Strategic Location: Outside of the spheres of influence
of the organized powers, near the edge of Chakh Space.
Temperature: 402% standard during daylight hours, 21%
standard after nightfall. The interiors of the ports are generally
kept climate controlled, though the more run-down ports tend to
have problems with those systems.
Atmosphere: Trace.
Hydrosphere: There is no water on the surface of
Kalabar, with the exception of the two great ice mountains, ice
asteroids that were moved to Kalabar to provide water for the
ports.
Gravity: .09% standard.
Terrain: Cratered, precipitous mountain ranges.
Mineral Resources: Substantial reserves of duranium and
raw durasteel. Some deposits of a variant of lommite, kalabarium,
which is refined rather easily.
Length of Day: 29 standard hours.
Length of Year: Kalabar rotates around Gaffeld every
419 local days. Gaffeld rotates around Yuam every 370 standard
days.
Sapient Species: None.
Capital City: All of the settlements of Kalabar are
actually one giant city, joined together by an unified sewer and
transportation system, and all owned by one individual, Maduk the
Hutt.
Other Cities: See capital city.
Starport: The settlements on Kalabar can be described
as a single galaxy class port, though it is actually any number of
smaller planetary and standard ports, with the galactic class
services available in a centralized area.
Population (within +/- 1%): 2,402,490 (mostly human).
Government: Dictatorship/Anarchy. Those areas of the
world where the higher end facilities are located are protected by
the security forces of the Globus Group, the criminal collective
that Maduk the Hutt has founded. Those areas which don't earn
sufficient amounts to interest Maduk belong to whomever is strong
enough to hold them.
Tech Level: High space. As one of the few places where
pirates and smugglers can get their ships repaired and refitted,
the facilities of Kalabar are of the highest quality, but tend to
charge prices far in excess of more legitimate operations.
Major Exports: Repaired and remanufactured ships and
weapons, supplies and fuel.
Major Imports: Raw materials, manufactured goods, used
starships, captured cargos.
System: Yuamite
Star: Yuam
Name
Planet Type
Moons
Naril
Desert World
0
Vulam
Swamp World
1
Lorin
Radioactive Wasteland
4
Gaffeld
Water World
2
Umbir
Gas Giant
6
Wessal
Gas Giant
6
System Capsule:
Naril: This blisteringly hot world is home to a few hardy
native scrubs. Attempts to introduce other life forms have failed
miserably, due to the heat and aridity of the world.
Vulam: The ammonia laced swamps of this pale blue world are
filled with a remarkable array of hostile life forms.
Lorin: Once home to an information age culture, this world
was irradiated quite thoroughly due to an accident in world's
central power generator.
Gaffeld: The deep oceans of this world are tinted a faint
crimson due to great quantities of dissolved iron.
Umbir: A large and pale white world, Umbir's moons are quite
high in platinum reserves, and are home to several mining
corporations.
Wessal: Smaller than Umbir, Wessal has no metallic reserves
to attract any attention.
Planetary Capsule:
Flora and fauna: None.
Sentient Species: None.
History: Founded before the Imperium moved into the
sector, the ports of the Kalabar, also known as Pirate's Moon, have
always been known as a den of pirates and smugglers. Far from the
Yaeger core, Kalabar's facilities are mostly underground, and would
be quite hard to root out, except through prolonged bombardment,
which was not an option for the Yaeger that far from the territory
they claimed. Since the Empire reached the sector, the facilities
at Kalabar have expanded greatly, as predators of various sorts
were forced out of Imperial space and into the areas served by the
ports of Kalabar. In addition, control of the planet shifted from
a council of independent crimelords to the Globus group, a rather
sinister organization of more powerful crimelords, founded by Maduk
the Hutt, and including Khumin Ohan Lai, the Thalian slaver who controls a good chunk of
the market in the Yaeger Sector, the Winged Serpents, a massive
drug trafficking swoop gang, and several other individuals and
organizations.
Since the Globus Group assumed control of the more lucrative
operations of the ports, some of the freewheeling atmosphere of the
port has been reigned in a bit, as their rather brutal enforcers
are rather good at breaking up fights and taking care of those
whose behavior exceeds even the liberal standards of Pirate's Moon.
However, the less well managed areas of the ports have actually
experienced an increase in violence, something that many thought
impossible, as those who are expelled from the area under the
Globus Group's control tend to wind up there.
As the activities of the Globus Group tend to be limited to
independent areas, they have not yet drawn the attention of the Black Serpents, though as they expand down
toward the center of the sector, conflict with that Yaeger group
seems inevitable, and several of the most experienced of the
Sector's pirates have started looking for another port to stop at
for fear of the Serpents.
The ports of Kalabar are actually quite well designed.
Massive impact craters have been converted into landing bays, with
port facilities located directly below the surface. The near
vacuum of Kalabar and the massive size of some of those landing
craters allow virtually every type of craft to dock at Kalabar,
including those that are usually limited to deep space docking
facilities. In addition to the crater landing fields, many docking
bays have been carved out of the rock for the smaller ships, whose
owners prefer to be able to access their craft without the need for
a vacuum suit. These facilities are usually niches along the walls
of the craters, so as to allow these ships almost equal access to
port facilities as the larger craft.
Kalabar's ports have been built over generations, with older
structures being built over by newer facilities. For this reason,
the maze of tunnels connecting the various port facilities can
prove quite bewildering to those who stray from the main pathways,
and are home to rather unusual imported life forms and sentient
life forms who have wound up with a life at the very edges of
civilization. The primary connection between the docking areas,
the central port facilities and the other important areas of
Kalabar (the power core, the shield generators, and the warehouses,
for instance) has always been the ultrafast grav tubes, and those
who stick to the tubes can usually avoid the tunnel dwellers.
Kalabar's defence grid was put together in a similarly
piecemeal fashion, but as it was put together by some of the most
skilled pirate chieftains of the sector over the span of
generations, it is quite effective, with antique pulse wave cannons
complementing the latest ion cannon batteries. Most of the more
elderly weapons are not manned, but many are still operational, and
are still occasionally moved up to operational status to add what
little they can to defend against particularly intense offensives.