Worlds are more than backdrops. A character's homeworld, destination, or place of residence can shape what they consider ordinary: the government they live under, the communities around them, the work available to them, the dangers they recognize, the people they are likely to encounter, and the larger conflicts that reach their everyday lives.
The Planets & Moons archive collects world-scale locations relevant to StarForgeRP, from the great capitals and battlegrounds of the Republic–Imperial conflict to remote colonies, criminal strongholds, sacred worlds, frontier settlements, and places whose importance comes from the stories that have unfolded there.
Entries focus on the information most useful for roleplay: environment, population, government and factional influence, major settlements, travel and accessibility, cultural context, significant organizations and conflicts, important locations, and circumstances that may affect characters living on or visiting the world.
StarForgeRP is not limited to planets directly explorable in SWTOR. Era-appropriate worlds may be added whenever they provide meaningful context for characters, organizations, events, or roleplay.
Choosing where a character comes from or where a story takes place can provide immediate context without determining exactly what that character must believe or how a scene must unfold.
Two people born on the same planet may have entirely different experiences depending on their community, family, social class, occupation, species, faction, or period of history. Likewise, a visitor may experience a world very differently from someone who has lived there their entire life.
When using a world as part of a character or story, consider:
Origin — Was the character born there, raised there, stationed there, or merely passing through?
Authority — Who governs the world, and who actually holds influence where the character lives or travels?
Everyday Life — What kinds of work, communities, services, customs, and social expectations would feel ordinary?
Access — How easy is the world to reach, and are particular regions restricted, isolated, dangerous, or politically sensitive?
Conflict — How have war, occupation, crime, political instability, environmental hazards, or earlier events affected local life?
Perspective — What assumptions might a local have that an outsider would not share?
Connections — Which characters, organizations, settlements, campaigns, and earlier events already connect to the world?
A location works best when it changes the circumstances of the story. Consider what becomes possible—or difficult—because the characters are on this particular world rather than somewhere else.
Browse significant worlds represented in SWTOR and the wider StarForgeRP setting.
This archive is intentionally selective rather than exhaustive. A planet or moon does not need to appear as a major explorable SWTOR zone to belong here; it needs to be appropriate to the era and useful to StarForgeRP characters, continuity, or stories.
Political control and local conditions may also change over time. Individual world entries should therefore distinguish enduring background information from circumstances specific to the current StarForgeRP continuity.
A beautiful Core World shaped by ancient noble houses, political rivalry, civil conflict, and a long relationship with the Galactic Republic. Alderaan is particularly useful for characters connected to aristocracy, diplomacy, military affairs, household politics, or competing ideas of duty and legitimacy.
An industrial world renowned for weapons and droid manufacturing whose strategic importance has repeatedly placed its population between occupation, resistance, and the Republic–Imperial conflict. Balmorra offers strong settings for military, resistance, industrial, espionage, and civilian wartime stories.
A remote world containing both a secretive Republic prison complex and far older Rakatan installations beneath its unusual surface. Belsavis lends itself naturally to prison stories, archaeological discoveries, classified operations, dangerous expeditions, and consequences left behind by ancient powers.
One of the Republic's most important commercial, industrial, and political worlds. Corellia supports stories involving corporations, government, military affairs, urban life, manufacturing, trade, transportation, and the consequences of major galactic conflict.
Capital of the Galactic Republic and one of the galaxy's great urban centers. Government institutions, diplomacy, commerce, immense social differences, criminal activity, reconstruction, and communities from across the Republic can all exist within the same world.
A comparatively remote world with deep connections to Jedi history and recurring importance to Republic activity, agriculture, settlement, conflict, and exploration. Its distance from the great galactic capitals makes it useful for stories that need established history without an overwhelmingly urban or political setting. SWTOR continues to use Dantooine as an active location well beyond the original class story era.
The capital world of the Sith Empire, combining dense jungle wilderness with the political, military, bureaucratic, and Sith institutions centered on Kaas City. It is a natural setting for Imperial careers, Sith politics, intelligence work, military service, institutional rivalry, and characters accustomed to Imperial authority.
An isolated Outer Rim world brought into the modern SWTOR story through the discovery of a ruined Sith fortress connected to Darth Malgus's search for ancient knowledge. Elom is most useful for archaeology, expeditions, Sith history, relic hunting, and stories built around forgotten places rather than ordinary galactic life.
A remote frozen world whose wreckage from the Great Galactic War attracted salvagers, pirates, Republic forces, and the Sith Empire. Hoth is well suited to survival stories, salvage operations, military expeditions, missing vessels, isolated bases, and competition over valuable technology.
Also known as Nal Hutta, this heavily polluted world is one of the principal centers of Hutt power and underworld politics. Criminal organizations, bounty hunters, mercenaries, exploitative industries, desperate communities, and competing Hutt interests make it particularly useful for underworld roleplay.
A remote frozen world of exceptional importance to the Jedi because of its lightsaber crystals and long history of Jedi pilgrimage. Its strategic resources also draw wider galactic conflict, making Ilum relevant to Jedi stories, expeditions, archaeology, military operations, and contests over rare materials.
An ancient center of Sith civilization whose tombs, ruins, and restored Sith Academy make the world central to Sith history and training during the SWTOR era. Korriban is especially relevant to Sith characters, acolytes, archaeologists, scholars, Imperial personnel, and stories involving ancient Sith legacies.
An isolated, resource-rich world whose wealth and strategic resources draw corporate, Hutt, Republic, Imperial, and local interests into conflict. Its distinctive settlements and economic importance make Makeb useful for political, commercial, mercenary, humanitarian, and covert-operation stories.
The aquatic homeworld of the Selkath and one of the galaxy's most important sources of kolto. Its resources and efforts to preserve its own interests place local society under intense pressure from the wider Republic–Imperial war, giving Manaan strong possibilities for diplomacy, medicine, military operations, trade, and underwater exploration.
The densely urbanized moon of Hutta is one of the galaxy's great centers of commerce, crime, entertainment, espionage, and black-market activity. Characters from almost any faction or profession can plausibly cross paths here, making Nar Shaddaa especially useful as a recurring social and underworld setting.
A remote world that becomes an important center of operations during the conflict with the Eternal Empire. Its later significance makes it particularly relevant to Alliance-era characters, veterans of those conflicts, military personnel, specialists, and organizations whose histories intersect with the campaigns against Zakuul.
A politically independent world with a powerful monarchy, major wilderness regions, and significant strategic importance during later SWTOR conflicts. Onderon offers useful settings for court politics, diplomacy, military activity, local loyalties, exploration, and characters caught between planetary interests and galactic powers. SWTOR continues to treat Onderon as a major explorable world in later content.
A Republic-aligned world shaped by civil conflict, separatist activity, corruption, military presence, and a long relationship with smugglers and other underworld interests. Ord Mantell works particularly well for soldiers, civilians, criminals, refugees, local political stories, and characters accustomed to living where official authority and practical reality do not always match.
A world deeply connected to Jedi history that again becomes strategically important during the renewed Republic–Imperial conflict. Its combination of Jedi legacy, settlement, archaeological significance, and modern warfare makes Ossus useful for Force-focused stories as well as military, academic, and reconstruction roleplay. SWTOR continues to feature Ossus in later-era activity.
A hazardous world whose poisonous environment also contains compounds of enormous pharmaceutical value. Competition over those resources draws the Republic, Empire, Hutts, industrial operations, and military forces together, making Quesh useful for resource conflicts, dangerous work, espionage, logistics, medicine, and wartime stories.
A remote Outer Rim world associated with pirates, independent operators, hidden activity, and the events surrounding the Revanite crisis. Rishi is particularly useful for smugglers, bounty hunters, mercenaries, explorers, clandestine meetings, and stories that benefit from distance from major galactic authorities. SWTOR continues to include Rishi among its Outer Rim adventure locations.
A dry, isolated world surrounded by an electrical nebula and used during the later SWTOR storyline as a base for Heta Kol and the Hidden Chain. Ruhnuk is particularly relevant to Mandalorian conflicts, abandoned industrial sites, difficult travel, resource operations, and characters connected to the struggle over Mandalorian leadership.
Once a great city-world, Taris remains dominated by the ruins left by Darth Malak's bombardment centuries earlier. Republic recolonization efforts, rakghoul dangers, ancient ruins, Imperial interference, and the remains of earlier civilizations create opportunities for settlers, soldiers, scientists, scavengers, archaeologists, and survivors.
A harsh Outer Rim desert world where scattered settlements, smugglers, criminals, prospectors, corporations, local communities, and outside powers operate across enormous stretches of dangerous wilderness. Tatooine supports stories ranging from ordinary frontier life to exploration, archaeology, underworld activity, survival, and covert operations.
An ancient world associated with the earliest study of the Force and later restored as a major home of the Jedi Order following the destruction of the Jedi Temple on Coruscant. Tython is especially important for Jedi training, pilgrimage, scholarship, ancient ruins, Force traditions, and characters whose lives intersect with the Order.
An isolated world inhabited principally by the Voss and Gormak and shaped by their long conflict, the authority of the Voss Mystics, and intense interest from both the Republic and Sith Empire. Voss is particularly useful for diplomacy, cultural encounters, Force-related stories, pilgrimage, local conflict, and characters navigating societies that do not interpret the Force through Jedi or Sith assumptions
A jungle moon filled with monumental ruins and strong connections to ancient Sith history. Its role in the conflict surrounding Revan gives it particular relevance to Force users, archaeologists, military expeditions, historians, relic hunters, and stories involving dangerous remnants of the past. SWTOR continues to treat Yavin 4 as a significant explorable location.
The former heart of the Eternal Empire possesses political institutions, Force traditions, technology, and a social history distinct from both the Galactic Republic and Sith Empire. Zakuul is most relevant to characters and organizations connected to the Eternal Empire era, its aftermath, and the societies transformed by those conflicts.
An ancient Sith world whose modern history becomes inseparable from one of the most destructive events of the SWTOR storyline. Ziost is therefore especially useful for Sith history, military and intelligence backgrounds, survivors, investigations, archaeological work, and stories concerned with the consequences of catastrophic galactic events. SWTOR continues to maintain Ziost as an explorable location in later content.
A planet is only the largest layer of a setting.
Individual world entries should connect to the places characters can actually visit within them: cities, settlements, military bases, temples, estates, spaceports, wilderness regions, ruins, businesses, headquarters, strongholds, and other significant locations.
Follow those connections when a story needs more specific context. A character may be Corellian, but live in a particular district of Coronet City. They may serve on Dromund Kaas without ever entering Sith political circles, or visit Nar Shaddaa while knowing only a handful of sectors and businesses.
The closer the archive moves to the place where characters actually live and interact, the more specific the location can become.
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