Mararn 3151.svg
System Information
X:Y Coordinates526.534 : -219.982[e]

Political Affiliation[edit]


Jump Point distance3 days[32]

Planetary History[edit]

Succession Wars[edit]

By the late Succession Wars the population of Mararn consisted largely of small, scattered settlements that struggled to survive on the arid planet; although the population on Mararn was sparse, it was also dependent on shipments of water from the nearby world of Gillingham for survival.[33][34] In 3017 Mararn was subjected to a devastating raid by pirates from the Tortuga Dominions, led by Dame Paula "Lady Death" Trevaline, who had risen to power on Tortuga Prime after killing the previous ruler, Lord Kalvin Bar-Dyness, in 3015. The pirates had little trouble defeating the planetary militia, who were undertrained and underequipped, and they proceeded to dismantle and remove the only water purification plant on Mararn, taking it back to Tortuga Prime as loot. Mararn was already heavily dependent on water shipped in from elsewhere, and smaller settlements on the world died off quickly; by the time the first relief JumpShips made it to Mararn, the local population was on the verge of dying out completely.[35]

Clan Invasion Era[edit]

During the early Clan Invasion era Mararn came close to making a bid for independence from the Federated Commonwealth. The Citizens for Davion Purity, a separatist group opposed to the creation of the Federated Commonwealth and the merger of House Steiner and House Davion, had a strong presence on Mararn, and given the weak central government and the sparse population, the CDP felt it was in a strong position to launch a takeover. The CDP attempted to hire mercenaries to overthrow the government, with the aim of subsequently engaging in a similar revolt on Gillingham, which also had a strong CDP presence on-world. If the CDP had managed to gain control of both planets, they would have withdrawn both from the Federated Commonwealth and declared them a save haven for those equally concerned about the purity of the Davion bloodline. While the CDP lacked the resources to pay well, the intention was to offer land grants on Mararn and Gillingham to those they hired - with the expectation that those holding the land grants would then defend the two systems against any retaliation by the Armed Forces of the Federated Commonwealth.[33][34]

Inadvertently aiding the separatists in their efforts was the Federated Commonwealth Intelligence Secretariat, which had focused the majority of its efforts in dealing with separatist movements on the vocal Free Skye movement. Having dropped the ball when it came to the CDP, the FCIS launched an effort to deal with the separatists by infiltrating the organization with their own hired mercenaries, who were employed to scupper the separatist plans.[33][34] Using hired mercenaries allowed the FCIS to keep the efforts of DMI and MIIO focused on the Clans, who were considered a much more significant threat.[36]

While the Mararn Crucis March Militia were in place on Mararn at the time, the militia consisted of aging MechWarriors and 'Mechs, many of whom supported the CDP or were sympathetic to it, and may have actually helped the CDP if the planned revolution had gone ahead. At the time of the FCIS-sponsored investigation, the CDP had managed to assemble a force consisting of approximately a company of 'Mechs, a battalion of medium armor and a mixed mechanized infantry regiment.[37]

Military Deployment[edit]




Mararn is a hot, dry world with an overabundance of deserts.[33][34]

Map Gallery[edit]

Nearby Systems[edit]

Closest 20 systems (16 within 60 light-years)
Distance in light years, closest systems first:
Gillingham 27.2 Rennes 27.3 Skepptana 29.1 Fugeres 29.6
Sodertalje 36.0 Frankson 39.1 Marielund 40.1 Filtvelt 43.3
Jaboatao 45.9 Broken Wheel 47.1 Lackland 50.3 Wetumpka 55.5
Merowinger 56.3 Ulvskollen 57.3 Great Gorge 57.8 Adelson 59.5
Cooperland 61.8 Olindo 65.0 Vaucluse 65.1 Mejicanos 66.4



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