I hate to res a thread this old, but it looked like an info dump thread and I have some info to dump so hear goes.
Here is link to a pdf of the following.
WELCOME TO SOLARIS!
The first-time visitor to Solaris VII is often summarily unim-
pressed—by the dreary gray skies, near-constant rainfall and
the apparent squalor of Solaris City, an appearance that often
fits in with the traveler’s mood after spending weeks aboard
DropShips that charge extortionate prices to bring him here in
the first place. But the dismal skies over Solaris City are
merely a shroud that keeps visitors from immediately seeing
the vibrant heart of this world, which comes to life at night in
a rainbow of neon. The traffic never stops in Solaris City, a
metropolis that contains more than six distinct cities rolled
into one. The interested travelers can find just about any
political affiliation or cultural lifestyle in this cosmopolitan
town, from the Germanic feel of the Silesia district, to the neo-
Japanese motif of Kobe, and even to the hedonistic, anything-
goes Canopian flavor of Xolara’s southwestern sectors just
outside the city proper. For all its dreary wrapping, Solaris
City and even the nearby Reaches can provide more color and
diversity than a wealthy tourist can imagine, short of journey-
ing to Terra.
More than just any open megalopolis, the capital city of
Solaris VII is also home to casinos, fine hotels, exquisite din-
ing halls—and, of course, the Class Six arenas, five of the
Inner Sphere’s most elaborate controlled battlefields for
BattleMech-on-BattleMech action and the centerpiece of each
city district dedicated to the Great Houses. With over a hun-
dred more arenas scattered around the outskirts of Solaris
City and across the rest of the planet, fans can find any num-
ber of varied terrains where anything from exoskeleton-clad
prize fighters and aerospace fighters to conventional vehicles
and BattleMechs may square off in battle for the benefit of
screaming crowds and the chance to be known as the best
warrior in the Inner Sphere.
LET THE GAMES BEGIN!
The Solaris Games are, of course, the planet’s main draw.
Centered on combat in everything from exoskeletons and bat-
tle armor to assault-class BattleMechs and high-flying aero-
space fighters, the Games pit the best warriors on Solaris
against one another in duels, tag-team matches and even
lance-on-lance slugfests, for fame and fortune. BattleMech
combat, by far the most popular, has spawned a host of
MechWarrior stables and cooperatives—groups of some of the
best warriors, gathered under a single banner to compete
either for their stable masters or for their cooperative team.
With tournaments and competitions waged year round, these
warriors battle every day for the highest standing in the vari-
ous Solaris Leagues, settle their scores in much-publicized
grudge matches or simply demonstrate what the newest piece
of modified hardware can do in a spectacular exhibition match.
Whether the duels are fought in the Class Five BattleMech
Arenas of Solaris City or in the open fields south of Nowhere,
or even in the skies high above the Grayland Coast, the Games
bring the crowds—and the money—to Solaris VII.
Betting on any or all of these events is legal on Solaris
VII, but first-timers should always take care before risking
their life savings on the outcome of any games. Sudden
upsets, occasional treachery and other subtle twists of fate
have separated more than a few fools from their money on the
mean streets of Solaris City.
On the Main Circuit
It goes without saying that the main fight circuit in Solaris
City is, bar none, the biggest game on the planet. Dominated
by the major MechWarrior stables, many of the Inner Sphere’s
most elite warriors take up the colors of their stable and the
Great House it purports to champion, mixing politics with com-
mercial appeal and the lethal art of destruction. The result is
an explosive combination of deadly talents and colorful person-
alities who might not have the discipline or training to serve in
a serious military or mercenary command, but who can certain-
ly handle the close confines of the arena floor with grace and
style.
Victories and defeats throughout the year, tallied by the
Solaran Gaming Commission, help to rank the best warriors of
the major stables, while qualifier matches cement their place
among those who will compete in the ultimate test of
endurance and talent: the annual Solaris VII Grand
Tournament. For fans who think the regular arena battles are
enough to show off the flash and thunder of Solaran nightlife,
this multi-day event will prove them wrong.
The Grand Tournament is a spectacle to behold, drawing
rabid crowds that fill every one of Solaris City’s Class Six are-
nas to maximum capacity, screaming for their personal gladia-
torial hero as he (or she) blows away whoever dares to present
a challenge. Fought as a fast-paced, no-holds-barred, single-
elimination tournament, the Grand Tournament is waged every
year in the space of five to seven days, with the winner taking
home more than just a monster purse and the fame that
comes with ultimate victory. He or she also earns bragging
rights for a full year as Champion of Solaris VII, along with the
immortality of being known as one of the greatest fighters in
the Inner Sphere.
Arena Classes
To organize the Games for the benefit of spectators and bettors alike,
Solaris VII is host to several leagues that provide year-round entertainment
with their own series of tournaments, proving who is best in their given fight
class. Inter-league competitions add spice to these games as well, pitting the
skills of the best in each league against those of the competition, proving who
among these dynamic warriors is tops among all the leagues in the arenas.
The best of the best often graduate into the Championships, which are fought
annually to determine the most gifted warriors on the Game World, but only
those in the Open Class can claim that kind of glory.
For the uninitiated, the league and arena classes may sound almost like
another language, but in truth, they merely serve as a shorthand guide to what
fans can expect from an arena or league duel. The five main classes of compe-
tition on Solaris VII are scarcely more complex than the weight levels of the
machines coming onto the field, though the types of machines used may vary
the tonnages somewhat.
At Class One, spectators can watch small yet deadly personal matches
between warriors clad in exoskeletons and battlesuits. Duels in the Class One
arenas are won and lost more by creative tactics than superior firepower and
armor, making them an easy favorite for those fans jaded by the biggest and
best BattleMechs of today.
Class Two matches pit warriors in lightweight machines against one anoth-
er in a duel for supremacy, often relying on maneuverability to carry the day.
Whether fought as an aerospace engagement or in BattleMechs and armor,
Class Two fights give spectators a stunningly fast and savage experience.
Class Three matches are fought with medium-weight machines and make
up a healthy bulk of the league matches. These fights provide viewers and bet-
tors with an excellent balance of speed, tactics and variety rarely matched out-
side the Open Class, no matter the venue.
Class Four matches and arenas bring heavier machines to the field, with
all the fireworks that come with them. Heavier armor and a broader array of
bigger weapons often turn these matches into slugfests, though many heavy
vehicles, aerospace craft and BattleMechs can still move well in the heavy
weight class.
Class Five matches cater to those who want the biggest bang for their C-
bills, featuring the heaviest weight classes in a given machine. Spectators
often find the Class Five a dramatic contest of sheer brutality, the heavier
armor and firepower of the assault machines making them far more durable—
albeit much slower—than their lighter counterparts.
For the ultimate in variety, offering a mix of tactics, firepower, speed and
style, nothing beats the Open Class—the Class Six venues. Only the five are-
nas inside Solaris City are rated for Class Six matches, and all five arenas col-
lectively draw the biggest crowds on the planet. The Championships are
fought in these arenas, where every MechWarrior in the Games dreams of mak-
ing his or her mark. Though open to battlesuit and vehicle duels, spectators
rarely see such machines in the Class Six venues, making every night a stun-
ning display of gladiatorial combat between the most advanced tools of warfare
ever devised by humankind: the BattleMech.
INTERNATIONAL ZONE
Location: Solaris City, Southwest Side
Dominant Affiliation: None (Lyran authority)
Population: 430,000
Dominant Language: English
Per Capita Income: 18,700 C-bills
Below Poverty Level: 12.4%
Major Corporate Facilities: Solaris
Broadcasting Corp. and Solaris Times
(media), Solaris Spaceport (spaceport)
Known Underworld Activity: Mafia, Yakuza,
Triads
Arena: None
BLACK HILLS
Location: Solaris City, Central Southwest Side
Dominant Affiliation: Federated Suns
Population: 460,000
Dominant Language: English
Per Capita Income: 19,000 C-bills
Below Poverty Level: 10.3%
Major Corporate Facilities: F-C Broadcasting
(entertainment),
New
Avalon
Technologies (’Mech tech)
Known Underworld Activity: Mafia, Triads
Arena: Boreal Reaches
CATHAY
Location: Solaris City, Central Southeast Side
Dominant Affiliation: Capellan
Confederation
Population: 530,000
Dominant Language: Mandarin (Chinese)
Per Capita Income: 18,800 C-bills
Below Poverty Level: 8.4%
Major Corporate Facilities: Dragon House
(gambling)
Known Underworld Activity: Triads, Tongs
Arena: The Jungle
Thats a copy and paste of two pages from a pdf teaser of Map Pack Solaris VII on
ClassicBattletech.com.
Camospecs has logo's for 15 stables that might be useful.