states, and a host of small colonies. An extremely abreviated list of deep periphery denizens includes:
- The Hanseatic League
- The Chainelane Isles
- The JàrnFòlk