**Title**
Rishi
**Standard Text**
A remote tropical world of scattered islands, Rishii communities, pirate havens, dangerous wilderness, and opportunities far beyond the comfortable reach of galactic authority.
**Heading**
Overview
**Standard Text**
Rishi is a tropical world on the fringes of the Outer Rim, long isolated from the major centers of galactic government. Its islands, jungles, coastlines, fossil-fuel deposits, and position near the difficult route toward the Rishi Maze have drawn pirates, smugglers, prospectors, explorers, mercenaries, and others looking for wealth, refuge, or distance from established authority.
Long before offworld settlers arrived, Rishi was home to the Rishii, an intelligent, flight-capable avian species whose communities and traditions remain an important part of the planet. Rishii villages and the pirate-built settlements familiar to offworld travelers represent different parts of the same world rather than a single shared culture.
Rishi became unexpectedly important during the Shadow of Revan crisis, when Revanite operations turned the remote planet into a trap for major **Galactic Republic** (https://www.starforgerp.com/lore/factions-powers/galactic-republic) and **Sith Empire** (https://www.starforgerp.com/lore/factions-powers/sith-empire) forces. For roleplay, however, Rishi remains useful far beyond that historical episode: as a frontier home, criminal refuge, trade destination, prospecting world, expedition base, wilderness setting, or place where local relationships may matter more than distant institutions.
**Image / Photo — Optional**
Suggested Placement:
Immediately below the Overview.
Suggested Subject / Description:
A broad Old Republic-era view of Rishi near an established offworld settlement: dark-sand tropical shoreline, warm coastal water, dense jungle, steep rocky highlands, and weathered pirate-built structures and landing facilities integrated unevenly into the landscape. The composition should communicate both natural beauty and rough frontier habitation without making the settlement dominate the entire world.
Suggested Format:
4:3 website image.
Visual Continuity:
Use the established StarForgeRP cinematic concept-art treatment. Keep the landscape readable at approximately 440 × 330 px, with compatible visual weight to other major Galaxy-page environmental images. The scene should feel lived-in without becoming crowded.
Era / Lore Requirements:
Use SWTOR and Old Republic-era architecture, vessels, equipment, and settlement design. Do not substitute later-era Imperial or Rebel visual language. Rishi should appear tropical but not as an untouched resort world. Black or very dark beach sand is appropriate near Raider's Cove. Offworld construction should combine improvised pirate infrastructure with more permanent buildings rather than appearing as a unified government colony.
Do not depict Republic or Imperial occupation, a large formal government facility, or any specific present-day ruler or organization controlling the planet.
Reference Material:
Official Shadow of Revan-era Rishi environments may be used as visual research for terrain, vegetation, shoreline, and settlement language. The finished artwork should remain an original composition.
Recommended Alt Text:
Rishi coastline with dark-sand beach, dense tropical jungle, rocky highlands, and a weathered offworld settlement along the shore.
Image Generation Prompt
Image Subject
A broad elevated view of the tropical Outer Rim world Rishi during the Old Republic era. A dark-sand shoreline curves beside warm coastal water, with dense green jungle rising into steep rocky highlands behind it. Weathered offworld buildings, landing platforms, utility structures, and improvised pirate construction occupy part of the coast without overwhelming the natural landscape. The settlement should combine repurposed materials and irregular additions with more durable structures accumulated through generations of offworld habitation.
A few small Old Republic-era civilian or independent starships may be present around the landing area, but no vessel should dominate the composition. The environment should feel remote, inhabited, humid, and beautiful while retaining the roughness of a frontier world associated with pirates, smugglers, traders, and prospectors.
A distant bank of heavy tropical clouds may suggest Rishi's severe weather without turning the scene into an active disaster.
Do not depict Republic or Sith Imperial occupation, modern Galactic Empire or Rebel Alliance imagery, later-era starfighters, prominent faction banners, readable signage, famous characters, Revanite forces, or a major battle. Do not invent a planet-wide government or visually imply that the entire planet is one pirate city.
Core Prompt
Create an original 4:3 visual for the StarForgeRP website based on the Image Subject described above.
Use a realistic, cinematic concept-art presentation appropriate to Star Wars: The Old Republic and the broader Old Republic era. The image should feel grounded, detailed, atmospheric, and believable, with restrained visual storytelling rather than exaggerated spectacle.
Maintain visual compatibility with the broader StarForgeRP artwork collection without forcing every subject into identical colors or lighting. Dark blue, navy, charcoal, muted metallic tones, cool environmental light, and selective warm gold or amber illumination may provide a recurring visual foundation where appropriate. Allow the natural colors of a character, world, culture, environment, object, or scene to remain recognizable when they are important to the subject.
Compose the scene according to what it needs to communicate. Characters, locations, landscapes, historical scenes, artifacts, architecture, starships, organizations, cultural subjects, technology, and archival compositions do not require identical framing. Give the primary subject a clear visual focus while allowing the surrounding environment to provide useful context, scale, and atmosphere.
Prioritize SWTOR-era and Old Republic-era visual language. Clothing, armor, architecture, starships, weapons, equipment, terminals, droids, vehicles, furnishings, and other technology should feel appropriate to that period when they appear. Avoid designs strongly associated with later Star Wars eras unless the individual Image Subject specifically requires them.
When the subject is tied to a particular faction, organization, culture, location, historical period, or StarForgeRP development, follow the supplied lore and continuity information rather than replacing it with generic Star Wars imagery.
Do not invent lore-significant uniforms, insignia, technology, architecture, symbols, relationships, events, or outcomes merely to make the image more elaborate.
When an uncertain detail is not necessary to the composition, it may remain visually unspecified.
Where appropriate, use environmental depth, atmospheric haze, practical or holographic illumination, weather, planetary terrain, architecture, machinery, interiors, crowds, distant activity, or culturally appropriate surroundings.
Background detail should support the primary subject and help establish the setting without overwhelming the composition.
For original StarForgeRP characters and other community-created subjects, follow supplied descriptions and reference material when available.
Preserve specifically requested identifying features, proportions, clothing, equipment, markings, colors, or other established design elements while creating a new composition rather than closely reproducing unrelated artwork.
If no reference image is supplied, create an original interpretation from the written description. Do not request a reference merely because one could improve precision.
Weapons should appear only when relevant to the subject.
Lightsabers should not be added merely as general Star Wars decoration; include them only when they meaningfully belong to the character, event, location, activity, or subject being depicted.
Do not include titles, captions, logos, borders, watermarks, webpage elements, decorative written language, readable interface labels, or other visible text unless the individual Image Subject specifically calls for them.
Compose the artwork for a 4:3 frame.
Keep important faces, characters, objects, landmarks, vehicles, and other essential visual information comfortably within the composition, with enough surrounding space to prevent important details from being lost near the edges.
The primary subject should remain recognizable and readable when the image is displayed on StarForgeRP at approximately 440 × 330 px.
Visual Standard
Aspect Ratio: 4:3
Website Display Size: approximately 440 × 330 px
Generation Size: use an appropriate native 4:3 resolution rather than generating specifically at the smaller website dimensions
Overall Style: realistic, cinematic Old Republic-era concept art
Palette: dark blue, navy, charcoal, muted metallic tones, and restrained warm illumination as a recurring foundation where appropriate; preserve Rishi's tropical greens, coastal tones, dark sand, and other environmentally important colors
Lighting: predominantly cinematic and atmospheric, using natural tropical light with restrained cool or warm accents appropriate to the scene
Atmosphere: grounded, immersive, detailed, remote, humid, and visually restrained
Composition: clear planetary environment and offworld settlement, readable at website display size, with essential details safely inside the frame
Background: lore-appropriate jungle, mountains, coastline, weather, and distant settlement activity without competing with the primary environmental identity
Continuity & Era: favor SWTOR-era Rishi visual language and avoid unsupported present-day control or later-era substitutions
Reference Material: official Rishi environments may guide terrain and architectural language; create a new composition rather than copying existing artwork
Technology: Old Republic or SWTOR-era civilian, spacer, pirate, or frontier technology only
Weapons: unnecessary unless incidental and naturally appropriate
Lightsabers: none
Originality: create a new composition rather than directly reproducing or closely copying existing artwork
Text, Logos & UI: none
**Heading**
Quick Reference
**List**
* Region: Outer Rim Territories* Native Species: Rishii* Principal Offworld Settlement: **Raider's Cove** (https://www.starforgerp.com/galaxy/cities-settlements/raiders-cove)* Environment: Tropical islands, jungle, beaches, coastal waters, rocky highlands, and periods of severe weather* Important Natural Resource: Exonium* Historical Associations: Rishii communities, Nova Blades, pirate and criminal activity, prospecting, and the Revanite crisis* Galactic Authority: Rishi is not presented during Shadow of Revan as an ordinary Republic or Imperial possession; practical authority varies by community and location* Common Roleplay Uses: Underworld activity, trade, smuggling, bounty work, mercenary employment, prospecting, exploration, wilderness travel, discreet meetings, remote refuges, and encounters between local and offworld communities
**Heading**
Environment & Geography
**Standard Text**
Rishi is an island-dotted tropical world with warm seas, dense vegetation, beaches, rocky heights, and large areas far removed from its best-known offworld settlement. Raider's Cove occupies only one part of the planet, while Rishii communities and extensive wilderness exist elsewhere across the islands.
The tropical appearance should not be reduced to permanent sunshine or harmless resort conditions. SWTOR describes warm beachfront life and tranquil water around Raider's Cove, but also establishes relentless monsoons and cold winter nights. Weather, wilderness, and distance from developed settlements can therefore become meaningful practical concerns rather than decorative scenery.
Rishi's geography also gives characters room to disappear. Remote islands, caves, highlands, dense vegetation, isolated coastlines, wrecks, resource deposits, private camps, and hidden operations can plausibly exist well beyond the places most visitors know.
**Subheading**
Wildlife
**Standard Text**
Rishi supports abundant wildlife, including dangerous predators such as skar'kla and tonitrans. Traveling outside established communities can therefore mean dealing with animals, rough terrain, severe weather, limited assistance, and considerable distance from the nearest secure settlement.
A Rishi story does not need a complete planetary bestiary. What matters most is that the wilderness should feel inhabited, unpredictable, and capable of creating problems even when no criminal or military opponent is involved.
**Heading**
The Rishii
**Standard Text**
The Rishii are Rishi's native intelligent people. They are flight-capable avians with a remarkable ability to imitate sounds and reproduce voices, accents, dialects, and patterns of speech. SWTOR consistently portrays them as observant and highly curious about other beings, but that interest should not be mistaken for cultural dependence upon outsiders.
Rishii communities commonly occupy high ground near the sea. Their villages use locally available materials and are constructed with local weather in mind. SWTOR describes property within such villages as something claimed for use rather than permanently owned, allowing individuals or families considerable freedom to remain or move on. Bridges have also been added in some communities to make elevated settlements easier for non-flying visitors to navigate.
The Rishii do not use leadership in quite the same way as many galactic governments. SWTOR describes experienced and knowledgeable individuals being sought out for wisdom and guidance rather than establishing a universal hierarchy of formal rulers.
Fishing, crafting, family responsibilities, hunting, observation, and performances inspired by stories heard from offworld pirates all appear within SWTOR's portrayal of Rishii life. Some Rishii have become closely involved with spacers or pirate society, while others remain much more rooted in their own communities.
These possibilities describe circumstances rather than personalities. A Rishii may welcome outsiders, distrust them, study them, trade with them, leave Rishi, adopt parts of spacer life, or care primarily about their own family and community.
**Heading**
Settlement, Trade & Piracy
**Standard Text**
**Raider's Cove** (https://www.starforgerp.com/galaxy/cities-settlements/raiders-cove) is Rishi's principal offworld settlement and the place most galactic travelers are likely to associate with the planet. Founded after the Nova Blades became stranded on Rishi, it developed into a busy port where pirates, traders, smugglers, prospectors, mercenaries, criminals, and travelers could gather far from the normal institutions of the Republic or Empire.
Its reputation for lawlessness does not mean complete social disorder. During the Shadow of Revan period, the Nova Blades exercised practical authority over much of the settlement while ordinary commerce, entertainment, docking, accommodation, and social life continued around them.
Rishi's criminal culture should not be romanticized into harmless adventure. SWTOR explicitly connects Nova Blade activity with extortion, slave trafficking, violent coercion, piracy, and control of valuable resources. Freedom from distant government can create opportunities, but it can also leave people dependent upon whoever possesses local influence, protection, money, or force.
For districts, businesses, the port, the Blaster's Path cantina, the Aggressor wreck, and more detailed settlement life, use the dedicated Raider's Cove reference.
**Button / Link Text**
Explore Raider's Cove
Link Page Name:
Raider's Cove
Page URL:
https://www.starforgerp.com/galaxy/cities-settlements/raiders-cove
**Subheading**
Exonium
**Standard Text**
Exonium is one of Rishi's most valuable natural resources. In solid form it burns readily for long periods at a stable high temperature, and the Rishii used it for practical purposes long before offworld prospectors recognized its wider commercial value.
After becoming stranded on Rishi, the Nova Blades learned that refined exonium could serve as propulsion fuel and as a reactant fuel for hypermatter drives. They attempted to control knowledge of its origin and profit from its extraction, but prospectors began arriving as word of Rishi's deposits spread.
Exonium gives Rishi an economic life extending beyond piracy. Surveyors, miners, equipment suppliers, transport crews, mechanics, buyers, guards, prospectors, smugglers, thieves, investors, and competitors over valuable claims can all have believable reasons to operate on the planet.
**Heading**
The Rishi Maze
**Standard Text**
Rishi stands near the difficult route toward the Rishi Maze, a dwarf companion galaxy beyond the main galactic disk. The planet serves as a useful spatial reference for attempts to reach it, but SWTOR describes the required hyperspace journey as a difficult multi-point route where navigators may become lost or turn back.
Some expeditions disappeared. Others abandoned the attempt. A small number reportedly reached the dwarf galaxy and returned, describing unremarkable lifeless worlds—but SWTOR deliberately leaves open whether those reports were complete or whether successful travelers concealed what they discovered.
That uncertainty is one of Rishi's strongest possibilities for exploration-focused roleplay. Navigators, scientists, survey crews, prospectors, treasure hunters, independent spacers, and people chasing incomplete records can all use the planet as a staging point without requiring StarForgeRP to invent a fully mapped civilization beyond the galactic disk.
**Heading**
History
**Subheading**
The Nova Blades Arrive
**Standard Text**
For much of its known history, Rishi remained outside the affairs of the wider galaxy. That changed more than a century before the events of Shadow of Revan, when a Nova Blade expedition attempted the dangerous journey toward the Rishi Maze.
The pirates became lost and nearly exhausted their fuel before finding their way back toward Rishi. Their corvette, the Aggressor, crash-landed on the planet and was damaged beyond any realistic return to normal flight.
The stranded crew adapted the wreck and surrounding area into a permanent home. After learning to refine Rishi's fossil fuels, they regained the ability to travel into space—but chose to keep their new refuge and invite other criminals and independent crews to join them. That decision transformed an accident into enduring offworld settlement and helped give Rishi its wider reputation as a pirate haven.
**Subheading**
The Shadow of Revan
**Standard Text**
Rishi became temporarily central to galactic events during the conspiracy surrounding Revan and the **Order of Revan** (https://www.starforgerp.com/lore/organizations/order-of-revan).
The Revanites employed the Nova Blades and exploited their reputation for attacks on major shipping routes to draw Republic and Imperial forces toward Rishi. Communications interference and Revanite infiltration were then intended to leave both fleets isolated and vulnerable to destruction.
The plot failed. The conflict on Rishi instead contributed to the temporary cooperation that carried the struggle against Revan onward toward Yavin 4. StarForgeRP's **Galactic Timeline** (https://www.starforgerp.com/timeline/galactic-timeline) places the Revanite crisis around 3637 BBY / 16 ATC within its reconstructed SWTOR chronology.
**Subheading**
After the Revanite Crisis
**Standard Text**
The Nova Blades were badly disrupted during the conflict on Rishi, but the organization did not disappear from SWTOR history. Later material establishes Nova Blade forces operating again during the conflict on Dantooine, demonstrating that the pirate organization survived and reorganized after its losses.
That later survival does not establish that every Nova Blade holding, business relationship, mining claim, or local arrangement on Rishi remained unchanged. Raider's Cove and the wider planet can therefore retain their established pirate and frontier character without assuming that every individual or territorial condition from Shadow of Revan persists indefinitely.
**Heading**
Travel & Local Authority
**Standard Text**
Rishi is remote, but generations of pirate traffic, trade, prospecting, and offworld settlement make it an accessible frontier rather than an unreachable lost world. Independent starship crews, traders, smugglers, bounty hunters, mercenaries, explorers, researchers, criminals, prospectors, and ordinary travelers can all have believable reasons to arrive.
What characters should not expect is one uniform system of authority.
A Rishii community, pirate-controlled dock, mining operation, private compound, wilderness camp, or isolated coast may operate according to very different relationships and expectations. Reputation, introductions, local knowledge, debts, alliances, and personal influence can matter as much as formal credentials.
Republic or Imperial rank likewise does not automatically create jurisdiction on Rishi. A soldier, intelligence operative, Jedi, Sith, government official, or naval crew may possess considerable power without being recognized locally as the person entitled to give orders.
For the wider galactic circumstances affecting travel, faction relations, military activity, and the current campaign environment, see **Current Setting** (https://www.starforgerp.com/timeline/current-setting).
**Heading**
Life & Roleplay
**Standard Text**
There is no single Rishi experience.
A Rishii raised in an elevated coastal village, a mechanic working around visiting ships, a pirate from an established crew, an exonium prospector, a merchant making periodic visits, and a fugitive hiding on a remote island may all know the same planet in fundamentally different ways.
Characters familiar with Raider's Cove may regard armed strangers, aliases, questionable cargo, transient crews, criminal reputations, and informal agreements as ordinary parts of life. Someone raised farther from offworld settlements may instead understand Rishi through local geography, family, fishing, hunting, weather, community relationships, and the wilderness around them.
Neither background determines personality. A person raised around pirates does not need to admire piracy, and someone from an isolated community does not need to be naïve about the wider galaxy.
**List**
* Why are they on Rishi? Birth, family, trade, passage, employment, hiding, prospecting, exploration, criminal business, bounty work, research, or a personal relationship can all provide grounded reasons.* Which part of Rishi do they actually know? Raider's Cove, a Rishii community, wilderness, mining territory, a private refuge, or a frequently traveled route may create very different experiences.* Who do they rely upon when something goes wrong? A crew, family, local contact, business owner, experienced community figure, employer, criminal intermediary, or nobody at all?* How do they relate to the planet's underworld? Participation, tolerance, dependence, opposition, investigation, profit, or avoidance can all create useful connections and conflicts.* What draws them beyond settled areas? Exonium, wildlife, missing people, exploration, surveying, hidden sites, wreckage, or stories associated with the Rishi Maze can all create reasons to leave familiar ground.* What keeps them coming back? Work, family, debt, reputation, freedom, relationships, unfinished business, anonymity, or genuine attachment to Rishi can turn a temporary visit into an enduring connection.
**Standard Text**
Rishi is especially effective for stories where characters from different factions and professions need a believable place to cross paths without belonging to the same institution. A damaged ship, disputed cargo, missing prospector, unreliable guide, resource claim, old crew rivalry, violent storm, covert meeting, or search for passage can create lasting consequences without determining the fate of the planet.
Open situations seeking wider character involvement can connect naturally to **RP Hooks** (https://www.starforgerp.com/roleplay/rp-hooks).