Some locations are defined less by the world around them than by what people built or adapted them to accomplish.
Military bases defend territory and support deployments. Headquarters coordinate organizations. Laboratories provide specialized equipment and controlled working environments. Academies and temples train their members. Shipyards, factories, hospitals, prisons, safehouses, estates, and strongholds each create their own expectations about who belongs there, what can happen there, and who is allowed inside.
The Bases, Facilities & Strongholds archive collects these purpose-driven locations when they provide useful context for StarForgeRP characters, continuity, or roleplay. Entries may document established SWTOR-era places, StarForgeRP-created locations, or established locations whose circumstances have changed through shared stories.
The defining question is usually simple: what was this place built or adapted to do?
A location generally belongs in this archive when its purpose, occupants, control, or access restrictions matter more to understanding it than the larger settlement or world surrounding it.
Bases, garrisons, outposts, and defensive installations — places supporting military deployments, security operations, logistics, command, or territorial defense.
Headquarters and command centers — persistent centers for leadership, planning, administration, communications, records, or organizational coordination.
Research, medical, and technical facilities — laboratories, hospitals, clinics, engineering centers, archives, testing sites, and other specialist working environments.
Academies, temples, and training facilities — active institutions where skills, traditions, beliefs, professions, or organizational responsibilities are taught and practiced.
Prisons and secure facilities — detention centers, holding sites, vaults, interrogation facilities, and other places defined heavily by controlled movement or restricted access.
Industrial and logistical facilities — factories, depots, warehouses, refineries, power installations, corporate compounds, and other sites supporting production or supply.
Stations, shipyards, and remote installations — orbital or deep-space facilities, communications sites, listening posts, shipyards, platforms, and other installations whose isolation or specialized role shapes everyday activity.
Estates, safehouses, and strongholds — residences, compounds, retreats, private headquarters, fortified properties, and other persistent spaces closely associated with particular characters or organizations.
Some places can reasonably fit more than one Galaxy category. Use Cities & Settlements when a location is primarily an inhabited community with many unrelated functions. Use Sites & Landmarks when its importance comes mainly from its history, physical identity, local significance, or role as a particular point of interest.
For world-scale context, use Planets & Moons. For broader geography spanning systems, sectors, or regions, use Regions, Sectors & Systems.
A useful facility creates circumstances before a scene even begins. Characters may already know who controls the location, whether they are expected to be there, what services or resources are available, and what could happen if they enter the wrong area or attract the wrong attention.
Purpose — What normally happens here, and why does the location exist?
Control — Who owns, commands, administers, occupies, or influences it?
Access — Who may enter freely, and who needs authorization, an invitation, credentials, an escort, or another reason to be present?
Personnel — Who normally lives or works here, and what professions or responsibilities bring people together?
Resources — What equipment, information, transport, medical care, training, supplies, communications, or other capabilities are available?
Security & Restrictions — Which people, areas, records, technologies, or activities receive special protection?
Condition & Connections — Has the location been damaged, compromised, repurposed, contested, or otherwise changed, and which characters, organizations, or earlier stories already affect it?
Characters do not need galactic importance to have believable reasons to enter these places. Employment, military orders, deliveries, maintenance, medical treatment, training, research, inspections, transportation, security work, business, imprisonment, visiting someone, seeking refuge, or investigating a local problem can all bring characters into the same setting.
Where the scene happens should change the circumstances of the scene.
SWTOR's Galactic Strongholds system provides customizable personal and guild spaces that players can furnish, expand, visit, and share. Within StarForgeRP, those game spaces can also serve as physical stages for in-character locations without requiring every gameplay feature to exist literally within the shared continuity.
A decorated stronghold might represent an apartment, headquarters, estate, safehouse, temple, medical center, outpost, criminal operation, or another persistent setting. What matters to the StarForgeRP entry is the in-character place: where it is, who owns or controls it, what it is used for, who normally has access, which spaces or resources matter to roleplay, and what has happened there.
Room unlocks, decoration hooks, interface travel, public listings, duplicate game instances, and similar gameplay systems do not require in-character explanations unless participants deliberately make them part of the story.
Facilities can change through roleplay. A base may be damaged or captured. A safehouse may be exposed. A laboratory may close or be repurposed. A headquarters may relocate. An estate may pass to another owner. An installation built for one purpose may acquire an entirely different role after the people or organizations using it change.
When those consequences continue to matter, later characters should be able to encounter them as part of the location's history rather than finding the setting reset after every story.
StarForgeRP locations in this archive range from military installations and mobile operational bases to private estates, archival residences, and surviving institutional communities. Each entry focuses on the purpose of the location, the people who use it, the limits of access and authority within it, and the relationships or stories that make it useful for continuing roleplay.
A mobile Czerka Interstellar recovery-oversight vessel and task-group base supporting coordination, evidence custody, technical work, medical stabilization, logistics, and field deployments across multiple sectors.
A network of Imperial Army command, security, medical, logistical, communications, and support facilities serving the conventional military presence around Korriban's Sith institutions.
A shared residence and controlled archival workspace on Odessen where family life, continuity preservation, technical maintenance, and carefully bounded review can exist outside formal institutional facilities.
A survivor-founded Jedi community on Tython supporting training, humanitarian service, archival preservation, historical reconstruction, and the wider recovery of the Jedi Order.
A private House Vashara property on Dromund Kaas serving simultaneously as a residence and working House base for administration, apprenticeship, secure communications, archival preservation, and controlled institutional work.
Use the Location Directory to browse documented StarForgeRP locations across every Galaxy category. For wider geographic context, the Galactic Map can help place worlds and larger destinations in relation to one another.