Find a community for your character to call home, visit on business, or return to through lasting relationships. Explore metropolitan capitals, agricultural villages, frontier spaceports, and an inhabited asteroid station, each with its own livelihoods, institutions, and history.
Choose a destination below for its local character. Each settlement’s reference explains its surroundings, everyday life, access, and connections to the wider galaxy.
Entries are arranged alphabetically. Their descriptions suggest possible connections for characters; follow the individual pages for established circumstances and local detail.
Once a mining settlement, Anchorhead now connects surrounding moisture farms with transport, supplies, and technical services. Its residents share the town with travelers and people seeking discretion. A delayed component, workshop agreement, cantina performance, or missing delivery can draw characters into the community or onward into the desert.
Coronet combines shipbuilding and corporate influence with government institutions, landscaped parks, museums, and extensive transit. A neighborhood, employer, or cultural institution can give characters a place within the metropolis. Earlier fighting leaves further connections through damaged property, reconstruction, and the memories of people who lived through it.
Freight and commercial activity connect Jiguuna’s residents with surrounding industry and visiting crews. Hutt influence, unequal protection, and competing interests complicate ordinary work. Characters might arrive to collect a shipment, service machinery, find employment, or resolve an obligation whose significance extends beyond its stated price.
Storms, jungle ravines, and monumental towers frame a capital sustained by administrators, households, businesses, and institutional workers. Employment, apprenticeship, patronage, and private relationships offer connections to Kaas City. A routine appointment can bring characters close to Imperial power without granting them influence or access to restricted institutions.
Displaced Pilgrims established Kalikori as a home shaped by cultivation, family life, and religious tradition. Its history includes contested settlement and changing relations with neighboring Jedi. Returning relatives, visiting specialists, agricultural work, and community obligations offer reasons to become involved in a village with its own leadership and concerns.
Mek-Sha’s crowded industrial streets occupy a hollowed asteroid once exploited by Hutt masters. Residents, refugees, traders, and armed crews depend upon its docks, fuel, and demanding infrastructure. Repairs, transport agreements, and commercial disputes bring varied characters together, while unequal influence complicates the opportunities offered by independence.
Mos Ila remains Imperial-held in StarForgeRP’s present-day continuity. Its civilian community predates the garrison, with a history of Jawa government followed by Exchange domination. Markets, repairs, transport, and military contracts connect people with different loyalties, while inspections or competing customers can turn ordinary business into a consequential dispute.
Stranded Nova Blades founded Raider’s Cove, which grew into a home and trading destination for independent arrivals. Its pirate heritage accompanies a working waterfront, permanent households, and businesses serving visiting ships. Passage, cargo negotiations, repair bills, and neighborhood relationships offer connections beyond a crew’s next departure.
Talaos developed its commercial and cultural identity while keeping industry outside the capital. Hutt occupation and severe groundquakes disrupted that prosperity. Its present administration and extent of reconstruction remain uncertain. Family records, displaced households, professional ties, and property claims provide connections to the city and the consequences of Makeb’s crisis.
Bridges connect Voss-Ka’s mountain heights, where civic life and sacred institutions coexist with households, commerce, and diplomatic visitors. Trade, scholarship, pilgrimage, and local work can bring characters into the capital. Voss authorities govern access and public affairs; an outsider’s rank does not confer authority over the host community.
Give the character a specific connection to the place: someone expecting them, work they understand, a household they belong to, or an obligation that brings them back. Residents of the same settlement can have different loyalties, opportunities, and experiences.
Connection — Why is the character here, and who would notice their arrival or absence?
Livelihood — Which employers, customers, services, or supplies do they depend upon?
Authority — Who can affect their work, safety, or movement?
Travel — How do they reach their destination, and what access must they arrange?
Consequences — What might a broken agreement, interrupted service, or earlier conflict change for the people involved?
Consult the settlement’s reference for local circumstances and Current Setting for the shared present and broader galactic conditions. Current Setting contains major story spoilers. Information available to readers does not automatically become character knowledge, and a documented location may still contain private or restricted spaces.
Use the Location Directory to find documented places by name. Planets & Moons provides the surrounding worlds, while Bases, Facilities & Strongholds covers individual installations and recurring bases. For distinctive ruins, memorials, and other particular places, explore Sites & Landmarks.
The Galactic Map provides wider geographic context and guidance for journeys between destinations.