**Title**Coruscant
**Small Text / Caption**Capital of the Galactic Republic · Planet-spanning metropolis · Political and commercial heart of Republic space
**Standard Text**Coruscant is the ancient capital of the **Galactic Republic** (https://www.starforgerp.com/lore/factions-powers/galactic-republic), a planet-spanning metropolis where galactic government, commerce, diplomacy, migration, wealth, poverty, security, and organized crime exist within the same immense urban world.
For more than twenty thousand years, the Republic has governed from Coruscant. The Galactic Senate and Supreme Chancellor are based here, while representatives and communities from hundreds of species and star systems contribute to a society far more varied than any single idea of “Coruscanti culture” can describe. SWTOR also places Coruscant at the zero point of galactic hyperspace coordinates and describes it as a major hub of galactic trade.
For roleplay, Coruscant works best as a world of contrasts. A senator living near the institutions of government, a civil servant commuting through crowded transit corridors, a wealthy professional in a high-rise residence, an immigrant merchant, a security officer, a mechanic maintaining infrastructure far below the skyline, and someone surviving in a neglected lower district may all call the same planet home without sharing the same experience of it.
**Image / Photo — Optional**
**Suggested Placement:**Below the introductory text.
**Suggested Subject / Description:**An SWTOR-era view of Coruscant's skyline showing immense towers, elevated platforms, dense aerial traffic, and the scale of the city-world. A view associated with the Republic-era Senate District would reinforce Coruscant's role as both a functioning metropolis and galactic capital.
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**Heading**Overview
**Standard Text**Coruscant is not merely a large city located on a planet. Its urban development covers virtually the entire world, with kilometer-high structures layered over infrastructure and districts accumulated across an extraordinary span of history. SWTOR's own planetary material emphasizes both Coruscant's immense diversity and the social divide between prosperous heights and poorer communities deeper within the city.
That scale matters for roleplay. The handful of districts visited during SWTOR's original Coruscant storyline represent only a small part of the planet. Coruscant should therefore not be imagined entirely as the Senate Plaza, entirely as a war-damaged ruin, or entirely as the gang-controlled sectors encountered during gameplay.
Entire lives can unfold here without ever approaching the Senate. Coruscant contains government offices, residential districts, commercial centers, transportation networks, industrial infrastructure, universities and professional institutions, entertainment, security services, criminal territories, immigrant communities, wealthy enclaves, neglected neighborhoods, and layers of older construction beneath newer development.
A character may know Coruscant intimately while knowing only one very small part of it.
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**Heading**Quick Reference
**List**
* Political Affiliation — Galactic Republic* Galactic Role — Capital of the Republic and seat of the Galactic Senate* Government Center — Galactic Senate and Office of the Supreme Chancellor* Environment — Planet-spanning urban city-world* Population — Highly cosmopolitan, with communities and representatives from across Republic space* Economy & Supply — Major commercial and transportation hub; heavily dependent upon imported resources and goods* Major Historical Event — Sacking of Coruscant and Treaty of Coruscant* Major Jedi Site — Ruins of the former Coruscant Jedi Temple* Current StarForgeRP Date — 3621 BBY / 32 ATC* Current Situation — Republic capital during the renewed Republic–Imperial war
Coruscant's role as Republic capital, its hyperspace importance, cosmopolitan population, and dependence upon outside systems for resources are directly established by SWTOR. StarForgeRP's 3621 BBY / 32 ATC present date is a reconstructed community continuity anchor rather than an official SWTOR calendar date for Legacy Reborn.
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**Heading**The City-World
**Standard Text**Coruscant is built vertically as much as horizontally. Towers rise kilometers above older construction while transportation corridors, industrial systems, utility spaces, residences, commercial districts, and forgotten structures descend through layers created across thousands of years. SWTOR's planetary codex explicitly contrasts wealthy inhabitants near the heights of the city with poorer and more desperate communities closer to its foundations.
Those differences should not be treated as a simple division in which every upper level is wealthy and safe while every lower level is criminal and destitute. On a world of Coruscant's scale, districts can develop very different economies, reputations, populations, and degrees of official control.
Vertical geography can nevertheless matter enormously. Where a character lives may influence the quality of housing and public services available to them, the kind of employment nearby, how easily they can reach important institutions, the presence of law enforcement, the amount of natural light they experience, and how often they encounter tourists, diplomats, government officials, criminals, or people from offworld.
For a Coruscant-born character, naming the sort of district in which they were raised is usually more informative than simply saying they are “from Coruscant.”
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**Heading**Government & Authority
**Standard Text**Coruscant is the political center of the **Galactic Republic** (https://www.starforgerp.com/lore/factions-powers/galactic-republic). The Galactic Senate represents the Republic's member systems, while the Supreme Chancellor occupies its foremost political office. At StarForgeRP's present continuity point, Supreme Chancellor Galena Rans remains the Republic's established political leader. Official post-Zakuul SWTOR material identifies Rans as Chancellor after moderate senators regained control following the downfall of Leontyne Saresh.
This concentration of institutions makes Coruscant a natural destination for senators, diplomatic delegations, political aides, civil servants, lobbyists, legal specialists, military officials, intelligence personnel, contractors, journalists, activists, academics, petitioners, and anyone whose work requires access to Republic government.
The capital also supports extensive security and military infrastructure. Local authorities are responsible for ordinary public safety, while personnel connected to the **Republic Military** (https://www.starforgerp.com/lore/organizations/republic-military) and **Strategic Information Service** (https://www.starforgerp.com/lore/organizations/strategic-information-service) may operate where military, intelligence, counterintelligence, or national security concerns intersect with planetary life.
Authority is not equally visible everywhere. Government districts, spaceports, strategic facilities, and important infrastructure may be closely monitored while poorer, damaged, industrial, or criminally influenced sectors can present much more complicated relationships between formal law and practical control.
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**Heading**Life on Coruscant
**Standard Text**Coruscant's greatest roleplaying strength is its variety.
Official SWTOR material describes the planet as a place shaped by hundreds of alien species and represented star systems. A character raised here may therefore consider multispecies crowds, offworld languages, diplomatic delegations, unfamiliar clothing, foreign cuisine, imported goods, and people arriving from distant worlds entirely ordinary.
That cosmopolitanism does not eliminate social divisions. Wealth, citizenship, profession, district, family connections, species, migration history, and access to institutions can produce radically different experiences of the same planet.
A prosperous family may live generations without experiencing the dangerous districts encountered during SWTOR's planetary storyline. Someone in a neglected lower-level community may rarely see the towers and ceremonial spaces that outsiders imagine when they hear the word Coruscant. Government employees may experience the planet as bureaucracy and procedure. Traders may think first of transport connections and customers. Criminals may know territorial boundaries invisible to ordinary commuters.
Coruscant also possesses little in the way of natural resources capable of sustaining a world of its scale and has historically relied heavily upon Republic member systems and allies for supplies. This dependence makes trade, transportation, logistics, food distribution, maintenance, energy, construction, and infrastructure essential parts of ordinary life rather than background details.
In the current wartime setting, those systems can create believable pressures without requiring Coruscant itself to become a battlefield: delayed shipments, military procurement, rising costs, security inspections, political arguments over resources, government contracts, smuggling, shortages in poorer districts, or competition between civilian and military priorities can all support grounded roleplay. StarForgeRP's current setting already establishes resource pressure, disrupted trade, crime, and reconstruction as wider galactic concerns.
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**Heading**Crime & Security
**Standard Text**Being the Republic capital does not make Coruscant free from organized crime.
The Sacking of Coruscant weakened local authority and gave criminal organizations opportunities to expand their influence. During SWTOR's original planetary storyline, gangs and other armed groups controlled or contested parts of the damaged city despite the Republic's continuing authority over the planet as a whole.
The **Black Sun** (https://www.starforgerp.com/lore/organizations/black-sun) is one of the most prominent examples. SWTOR establishes significant Black Sun activity on Coruscant, making the organization useful for stories involving protection rackets, smuggling, illicit commerce, hired violence, corrupt relationships, territorial disputes, informants, or characters living near criminal influence without necessarily belonging to the syndicate.
The Migrant Merchants' Guild provides another important historical example. During the post-Sacking crisis, the Guild publicly presented itself as a legitimate organization supporting refugee interests and reconstruction while secretly operating an organized criminal network centered on the Old Galactic Market. Its rise illustrates how shortages, damaged institutions, displacement, and weak security could allow unofficial groups to provide goods or “order” while exploiting the same communities they claimed to protect.
The Justicars likewise controlled territory during the original storyline through an armed and uncompromising interpretation of public order.
These early SWTOR conditions are useful history, but their territorial boundaries should not automatically be treated as unchanged in StarForgeRP's present day. Specific claims that a gang, militia, or syndicate still controls exactly the same streets in 3621 BBY should be established through later lore or StarForgeRP continuity rather than inferred solely from the original game map.
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**Heading**The Sacking & Reconstruction
**Standard Text**The defining event of modern Coruscanti history is the Sacking of Coruscant.
In 3653 BBY / 0 ATC, while Republic and Imperial representatives were conducting peace negotiations on Alderaan, the **Sith Empire** (https://www.starforgerp.com/lore/factions-powers/sith-empire) launched a surprise assault against the Republic capital. Imperial forces bombarded Coruscant, devastated the Jedi Temple, seized the Senate Tower, and effectively held the planet hostage. The Republic was forced to accept the Treaty of Coruscant, ending the Great Galactic War on deeply unfavorable terms.
The damage was not merely symbolic. SWTOR's early Coruscant material describes destroyed structures, hazardous ruins, displaced populations, interrupted services, expanding criminal influence, and an enormous reconstruction effort complicated by politics and corruption. The original Republic character stories begin approximately a decade after the Treaty, when some districts are still dealing directly with those consequences.
For characters old enough to remember it, the Sacking may be a defining personal event: bombardment, evacuation, bereavement, displacement, military service, shortages, ruined homes, political anger, distrust of the Sith, resentment toward the Republic or Jedi, or participation in rebuilding may all have shaped a life.
For younger characters in StarForgeRP's present day, it is increasingly history rather than personal memory.
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**Image / Photo — Optional**
**Suggested Placement:**Below The Sacking & Reconstruction.
**Suggested Subject / Description:**An SWTOR-era depiction of the ruined Coruscant Jedi Temple or another district visibly damaged during the Sacking. The contrast with the opening skyline image would reinforce the difference between Coruscant's enduring grandeur and the scars left by war.
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**Heading**The Jedi Legacy
**Standard Text**Coruscant was historically one of the great centers of the **Jedi Order** (https://www.starforgerp.com/lore/organizations/jedi-order), but its role changed dramatically after the Sacking.
Imperial forces devastated the Jedi Temple during the attack. When the Jedi returned to Coruscant, they found the Temple in ruins and faced political anger from senators who blamed the Order for the Republic's wartime losses. The Jedi Council subsequently established its principal center on Tython rather than simply rebuilding its former Coruscant headquarters.
The ruined Temple remains an important SWTOR location and is deliberately presented by the game's developers as a somber place marked by catastrophic history.
Later conflicts, particularly the rise of the Eternal Empire, further scattered and weakened the Jedi. In the post-Onslaught era, the Republic supports Task Force Nova as part of broader efforts to rebuild the Order.
No researched SWTOR source clearly establishes that the old Coruscant Jedi Temple has been fully restored as the Order's active headquarters by StarForgeRP's current point in continuity. It should therefore remain a historic and potentially sacred location rather than being treated as an automatically restored Jedi capital.
Jedi can still have many reasons to visit Coruscant: Republic business, diplomacy, investigations, archival work, contact with government officials, protection assignments, historical research, or matters connected to the Temple itself.
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**Heading**Travel & Access
**Standard Text**Coruscant is one of the easiest places in the galaxy to justify as a destination.
SWTOR places the planet at the zero point used for hyperspace coordinates and describes it as a hub of galactic trade routes. The Republic capital attracts constant government, commercial, diplomatic, military, and civilian traffic, while its spaceports and internal transportation systems connect offworld arrivals to the immense city beyond.
That accessibility does not mean every traveler can move everywhere without scrutiny.
Government buildings, military facilities, intelligence offices, diplomatic spaces, secure infrastructure, and certain wealthy or sensitive districts may impose credentials, inspections, escorts, or other restrictions appropriate to their function. In StarForgeRP's current period of open Republic–Imperial warfare, openly identified Imperial personnel should require a credible reason to be operating on Coruscant rather than being treated as ordinary visitors. Diplomatic arrangements, covert operations, false identities, detention, defection, intelligence activity, or another story-specific circumstance may provide such a reason.
For most civilians, however, Coruscant can be used without extraordinary justification. Employment, education, commerce, government business, family, tourism, transport connections, medical care, contracts, legal matters, political activity, immigration, or simply living there are enough.
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**Heading**Important Areas
**Standard Text**SWTOR's explorable Coruscant zones provide several established locations for roleplay. They should be treated as particular parts of an incomprehensibly larger world rather than as a complete map of the planet.
**List**
* Senate Tower & Senate Plaza — The symbolic and functional center of Republic government, surrounded by the activity expected around the Galactic Senate and national political institutions.* Coruscant Spaceport — A major point of arrival for travelers entering the Republic capital and a natural location for transport, customs, security, cargo, meetings, and departures.* Old Galactic Market — A commercial district heavily affected by the aftermath of the Sacking and, during the original SWTOR storyline, by the rise of the Migrant Merchants' Guild.* Black Sun Territory — A district associated in the original storyline with strong Black Sun criminal influence.* Justicar Territory — A sector controlled during the early SWTOR period by the armed Justicars.* The Works — Industrial and infrastructural levels that demonstrate the immense machinery required to sustain the city-world and provide access toward the ruined Jedi Temple in SWTOR.* Jedi Temple Ruins — The remains of the Temple destroyed during the Sacking, carrying historical, political, and spiritual significance far beyond their physical ruins.
These locations are firmly useful for SWTOR-era stories, but the political and criminal conditions encountered there during the origin stories belong to that historical period unless later continuity establishes that they persisted. SWTOR's own Coruscant codex groups the Jedi Temple Ruins, Old Galactic Market, Senate Tower, and Works among the world's notable locations.
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**Heading**Coruscant in the Current StarForgeRP Setting
**Standard Text**StarForgeRP's present day is 3621 BBY / 32 ATC, with established SWTOR story incorporated through Game Update 7.9: Legacy Reborn. The **Current Setting** (https://www.starforgerp.com/timeline/current-setting) places the Republic and Sith Empire once again in open conflict while the wider galaxy deals with resource shortages, increased criminal activity, damaged institutions, reconstruction, and the consequences of repeated wars.
Coruscant remains the Republic capital and the seat of its functioning Senate. That makes it one of the most important political, administrative, logistical, and intelligence centers available for Republic-focused roleplay.
The planet should not, however, be treated as though the original Coruscant planetary storyline happened yesterday.
Under StarForgeRP's chronology, the Sacking occurred thirty-two years before the present and the SWTOR origin stories began roughly twenty-two years before it. It is therefore reasonable for substantial reconstruction and redevelopment to have occurred across much of the world.
This does not require every scar of the Sacking to disappear. Ruins may have been deliberately preserved, neglected districts may never have fully recovered, damaged infrastructure may have been replaced unevenly, memorials may keep the event visible, and economic or family consequences can outlive the physical destruction that caused them.
The safest current-setting approach is therefore neither “Coruscant has completely forgotten the Sacking” nor “Coruscant is still exactly the ruined level-10 planet seen in the base game.”
It is a functioning galactic capital with history beneath its feet.
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**Heading**Roleplay Considerations
**Standard Text**When using Coruscant for a character or story, the most useful questions are:
**List**
* Where on Coruscant do they actually come from? A government district, prosperous residential tower, commercial center, immigrant community, industrial level, lower-city neighborhood, or criminally influenced sector can create very different backgrounds.
* What is their social position? Coruscant can support extraordinary privilege and severe poverty within the same world.
* How close are they to Republic institutions? Living on the capital does not make someone politically influential. A senator, maintenance technician, restaurant worker, security officer, university student, military clerk, criminal, and transit operator may experience the government very differently.
* How accustomed are they to other species and cultures? Coruscant's cosmopolitan population can make multicultural environments ordinary without requiring every character to be equally knowledgeable or accepting.
* How mobile are they? Consider whether the character routinely travels between districts and levels or has spent most of their life within one part of the city.
* What does the Sacking mean to them? Older characters may remember it directly. Younger adults may have grown up with family stories, memorials, rebuilt districts, political consequences, or no strong personal connection at all.
* How has the current war affected them? Military employment, government contracts, security measures, intelligence activity, shortages, political arguments, refugees from other worlds, organized crime, and disrupted trade can affect civilian characters without putting them on a battlefield.
* What brings them into contact with other characters? Employment, politics, law enforcement, government bureaucracy, education, commerce, medical care, criminal activity, transportation, family, professional services, social life, investigation, or simple proximity can all create believable encounters.
**Standard Text**Coruscant does not require a grand storyline to be useful. Its greatest strength is that almost any kind of character can plausibly have a reason to be there.
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**Heading**Common Misconceptions
**Subheading**“Everyone on Coruscant is wealthy or politically important.”
**Standard Text**Coruscant contains the Republic's most prestigious political institutions and extremely wealthy communities, but SWTOR also establishes enormous differences in wealth and living conditions across the city-world. A Coruscant background does not automatically imply privilege, government connections, or elite status.
**Subheading**“Coruscant is mostly ruins and gang territory.”
**Standard Text**The original planetary storyline deliberately concentrates on districts suffering from the Sacking and its aftermath. Those areas should not be mistaken for the entire planet. Official SWTOR material simultaneously presents Coruscant as the functioning capital, Senate seat, commercial hub, and great Republic metropolis.
**Subheading**“The lower levels are all lawless.”
**Standard Text**Some lower or neglected districts can be dangerous, poorly served, or influenced by criminal organizations, but Coruscant's scale is too great for one condition to describe every level beneath the skyline. District, infrastructure, local authority, economy, and history matter more than a simple upper-versus-lower stereotype.
**Subheading**“The Jedi Temple on Coruscant is still the Jedi Order's headquarters.”
**Standard Text**The Temple was devastated during the Sacking, after which the Jedi relocated their principal center to Tython. Later SWTOR material focuses on rebuilding a badly diminished Jedi Order but does not clearly establish the restoration of the old Coruscant Temple as its current headquarters.
**Subheading**“The gangs and factions from the base game still control exactly the same territory.”
**Standard Text**Their activities are established for the early SWTOR period. StarForgeRP's present lies decades after the Sacking and roughly twenty-two years after the origin stories under its reconstructed chronology. Unless later lore or StarForgeRP continuity establishes otherwise, old territorial conditions should be treated as historical rather than permanently fixed.