The following pieces are short faction descriptions from the Battletech universe. They are for the next redesign of the MekWars: Legends Megamek server. It is a Jihad server, so the descriptions may mention events unknown to a person only familiar with the Mechwarrior computer games.
The first faction is the Federated Suns; however, this piece is not entirely my own: I edited an older version. I will post the original in italics, and my edited version will follow in plain text. All following descriptions are entirely my creation.
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Federated Suns (original)
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Arguably the most powerful and successful of all the Great Houses, the Federated Suns has long dominated the course of events throughout the Inner Sphere. A militaristic society combined with a willingness to continue to push the edge of available technology has kept the AFFS (Armed Forces of the Federated Suns) ahead of the pack when it comes to military strength, with a vast numbers of mech and armored regiments ready to strike at its foes.
Although briefly weakened by the Fed-Com civil war, the Federated Suns remains a military and economic powerhouse. Recent events have seen an increasing amount of independent actions by the rulers of the military "marches'' that make up the Federated Suns and signal a period of tension between New Avalon and the feudal nobility that form the backbone of the upper ranks of Fedsuns society and military.
In Mekwars: Legends the Federated Suns continues to play its traditional role as the arch-rival of the Capellan Confederation (Trinity Alliance) and the Draconis Combine. The expansionist tendencies of the march lords ensure these traditional rivalries will continue and no doubt will flame new rivalries with its neighbors in the Chaos March.
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Federated Suns (my version)
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Arguably the most powerful and successful of all the Great Houses, the Federated Suns has long dominated the course of events throughout the Inner Sphere. A militaristic society combined with an energetic scientific curiosity has kept the Armed Forces of the Federated Suns ahead of its rivals in terms of martial tactics and technology. Its numerous mech and armored regiments are well-equipped, well-trained, and ever-ready to strike.
Although briefly weakened by the Fed-Com Civil War, the Federated Suns remains a military and economic powerhouse. But not all is as it once was. Recent events have seen an increasing amount of independent actions by the rulers of the military "Marches'' that make up the Federated Suns. This signals a period of tension between the ruling Davions in New Avalon and the feudal nobility that forms the backbone of upper-echelon Fed-Suns society.
In Mekwars: Legends, the Federated Suns continues to play its traditional role as the arch-rival of House Liao's Trinity Alliance and House Kurita's Draconis Combine. The new, independent expansionist tendencies of the march lords ensure these lasting rivalries will continue. Meanwhile, bad blood still curdles in the Lyran Alliance, and for the first time in decades, the Free Worlds League is not at war with itself. The board is cleared, the pieces are set, and the Davions are confident theirs are the strongest of all.
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The Draconis Combine
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The Draconis Combine is a modern day embodiment of Tokugawa Japan. The Coordinator, like the Shoguns of old, carefully balances a realm ruled by semi-autonomous Warlords possessing their own loyal armies. He is aided in this endeavor by spies, secret societies, ninja, and loyal retainers. The Dragon's subjects hold thoughts of honor and duty, driving even the criminal and outcast to passionate service of the realm. Most importantly, the spirit of the samurai lives within the souls of the Dragon's soldiers, motivating them to feats of bravery, sacrifice, and slaughter beyond what most would call sane.
Though possessing a society obsessed with the traditions of the past, the Draconis Combine has time and again proven resilient, flexible, and adaptive. The Dragon survived the Federated Commonwealth, beat back the Clan Invasion, and eradicated Clan Smoke Jaguar. The Combine accomplished all of this by maintaining the most diverse military force in the galaxy: the rank and file samurai of the provincial regiments; the hand-picked elite of the Swords of Light; the Kell Hounds-inspired Genyosha; the Wolf's Dragoons-inspired Ryuken; the misfits and outcasts of the Legions of Vega; the yakuza and warrior women of the Ghost Regiments; the Muslim warriors of the Arkab Legions; and most recently, the immigrated Nova Cat Touman. With the rotational training reforms begun under Takashi Kurita and continued by his son, Theodore, the average Draconis soldier commands an unrivaled repertoire of tactics.
At the dawn of the Jihad, the Draconis Combine finds itself, as always, surrounded by dangerous foes. Traditional rivals like the Federated Suns and the Lyran Commonwealth watch for weakness, as they always have. A new danger, the Ghost Bear Dominion, already enjoys the fruits of many Draconis worlds. The Rasalhauge Republic is gone, replaced by a hornet's nest of agitated Comstar forces. The Word of Blake denies the Dragon access to Terra, and the Crusader Clans are again stirring in the distance. The Combine will require all its strength to survive the coming storm.
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Free Worlds League
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The Free Worlds League is the only successor state featuring a representative government with actual power. Unlike the other heads of state, the Captain-General of the League is answerable to an often hostile Parliament, and throughout the League's history, this fact has crippled the offensive capabilities of the ruling Mariks. Yet the tense political situation is also the root of the League's almost constant state of civil war. This inherent instability ensured the Free Worlds League remained a bit player in the galaxy despite its impressive size and wealth.
House Marik has maintained a political, traditional, and sociopsychological monopoly on the Captain-Generalship since the League's inception as the Inner Sphere's first successor state. There has always been a Marik at the head of the executive branch, and the few times when that was not the case, the Free Worlds League met with disaster. Despite this political domination, the Mariks were never able to transform an offensive into final victory. Public favor would fade, casualties would rise, and Parliament would deny funding for critical war supplies. Also, when the volatile politics of the state would periodically erupt in civil war, the other successor states found they could safely ignore the Mariks for its duration; since any external attack would reunite the League, most shrewd successor lords funded the various rebel factions to stretch out each period of the League's impotence.
In Mekwars: Legends, treachery recently changed the path of history. Captain-General Thomas Marik was revealed to be an imposter, Thomas Halas- a fanatic of the Word of Blake. The League united against this non-Marik imposter, and successfully drove him out of the Free Worlds. The executive is now in the hands of a true Marik, and a recently purged Parliament is filled with his ardent supporters. For the first time in history, the Free Worlds League is united, and there is nothing holding the Marik back.
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Clan Wolf in Exile
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Clan-Wolf-in-Exile consists of the last remnants of Clan Wolf's warden bloc. Having fled destruction to continue their mission to protect the Inner Sphere, they stand vigil like fanciful knights on a border wall. They know that the Crusader Clans will come, and the fangs of the true Clan Wolf will be waiting.
At the opening of his Refusal War with hard-line crusader Clan Jade Falcon, Warden ilKhan Ulric Kerensky saw the possibility of his own defeat, so he sent Khan Phelan Kell and his warriors to the Inner Sphere to become a seedling fated to survive the death of its parent. Meanwhile, the Lyran Alliance had recently succeeded from the Federated Commonwealth, sparking the Fed-Com Civil War. Khan Kell arrived as his father, the Duke of Arc Royal Morgan Kell, was desperately trying to keep his forces out of the coming violence. Duke Kell believed the clans would see the civil war as an opportunity, and his son's return to the Inner Sphere confirmed his fears. Reinforced by the might of the Arc Royal Defense Cordon, the fleeing Wolves turned on their Jade Falcon pursuers and devastated them. The exiled Wolves were granted land on Arc Royal, and their civilian castes busily went about reconstructing their society while the warriors joined the ARDC in repelling other clan thrusts. Then in 3067, elements of CWiE joined Peter Steiner-Davion's final assault on Tharkad, thus ending the war.
One crises ended, the Jihad brought yet another. The Inner Sphere has erupted into chaos, and the exiled clanners will find themselves unable to sit on the sidelines. With their civilians still hurriedly constructing a new industrial center, Khan Phelan Kell's forces have been forced to replace some of their lost mechs with Inner Sphere designs. Their pilots are still clanners, however, and cannot be underestimated.
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Clan Wolf
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Clan Wolf, throughout history, is best described as the supreme clan. Nicholas Kerensky himself became a member, and since that moment, Clan Wolf dominated the clans politically and militarily. Though previously a staunch Warden Clan, jealously and treachery led to the Wolves' near annihilation. Vehement crusader, ilKhan Vladimir Ward, brought his Clan back to life in traditional clan manner- by killing everyone in his path. While no longer the giant it was in the past, Clan Wolf retains its reputation for fielding the most skilled and aggressive warriors in the galaxy.
The Wolves' previous leader, ilKhan Ulric Kerensky, surpassed even Prince Hanse “The Fox” Davion in political and martial brilliance. He was staunchly Warden, and paradoxically, led then invasion of the Inner Sphere in order to eventually stop it forever. Working schemes within schemes and subtly using the clans' natures against themselves, ilKhan Ulric saw to the delay of the invasion and ensured the clans stood idle while his ideological foes, Clan Smoke Jaguar, were wiped from existence by Operation Bulldog. After the defeat in the Great Refusal, the new blood emerging from the sibkos throughout the clans soon began to chafe under the enforced peace. This discontent gave power to the crusader movement now led by Clan Jade Falcon. Through political machination, the crusaders ousted ilKhan Ulric from power, and in a bid to delay the clans invasion even longer, he unleashed Clan Wolf on the Falcons in a clan-wide Trial of Refusal. The Wolves marched over broken Falcon mechs to the Jade Falcon Inner Sphere headquarters. There, through final dishonorable treachery, Ulric Kernsky met his end and Clan Wolf, briefly, ceased to exist.
Surviving that calamity, Vlad of the Wolves emerged from his broken Timber Wolf a different soul. His aggression and warrior ardor became focused, the truly vile blood had bled away- he was pure warrior, pure clan. After a tumultuous path of vengeance through clan society, Khan Vladimir Ward is now the most influential warrior in the crusader bloc. Clan Wolf is rebuilt, seething for a fight. The stars of the Inner Sphere, enveloped in the Jihad, hang in space like ripe fruit.
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Clan Snow Raven
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The phoenix of the clans, Clan Snow Raven has twice returned from the ashes of destruction. Defeats on the battlefield have taught lessons many other clans refuse to learn: clever words and welcome gifts can accomplish much, and a warrior defeated is more valuable than a warrior dead. Still, combat is the way of the clans, and the Snow Raven Touman maintains the strongest navy the galaxy has ever seen. The Raven's foes never walk under friendly skies.
The greatest moments of Clan Snow Raven's history have been times of relative peace. During periods of reconstruction, the Snow Ravens embraced the virtues of creation and preservation, both necessary to the revival of the clan. Their science caste developed an entirely new phenotype of warrior seen no where outside the Snow Raven Navy. Their Touman, often dangerously underpopulated, could ill afford the casualties inflicted by the infighting so traditional to the clans. Thus, their society embraced a new, familial philosophy, outlawing needless death in their Trials. As a result, Clan Snow Raven's warrior caste is sharpened with unrivaled efficiency.
It is the dawn of the Jihad. The major clans are at each others throats, the homeworld clans are licking wounds and bickering, the Inner Sphere is a maelstrom. Clan Snow Raven, so long denied its chance at glory, finds itself poised to strike. The Draconis Combine destroyed a recharging Raven ship. The Ghost Bears are traitors to the clan way. Now is the time for vengeance! Now is the time for victory! Now is the time for Clan Snow Raven!
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Clan Nova Cat
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Before a battle, a Nova Cat warrior, like the Greeks of old, will sit placidly before a flickering flame and seek omens. After the last foe has fallen, the Nova Cat will collect a token from the battlefield to carry with them for the rest of their lives. Indeed, Clan Nova Cat feels itself propelled by fate through the galaxy vastitude, and it is this spiritual nature which has separated them from their secular brethren.
While only minor players in the Clan Invasions, the Nova Cats were greatly impressed by their own defeat at the hands of the Draconis Combine Mustered Soldiery in the Battle of Luthien. In the samurai spirit of the Dragon's soldiers, Clan Nova Cat saw themselves. Later, the Battle of Tukayyid was ruled a defeat for the Nova Cats, though they devastated their foes like no other clan. Still, the dual defeats decimated Nova Cat forces, so at the urging of a prophetic Nova Cat Oathmaster, the clan began reconstructing its forces within the conquered Draconis territory and sparked diplomatic talks with the Combine. The creation of the Second Star League seemed to vindicate Nova Cat prophecy, and when the Star League considered its target for Operation Bulldog, the Cats suggested- through their Draconis allies- their old nemesis Clan Smoke Jaguar. Smoke Jaguar died, and during the Great Refusal, the Nova Cats were the only clan to side with the forces of the Inner Sphere, a betrayal that would see them exiled from clan space.
Not satisfied with mere exile, the Crusader Clans attacked the fleeing Nova Cats, arguing their betrayal warranted them no honor. Though it cost them the majority of their homeworld military, the Nova Cats saw their civilian castes safely settled within the Draconis Combine. The Clan had little time to rebuild before they were at war with Clan Ghost Bear, rescuing their new ally, the Combine, from grievous losses. The Nova Cats are now nestled in their new Inner Sphere home and foes surround. What do the fires forebode?