The campaign takes place in a pocket empire that is up against a larger Aslan empire.
Solomani,
Okay, you're either going to have to fiddle with some of your prerequisites or ignore the big chunks of the
OTU. (Not that ignoring big chunks of the
OTU is a bad idea!)
The Aslan empire was started by a clan that fled and survived the purges.
The trouble here is that the Cultural Purges took place very soon after the Aslan reverse engineered jump drive from TNS
Pathfinder. The Aslan of the period would have had jump1 or jump2 at the most, which will make it hard for anyone to cross the Great Rift along the
jump5 Rift Route.
The Human empire was started by a lost colony ship from the Second Imperium that either misjumped or travelled via wormhole.
A lost colony mission or a mission which deliberately got lost is your best bet. Misjumps are good for 36 parsecs tops and that will only take you across a single sector. As you'll see below, you're going to be crossing a lot of sectors to meet your other requirements.
I prefer that the territory: Not boarder the Zhodani...
Not much trouble there and it's a good precaution as the Consulate tends to be rather "muscular" within a sector or so of their border.
Not be too far from the Marches if possible
That's going to be a problem. The Marches sector is a frontier, but it's an
internal frontier. It's undeveloped thanks to several reasons, but it's not the "edge of the known universe" by any stretch of the imagination. You're going to need to head spinward four or more sectors before you reach a region that's as empty as you'll need. (Of course you can ignore the
OTU if you want to.)
I think you need to go further afield, but I'll explain why later.
Pop over to zho.berka.com to look at the maps there. Sectors like Astron, Theta Borealis, or Khaeaw seem to fit your requirements.
I also plan to have a stable wormhole leading to a system in the Marches.
Any suggestions on which system?
Shonner's suggestion is the best, but I've got a few ideas about how to "gussy" it up some.
I was considering the idea that the wormhole may have been caused by the Darrian startrigger.
Like the Aslan clan fleeing the Cultural Purge, that's another of your
OTU problems.
You see, the Darrian star trigger was a
fake between 489 and just after the Fifth Frontier War. The Darrians couldn't get it to work and actually faked a demonstration somewhere in the Foreven sector. It was only after additional materials were uncovered that the Darrians finally worked out what had actually happened to cause the Maghiz and were able to design a working trigger. (This is all covered in the campaign in
AM:8.)
About the wormhole now. Placing an active wormhole in the Marches raises all sorts of problems, not the least of which is why, if your original colonists used it, no one has followed them since. The original colonists will also be able to eventually work out where there are when they exit the wormhole too. Even if they're four or so sectors away from the Marches, they can still send a mission back using jump drive.
What you need is a wormhole which leads to a very distant region and which is only active every so often. The distant region means no one is coming back without using the wormhole and shutting the wormhole down for long periods means it's not going to be stumbled across or even remembered. So, put your wormhole's eixt in another galatic arm and tie it's operation into the orbit of some distant stellar companion much like Niven and Pournelle did with an intermittent Alderson drive tram line in The Gripping hand.
Good luck and please let us know how things turn out.
Regards,
Bill