A
Brief History of The Great Houses
Writing
Credits: Information borrowed from FanPro's
Official Classic Battletech site.
E-Mail for that site can be sent to Stryker
Productions LTD.
| At
the time of the fall of the Star League, human-occupied space was
dominated by five interstellar empires which would come to be known as the
Successor States. Each of them is ruled by a powerful dynasty known as a Great
House, and the leader of each House held a seat on the Star League
Council and thus laid claim to the title of First Lord. To this day these
Great Houses and their machinations dominate the Inner
Sphere. |
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Inner Sphere Identity |
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In
a region called home by as many different peoples and cultures as the
Inner Sphere, it may seem strange to speak of an overall identity, or of
any similarities at all. Yet every Inner Sphere nation shares three
characteristics that set them apart from the Clans: a workable balance
between vastly diverse elements, families in which parents or close blood
relatives care for children of varying ages, and recognition of other
human endeavors as equal or superior to waging war. |
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Clan and Inner Sphere Differences |
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Like
many groups in the Inner Sphere, individual Clans see themselves as
significantly different from their fellows. Though minor from an Inner
Sphere perspective, cultural differences among the Clans frequently
threaten to explode into major rifts. Throughout Clan history, they have
prompted everything from long-standing feuds to mini-civil wars to
outright obliteration. The realms of the Inner Sphere are far more different from each other than are any two Clans. Some are virtually bubbling over with different cultural groups and political factions. Others hew sharply to a single cultural pattern and centralized power structure. Yet even the most freewheeling society possesses some sense of unified identity, and even the least tolerant realm peacefully incorporates nonconformist elements. |
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| Falcon vs. Wolf | |||
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On
the surface, Clans Wolf and Jade Falcon appear remarkably similar. Both
are renowned for military strength and expertise even by Clan standards;
neither contains any strikingly unusual cultural feature, such as the
theocratic Cloisters of the Cloud Cobras or the Goliath Scorpions'
devotion to collecting relics of humanity's past. Yet these two Clans have
spent much of their mutual history at each other's throats. Each is
convinced that it embodies the true vision of Clan founder Nicholas
Kerensky, and that its counterpart is a distorted reflection. The
long-running feud between Falcon and Wolf stems not from any vast social
or cultural chasm, but primarily from a decision made in the Clans'
earliest days. Nicholas Kerensky chose to join the Wolf Clan instead of
the Falcons, and the Falcons never got over it. Mutual hostility over
Kerensky's choice led these two Clans to clash again and again, each
confrontation only hardening convictions that the opposing Clan was deeply
unworthy. When the Warden and Crusader political movements began to arise in the 2980s, it was almost inevitable that the Wolf and Falcon clans should end up on opposite sides. That political dispute centered on two interpretations of the Hidden Hope doctrine, General Aleksandr Kerensky's promise that the Clans would one day return to the Inner Sphere. The Wolves espoused the Warden position, which saw the promise of return as an ideal to inspire greatness rather than a literal command. In the Warden view, the Kerenskys meant the Clans to develop free of Inner Sphere ways while remaining ready to defend their lost home against any outside threat. The Crusaders took Hidden Hope as a direct order to raise a new Star League from the ashes of Inner Sphere civilization. The writings from which the divide arose are ambiguous, particularly in the context of the turbulent times surrounding them. When weighed against the Clans' immense similarities, the Warden-Crusader split seems startlingly insubstantial. With so many of their most important social underpinnings in common, it is hard to understand why the Clans could not simply agree to disagree on this apparently minor point. Yet for the Falcons and the Wolves, choosing sides in this dispute merely confirmed each Clan's long-held belief that the other was an apostate Clan, deliberately rejecting the Kerenskys' vision. The feud came to a head in the Refusal War, a bitter conflict that nearly destroyed both Clans. IlKhan Ulric Kerensky, a prominent Warden, had agreed in 3052 to a bold gamble that might win all for the Clans in a single, decisive stroke. Clan forces would battle the Com Guards; ComStar's crack military troops, on the backwater world of Tukayyid. If the Clans won, ComStar would give them the prize they most sought-Terra, birthplace of humanity and the Star League. If the Com Guards won, the Clans would observe a fifteen-year truce. At great cost, the Com Guards carried the day, and Ulric Kerensky signed the Truce of Tukayyid. To the Jade Falcons, the truce was a high crime. Balked from achieving conquest, they bided their time and sought allies among: the Wolf Clan's own frustrated younger warriors. In 3057, they accused Ulric of committing genocide against the Clans. By agreeing to a fifteen-year lull in the fighting, they argued, he and his fellow Wolf Wardens had deprived younger warriors of any chance at serious combat, thereby vastly increasing the odds of their deaths in battle. Ulric refused to accept the guilty verdict handed down by the Clan Grand Council, and the Jade Falcons avidly claimed the honor of forcibly defending the Council's judgment. Wolf and Falcon units fought bitterly across world after world in their two Inner Sphere occupation zones. The Falcons eventually won a near-Pyrrhic victory, reduced to a fraction of their former strength. The Wolves fared even worse, split into Warden and Crusader groups. The Warden Wolves found sanctuary in the Inner Sphere; the Falcons briefly absorbed the Crusader Wolves, until their current Khan Vlad Ward won his remnant Clan's freedom by killing the Falcon Khan who had engineered the Wolves' destruction. In the four years since, the Wolves and the Jade Falcons have attempted an uneasy détente. Both are Crusader Clans now, removing one bone of contention, and neither wishes to fight another Refusal War any time soon. Yet their legacy of mutual hatred remains. They are allies of convenience for the moment, but may not prove able to overcome what many of them see as a giant rift spawned by a seemingly small incident at the dawn of Clan history. |
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Clan Blood Spirit |
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Clan
Blood Spirit provides another striking example of an apparently minor
difference leading to major repercussions. Like other Clans, the Blood
Spirits valued esprit de corps, particularly among warriors. However, the
Blood Spirits were the only Clan to extend this sense of brotherhood
beyond their own members. They reached out to their fellow Clans,
attempting to forge ties based on mutual respect and a willingness to aid
any Clan in need. Initially, other Clans welcomed the Blood Spirits' overtures. Struggling to create a viable society on the ruins of the worlds they had settled, the Clans could not afford to let their own rivalries distract them. As they matured, however, they began to drift apart. A sense of common ground gradually gave way to jingoistic pride in one's own Clan, often coupled with disdain for all others. In this atmosphere, the Blood Spirits found their attempts at diplomacy derided, their past aid discounted and their liberality suspect. Rising distrust reached its apex with the Annihilation of the Not-Named Clan, obliterated for the crime of declaring themselves independent of Clan law and traditions. In the wake of this bloodletting, any unusual behavior appeared to threaten the Way of the Clans. The Spirits' emphasis on Clan-wide unity, along with guardedly expressed sympathy for the Not-Named, made them the biggest potential target. Though the Spirits avoided Annihilation, the Clan Grand Council took action almost as damaging against them. The assembled Clan leaders chastised the Blood Spirits for their "unClanlike" ways and warned them to change or face the consequences. Other Clans took this censure as an invitation to raid Blood Spirit holdings. Attack after attack swiftly took a toll. Their territory halved and their military in tatters, the once openhearted Blood Spirits severed most contact with other Clans. Their bitter isolationism persists to this day; apart from holdings on the world of York, a few vital trade ties and their enclave on the Clan homeworld of Strana Mechty, the Blood Spirits have withdrawn completely from those they once called brothers-in-arms. |
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| The Azami: Diversity Within Unity | |||
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The
Azami people of the Draconis Combine provide an example of diversity
within the most culturally unified Inner Sphere nation. Descended from the
desert-dwellers of North Africa on Terra, the Azami have kept their Arab
and African traditions, languages and Islamic religion throughout their
history, despite living in a realm where virtually everything reinforces
the prevailing Japanese culture. Only once have the Combine's rulers
attempted to remake the Azami in a Japanese mold. In the late 25th
century, the bloodthirsty Von Rohrs dynasty sent troops to the Azami
homeworlds, but swiftly lost its assault force to diseases dormant in the
Azami population. The Azami sent a delegation to the Combine capital of Luthien just six years after the violent overthrow of the last Von Rohrs Coordinator. Siriwan McAllister-Kurita granted the Azami world's formal autonomy and their people unprecedented freedom of conduct and worship, in exchange for rights to Azami mineral resources and the use of their fighting men in the Combine's border defense. Every Coordinator since then has left the Azami to live as they see fit. The Azami have returned the favor by fulfilling their obligations and coexisting peacefully with their Japanese neighbors. |
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| Remaking the Star League | |||
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Much
of the Inner Sphere's history is a shameful record of petty squabbles and
vicious border wars fought for greed or hatred. The first Star League
succumbed to such base passions, and only a fool would fail to acknowledge
the threat they pose to the second. Despite all the backstabbing,
infighting and mutual hostility, the nations of the Inner Sphere
nonetheless came together to create the first Star League and its
successor. People were no different in the first Star League era-no less
greedy and venal, no more tolerant unless well taught to be so. And yet
the quarrelling, corrupt realms of the Inner Sphere gave humanity its
finest hour and noblest achievements. Given time, the second Star League
may reach those heights again. The Inner Sphere, no less than the Clans, tends to look back on the first Star League era as a golden age of idealism. We like to think people were nobler then-more honorable, more worthy of trust, more compassionate. Yet the Star League's first act was an exercise of raw power: the Reunification War against the Periphery states, for the crime of having politely said, "No, thank you," to First Lord Ian Cameron's invitation to join the League. Simply to form the Star League required more than a decade's worth of horse-trading and arm-twisting. Though the leaders who signed the Star League Accords in the mid-26th century were undoubtedly visionaries, neither their motives nor their realms were entirely free of greed, power-lust or calculation. The Capellan Confederation, for example, signed its treaty in exchange for badly needed financial and technological assistance, as well as a long-coveted prize: the worlds of Andurien, ceded to it by the rival Free Worlds League. The Federated Suns, recovering from a brutal civil war, joined in the wake of an economic crisis exacerbated by agents of Ian Cameron and Albert Marik, then Captain-General of the Free Worlds League. Both the Federated Suns and the Draconis Combine also received a promise of preemptive military strikes by Star League forces on enemy planets in the event of a Davion-Kurita war. Nor were the member-states free of suspicion toward each other. These buried feelings of mistrust gave rise to the so-called Hidden Wars that plagued much of the Star League's existence. The first Hidden War, between the Draconis Combine military and the SLDF, arose from a Star League Council edict in 2650 that limited the size of each member-state's army. The decree forced House Kurita, among others, to dismantle numerous BattleMech regiments. Convinced that the First Lord had enacted the decree specifically to curb the Combine's military strength, the Kuritans retaliated by encouraging Combine MechWarriors to fight duels with their SLDF counterparts. By winning enough duels, Coordinator Urizen Kurita II hoped to humiliate the Star League in the eyes of Combine citizens. The dueling added fire to the second Hidden War, which erupted in 2725 from longstanding enmity between the Draconis Combine and the Federated Suns. An attempt by the Coordinator's half-Davion nephew to claim the Federated Suns throne sparked the four-year War of Davion Succession. By the time the SLDF finally intervened to end the fighting, House Davion's ruling prince was dead and several worlds had suffered the ravages of battle. Around this same time, a relaxation of Star League government regulations paved the way for the Periphery's wholesale economic exploitation by the Great Houses and the Terran Hegemony. By 2738, when Simon Cameron became First Lord, support for the Star League among Periphery citizens had withered almost to nothing. This situation laid the groundwork for the Amaris coup, which would end the Star League in less than thirty years. Given these and other tensions that raged almost constantly beneath the surface, the first Star League's thriving existence for a century and a half testifies eloquently to humanity's ability to rise above its disputes. The successors of this same collection of quarrelsome realms have reforged the Star League after nearly three centuries of vicious infighting, and have so far remained united in the face of considerable stresses. These include recent Capellan military adventurism, particularly that realm's successful absorption of the St. Ives Compact; unrest in the Federated Suns' Draconis March and in Combine regions on the other side of that border at the very rapprochement between Davion and Kurita rulers that made the new Star League possible; and the bitter mutual suspicion between the peoples of the old Lyran Commonwealth and Federated Suns, which the short life of the Federated Commonwealth apparently did little to calm. This last flash point recently degenerated into civil conflict, a sad end to an era that began with such great promise. Yet even here, hope for the future remains. The victor in the FedCom civil war will have a unique opportunity to heal its wounds, with the unity of the Star League as a living example. That unity was not forged by the Clans, despite their impressive military might and single-minded dedication to remaking humanity's lost Golden Age in their own image. The rebirth of the Star League belongs instead to the Successor States-often corrupt and riven with distrust, but nonetheless capable of rising above their own worst weaknesses when the survival of their way of life demands it. |
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| Family and Society | |||
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Clan
and Inner Sphere ways of structuring families and raising children offer
the sharpest contrast between their respective cultures. These intimate
bonds shape the larger society by determining the worldview of the
individuals who comprise it. Growing up in a Clan Sibko is profoundly
different from being raised in a typical Inner Sphere family; each of
these experiences lies at the core of our different ways of life. Though most Clansmen live outside the elite warrior caste and are frequently raised in nuclear families, the warrior caste's prestige makes its ways and customs the Clan-wide ideal. Therefore, the warriors' method of child raising has a far-reaching impact on Clan society. Warrior-caste offspring are raised in sibkos (sibling companies), groups of children born at the same time from the same genetic line or lines. The geneparents of these sibling groups play no role in their upbringing; in many cases, such as the famous Jade Falcon warrior Aidan Pryde, a geneparent may have died in battle before any of his or her "children" are conceived. Instead, sibko children are raised by individuals who may feel no emotional connection to their charges. A nanny sees to the infants' physical well being and develops their early motor skills; sibparents, usually retired warriors, hone the older children's physical abilities and teach them what it means to be a Clan warrior. Raised as one of a group with little individual attention, the typical sibko child forms his closest emotional ties with his sibmates. He defines himself as part of that collective and measures his own worth by what he adds to it. The natural egotism of the human psyche is channeled into sibling competition-sibko members constantly test themselves against each other, knowing that superior performance will also reflect well on the sibko as a whole. In this way, the warrior caste ensures a properly Clanlike balance between the desire for individual accomplishment and the need to serve the larger Clan. By contrast, children in the Inner Sphere are raised by parents who are expected to love and nurture them physically, emotionally and psychologically. Even in collective-minded states like the Draconis Combine and the Capellan Confederation, young children receive considerable personal attention from mothers, fathers and occasionally members of a larger extended family. An Inner Sphere child may have siblings, but rarely several that are the same age. Each child has his or her own place in the family structure: the firstborn, the middle child, the baby, and the only. This unique place, combined with one-on-one parental attention for at least the child's first decade, reinforces natural human egotism and gives most Inner Sphere children a strong sense of individual worth. Both Clan sibkin and Inner Sphere children eventually encounter the larger world. How they come to terms with it offers insight into a major difference between the Clans and the Inner Sphere. Most human societies are at best indifferent or even actively hostile to the individual ego. For the child of a Clan sibko, society's failure to notice him barely impinges. His collective upbringing has already taught him that his truest value lies in serving group interests. The more ego-driven Inner Sphere child, by contrast, experiences the world's indifference as a profound shock. In order to function as part of his society, he must find a way to retain his self-worth while accepting the reality of the culture in which he lives. The ability of Inner Sphere citizens to do this on a personal scale enables the societies they inhabit to accomplish the same psychological balancing act, albeit imperfectly-believing in their own worth while accepting the equal worth of cultures other than their own. |
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Attitudes Toward War |
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| For
the Clans, warfare represents the apex of human achievement. A Clan
warrior by definition is considered worthy of more respect than a Clansman
of any other caste, because his life's work-waging war-brings his Clan the
greatest honor. No scientific breakthrough, no degree of technical or
business expertise, no artistic achievement and no amount of wealth can
match the value of what a Clan warrior does. Even freeborn warriors,
scorned as near worthless in some Clans, have higher status than members
of lesser castes do. Though the Clans acknowledge value in the work of
other castes, they see that value in military terms. Scientific research
created the eugenics program that breeds trueborn warriors, and also
produces such useful items as improved armor alloys and devastating
weapons; technicians maintain the sophisticated machinery that makes
warfare possible; merchants find the resources and create the wealth to
finance Clan fighting forces; and the laborers' menial work oils the
machinery of everyday Clan life so that higher castes may devote
themselves to more worthy tasks. In the Inner Sphere, war is merely one of many human endeavors, and not always the one valued most highly. Inner Sphere citizens generally respect the soldiers who protect them, but some realms rank military service higher than others-and even the most martial states tend not to honor warfare as an end in itself. In the highly militaristic Federated Suns and Draconis Combine, for example, war is a glorious enterprise matched by little else. Yet neither of these realms sees war as the greatest achievement of humankind. Its glory instead rests primarily on the need to protect the nation from real or perceived enemies bent on its destruction. Warfare has no intrinsic worth, but takes its value from the civilian way of life it safeguards. The Lyran Commonwealth and its successor, the Lyran Alliance, provide an even more extreme example. The average Lyran citizen values prosperity above all, and so accords the highest worth to moneymaking and clever business dealing. Fighting is sometimes necessary to ensure the nation's security, and war can be lucrative to a certain extent. Inevitably, however, its losses outweigh profits. A military machine is expensive to maintain, and warfare generally disrupts the trade that is the Lyrans' lifeblood. Like avalanches, tornadoes and other acts of God, war for most Lyrans is to be avoided when possible, fought or endured only when necessary. Because the peoples of the Inner Sphere regard other human activities as equal or even superior to warfare, their cultures have a richness and depth that the Clans largely lack. Much of the energy that the Clans direct toward war, denizens of the Inner Sphere may turn in other directions: composing symphonies, writing novels, inventing ingenious gadgets, exploring deep philosophical questions and the like. As illustrated above, the Lyran realm is an excellent case in point. Its greatest strength has always been economic rather than military, and the nation's general prosperity has allowed its various peoples and their cultural traditions to flourish through the centuries. In other parts of the Inner Sphere, even a warrior may turn his mind toward other things. The Draconis Combine's famous Bushido code blends the art of war with other arts far different-a Combine MechWarrior is likely to be a gifted poet or painter as well. The Xin Sheng movement currently revitalizing the Capellan Confederation is partly based on military conquest, but also encompasses political reforms, urban renewal and a dawning renaissance in Chinese art. And these are only a few examples; countless others abound in the far-flung reaches of Inner Sphere space. |
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