Most characters experience the galaxy locally.
A planet may determine the climate, government, or larger conflicts surrounding a story, but a city, town, village, colony, or neighborhood determines much of a character's everyday life: where they work, where they live, who enforces the law, what services they can reach, which communities they encounter, and where other characters might plausibly cross their path.
The Cities & Settlements archive collects inhabited places that provide that more immediate scale of setting. Entries may cover major capitals, industrial cities, frontier towns, villages, colonies, ports, enclaves, districts, and other communities with enough identity or roleplay significance to warrant their own page.
Entries focus on what characters can meaningfully experience there: local authority, communities, occupations, transportation, services, gathering places, social conditions, factional influence, dangers, and connections to characters or ongoing stories.
A useful settlement is more than a collection of buildings.
Where someone lives can affect the people they know, the work available to them, how closely authority watches their activities, what kinds of outsiders attract attention, which problems seem ordinary, and how easily they can disappear into a crowd—or become known throughout the community.
Two characters living on the same planet may therefore inhabit very different worlds. A resident of Kaas City experiences Dromund Kaas differently from someone assigned to a remote Imperial installation. A citizen of Coronet City may have little in common with someone from a smaller Corellian settlement. A traveler arriving in Anchorhead encounters only one small part of life on Tatooine.
When using a settlement for a character or story, consider:
Connection — Was the character born there, raised there, stationed there, employed there, displaced there, or simply visiting?
Authority — Who governs the settlement, and who possesses influence beyond the formal government?
Community — Who normally lives there, and which species, cultures, professions, social classes, or organizations are especially visible?
Everyday Life — Where do people work, shop, eat, gather, travel, seek entertainment, receive medical care, or find information?
Access — How do people enter or leave, and are particular districts, services, or communities restricted?
Reputation — How do locals think about their home, and what assumptions might outsiders make about it?
Conflict — What political tensions, criminal activity, economic pressures, environmental dangers, military concerns, or older events continue to affect life there?
Connections — Which StarForgeRP characters, organizations, relationships, stories, and Timeline events already intersect with the settlement?
The setting should create possibilities rather than prescribe personalities. Growing up in a criminal port does not require a character to become a criminal, just as living in an Imperial capital does not require unquestioning loyalty to the Empire. The location establishes circumstances; the character determines how they responded to them.
Browse inhabited locations represented in SWTOR and the wider StarForgeRP setting.
This archive is intentionally selective. Not every named town, gameplay outpost, or map district needs a separate entry. A location belongs here when understanding it provides useful context for characters, continuity, or recurring roleplay.
Individual entries should distinguish established SWTOR information from later StarForgeRP developments, particularly when local government, ownership, damage, population, or reputation has changed through community stories.
Corellia's historic center of government and commerce offers an urban setting closely tied to politics, corporations, industry, transportation, culture, and the planet's strong sense of local identity. Coronet is particularly useful for characters connected to civic institutions, business, the military, professional life, wealthy families, organized crime, or the consequences of Corellia's involvement in galactic conflict.
The political and administrative heart of the Sith Empire, Kaas City places Imperial authority close to everyday life. Government offices, military institutions, Sith power, intelligence activity, professional ambition, privilege, surveillance, and political rivalry all provide natural connections for Imperial characters and those who must conduct business within the Empire's capital.
Built within an asteroid and shaped by dense urban construction, industry, scarcity, commerce, and criminal influence, Mek-Sha provides a particularly useful neutral or contested meeting ground. Smugglers, laborers, merchants, mercenaries, refugees, criminals, Republic and Imperial operatives, and people trying to remain outside both major powers can all plausibly have business there.
Makeb's capital developed as a prosperous center separate from much of the world's heavy industrial activity. Its history of wealth, banking, technology, civilian life, and later conflict makes Talaos useful for political, commercial, humanitarian, intelligence, and reconstruction stories as well as characters whose lives were disrupted by outside struggles over Makeb.
The fortified mountain city of the Voss provides a setting shaped by a society whose political, cultural, and spiritual assumptions differ significantly from those of either the Republic or Sith Empire. Diplomats, soldiers, scholars, Force users, pilgrims, merchants, and outsiders seeking Voss assistance may all find themselves navigating local customs and authority rather than simply importing familiar galactic expectations.
A small settlement surrounded by Tatooine's dangerous desert, Anchorhead provides an accessible setting for travelers, smugglers, merchants, mechanics, settlers, hired guns, prospectors, and people seeking distance from stronger galactic authorities. Its role as a stopping point for offworld traffic makes it especially useful for chance meetings and stories that begin before anyone intends to become involved in something larger.
Jiguuna is an industrial community shaped by Hutt power, gangs, factories, vice, and the economic networks surrounding the galactic underworld. It provides natural connections for bounty hunters, criminals, laborers, slaves and former slaves, merchants, enforcers, visitors seeking Hutt patronage, and characters whose livelihoods depend upon people considerably more powerful than themselves.
Founded by Twi'lek Pilgrims seeking a permanent home, Kalikori Village offers a much more intimate perspective on Tython than the Jedi Temple and the planet's ancient ruins. Community identity, family, faith, disputed settlement rights, relations with the Jedi, and the practical difficulties of building a home in dangerous territory make it especially useful for civilian and community-focused roleplay.
Mos Ila provides another window into Tatooine's scattered settlement life while carrying different historical connections from Anchorhead. SWTOR establishes an Imperial military presence there during the original planetary storyline after Jawa efforts restored its spaceport, creating useful context for Imperial personnel, traders, locals, travelers, informants, and stories shaped by the collision between outside military interests and frontier communities.
Rishi's principal offworld port brings traders, pirates, prospectors, smugglers, travelers, criminals, and local residents into unusually close contact. Its docks, cantinas, trade activity, and less respectable corners make Raider's Cove particularly effective as a recurring social setting or as the beginning of expeditions into the wider islands of Rishi.
Some settlements are too large or varied for a single page to describe every part of them usefully.
When a district, neighborhood, enclave, market, spaceport, or other inhabited area develops a distinctive identity and becomes important to characters or recurring stories, it may receive its own entry beneath the larger settlement.
A separate page is most useful when the area has circumstances of its own: a different population, authority, reputation, level of access, economic role, recurring cast of characters, or history relevant to roleplay.
The archive should not reproduce every SWTOR gameplay zone simply because it has a name. More detail is useful only when it creates meaningful setting or continuity context.
Cities and communities can change through roleplay.
A neighborhood may become safer or more dangerous. A business district can recover after a crisis. Refugees may create a new community. An organization can establish influence over part of a city. A settlement may lose an important employer, gain a new transport connection, suffer an attack, develop a reputation, or become the recurring home of several characters.
When those developments continue to matter after the original story ends, they can become part of the settlement's StarForgeRP history.
Settlement entries should connect those changes to the rest of the archive where useful. A city's page may identify characters who live or work there, organizations that exercise influence, Lore entries explaining local cultures or institutions, Timeline events that changed the community, and Roleplay records showing how those developments occurred.
This allows later characters to arrive somewhere that already has a history instead of encountering a setting that resets after every story.
Use the location page that best matches the question being asked.
Use Planets & Moons for the broader world: environment, planetary government, major populations, global conflicts, and travel context.
Use Cities & Settlements for inhabited communities and the circumstances of everyday local life.
Use Bases, Facilities & Strongholds for places primarily defined by a particular function, owner, institution, or controlled installation.
Use Sites & Landmarks for individual ruins, monuments, wilderness locations, businesses, historical sites, and other specific points of interest.
Use Systems, Sectors & Regions when the story or organization operates across several worlds rather than within one local setting.
Some locations naturally overlap these categories. Classify them by the scale and function most useful to roleplay rather than by trying to force every place into a perfectly rigid astronomical definition.
Coruscant and Nar Shaddaa, for example, are best treated as world-scale entries under Planets & Moons because their urban environments encompass most or all of the world or moon. Individual districts, neighborhoods, enclaves, or local communities within them can still receive entries here when greater detail would meaningfully support characters or stories.
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