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Barab I Planet Type: Irradiated terrestrial Climate: Arid Terrain: Rocky badlands, caves Atmosphere: Breathable Gravity: Standard Diameter: 10,448 km Length of Day: 60 standard hours Length of Year: 146 standard days Sentient Species: Barabel Languages: Barabel Population: 1.4 billion Species Mix: 100% Barabel Government: Independent clans Major Exports: Exotic wildlife, mercenaries Major Imports: Weapons, metal and plasteel goods System/Star: Barab ![]()
Description Barab I is a dark, damp world that orbits very close to its red dwarf sun. Thick clouds engulf the planet, blocking most of the light from Barab. Despite this, the high atmosphere is thin, allowing heat and radiation to penetrate to the surface. These atmospheric conditions make the planet an irradiated greenhouse with extremely active water cycles. Life on Barab I is dictated by day-night cycles. Daytime outdoor survival is nearly impossible without protective gear; nearly all animal activity is nocturnal. The daytime temperature on the planet's surface varies between 45 and 55 degrees centigrade throughout the year. Almost all surface water evaporates quickly when the sun rises, leaving the planet encased in steamy fog. Hard radiation from the sun conspires with the heat to drive all animal life underground, leaving the surface sparsely vegetated and practically barren. Even Barabel cannot survive a full day's exposure without protection, although they fare better than visitors do over short periods. The radiation level during daylight is always at least mild, but during the middle 10 hours, it increases to strong and becomes even more powerful in direct sunlight or above 4,000 km in altitude (see Table 12-24 in the Star Wars Roleplaying Game for the effects of radiation poisoning). During the night, water condenses, drenching the planet's surface in heavy rains. Temperatures drop to a relatively cool 30 degrees centigrade, and animals creep out of their underground hiding places. Nearly everything hunts during the night, making this time just as dangerous as day, for completely different reasons. Barab I would likely rank with Kashyyyk in dangerous fauna if it were better known. The food chain is complex, but always vividly violent. Even herbivores and small prey animals are capable of killing larger creatures. A few plants survive in this environment, extremely adapted to exist in the dim light and harsh radiation. Plants are sessile -- short, broad affairs that bloom across the ground. Their increased surface area allows them a greater chance for water to condense or remain trapped in their leaves. Some wrap themselves in cocoons with metallic sheens to reflect radiation during the day. Locations Most Barabel communities are small, relatively primitive cave dwellings. Caves closer to Alater-ka show signs of increased technological sophistication; powered appliances and vibro weapons are not uncommon there. Alater-ka The only city ever built on Barab I, Alater-ka was constructed by Captain Osted Alater to facilitate the Empire's needs on the planet and (surprisingly) to help the Empire protect the Barabel from exploitation at the hands of hunters. Alater-ka is primarily a spaceport. The "city" aspect consists of the usual commercial and residential hangers-on that follow wherever a spaceport crops up, in addition to some Barab I-specific businesses such as shockboxer recruitment centers, mercenary agents, and hunting expedition travel agencies. By the time the Empire left, enough off-worlders had established themselves in private business to keep the spaceport active, though a little run down. A few Barabel have caught on to the advantages of interstellar commerce and own businesses catering to off-worlders, but most work in low-paying service jobs such as cleaning and dock work. A visitor could spend all his time in Alater-ka and encounter more off-worlders than natives. Neutral Jedi Zone This high-ceilinged cave is hundreds of meters long and wide. It serves as a world court where Barabel solve disputes that rise above local concern. Common methods of arbitration include one-on-one combat, small-scale skirmishes, hunting contests, and mean-spirited debates where Barabel "diplomats" argue their points by making wicked personal attacks on their opponents. Visiting Jedi and their companions are offered luxury accommodations in the Neutral Jedi Zone, and in return are usually asked to arbitrate disputes between clans or powerful individuals. |