Planet Log: Ord Ibanna

Planet Name: Ord Ibanna
Type: Gas Giant
Temperature: Cool
Atmosphere: Type 1 - Breathable
Hydrosphere: Moist
Gravity: Light
Terrain: Clouds, abandoned refining platforms
Length of day: 31 standard hours
Length of year: 374 standard days
Sentient races: Humans, Neeks

Starport: Landing Field
Population: 500 off worlders (approximately) 32,500 (native)
Planet Function: Mining facility (originally) Obstacle course for swoop gangs and pod racers (current)
Government: Anarchy
Tech Level: Space
Major exports: None
Major imports: Swoop and Pod Racers

Roughly 150 standard years ago, a moderately sized out-sector company called Drexcorp discovered the richly profitable gas giant, perfect for an extensive mining and refining operation. The CEO of Drexcorp pulled some favors with the Republic Chancellor of the era, allowing the company complete access and exclusive rights to the area. The chancellor agreed, even throwing in a moderate sized military presence to legitimize the operation - hence giving the planet the Ord prefix.

Drexcorp's operation swung into high gear with a full scale operation. Soon, either owned by Drexcorp, or leased out by the company to other smaller operations, dozens of gas refineries dotted the sky. Large, small in-between, combined with the accompanying traffic - suddenly Ord Ibanna was a very busy place.

This disturbed the native population, a race of balloon creatures called the Neeks. Of course, as history tends to show, the ones with power ignored, abused or generally violated the natives and the environment. The planet's eco-system couldn't support the large scale operations for very long, and suddenly the gas was played out. Scientists determined that eventually the eco system would restore itself, but not for several decades. This was too long for corporate tastes, and most mining operations were shut down. A few struggle to make their fortunes, but the planet was tapped out.

The planet sat quite for years, until it was discovered and incorporated into the pod racing circuit. The wide skyways, sudden drops and gaps in the platforms make for the perfect racing course. Since then, junk dealers, scrap merchants, and swoop gangs. The first two pick the skyborn wreckage clean, and the latter spin and dance among the abandoned pipelines, facilities, skybridges and gas storage tanks.

The Refineries -
After the mining operations shut down, many complexes were scuttled or scrapped. However, the main complex was spared this fate. The precise reason is unknown - perhaps due to a bureaucratic screw up in the paperwork. Regardless, the main refinery and it's subsidiary structures are largely intact. Much of the complex has been stripped clean by scavengers. The only signs of habitation are the pod pit areas, the makeshift viewing grandstands, and the temporary living quarters.

One would imagine that after the years that had gone by that the delicate systems that keep the refinery aloft would have degenerated and failed - but this is not the case. Aside from minor maintenance from the various pod racing groups, the mighty repulsors have remained in operation. They just dont build them like they use to.

The Natives -
The Neeks are small round furry creatures about one meter in diameter. Two stubby arms, and a long thin tail round out the Neeks' appearance. The most unique feature about the species is their gaseous nature and porous bodies. When combined which the light gravity of the planet, the Neeks are capable of floating. With no wings and not much in the way of arms, the Neeks' main method of propulsion is the expulsion of gasses, essentially 'squirting' them in the direction they want to go.

Needless to say, they don't get much in the way of respect in the galactic community.

With their small stubby arms, the Neeks don't have a lot in the way of to manipulate objets - limiting their technology and other advancements. This tends to make other races think that they are less advanced than they really are. This is far from the case, as Neeks are extremely intelligent, and clever - they just have to fart to move.

Neeks are generally quite, almost bordering on shy. They don't get off world much at all, so if one ever does - they are almost overwhelmed by the size, scope and diversity of the universe. Any Neek that made it back to homeworld, would considered a brave adventurer and hero of the people.

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