Orders, military branches, intelligence services, corporations, criminal networks, clans, professional associations, and countless other organizations connect individuals across the galaxy.
Organizations provides a roleplay-focused guide to those groups: what they exist to do, how they are structured, who belongs to them, what membership requires, what resources or authority they possess, and how they relate to allies, rivals, governments, communities, and the wider galaxy.
For a character, an organization can be more immediate than a galactic faction. A soldier may serve the Republic while answering each day to a particular command. A Sith may belong to the Empire while building relationships and obligations within the Sith hierarchy. An intelligence operative may work within a compartmentalized service, while a corporate employee, criminal, bounty hunter, clan member, scholar, or religious initiate may belong to a group whose interests cross political borders entirely.
Membership provides circumstances, relationships, opportunities, and limitations. It does not determine how every member thinks or behaves.
An organization gives a character connections. Membership may provide colleagues, mentors, superiors, subordinates, rivals, employment, training, equipment, information, protection, credentials, reputation, or access to places and people that would otherwise be difficult to reach.
It can also create obligations. Assignments, regulations, secrecy, professional standards, political expectations, debts, enemies, divided loyalties, and consequences for disobedience can all turn an affiliation into continuing roleplay.
Two people in the same organization do not need the same motives. One member may be deeply loyal, another may regard membership primarily as a career, and someone else may be trapped by obligation, pursuing personal ambitions, questioning the group's methods, quietly resisting its leadership, or simply trying to survive within it.
Why did the character join? Consider family tradition, ideology, recruitment, necessity, ambition, education, conscription, money, protection, faith, coercion, or circumstance.
What does the organization expect from them? Duties, rank, secrecy, discipline, professional standards, political loyalty, or obligations to other members may all matter.
What does membership actually give them access to? Equipment, information, credentials, transportation, facilities, money, legal authority, criminal contacts, or specialized knowledge should have believable limits.
Who can give them orders, and whom can they command?
How visible is their affiliation? Membership may be public, discreet, classified, concealed behind a cover identity, or known only within a particular community.
Who are the organization's allies, rivals, clients, enemies, or competitors?
What would leaving cost them? Departure may be routine, difficult, dishonorable, politically sensitive, professionally damaging, or dangerous depending on the organization.
How much does the affiliation actually matter to the character? Membership can shape a life without becoming the character's entire identity.
Affiliation should also establish believable limits. Belonging to an intelligence service does not grant knowledge of every classified operation. Military service does not give someone authority over every branch or unit. Employment by a large corporation does not reveal every secret project. Membership in a criminal syndicate does not make someone a galactic crime lord.
Rank, assignment, location, relationships, reputation, and need to know are often more useful to roleplay than the organization name by itself.
Organizations may change dramatically across the SWTOR era. Wars, political upheaval, institutional reform, leadership changes, conquest, fragmentation, and collapse can alter a group's purpose or even end its existence in its former form.
For present-day status, use Current Setting as StarForgeRP's continuity anchor. Historical affiliations remain useful when they explain a character's background, relationships, training, reputation, former career, or the consequences of earlier events.
Some organizations are defined primarily by a shared mission, discipline, training system, religious role, or institutional identity rather than control of territory. When an organization also represents a philosophy or Force tradition, this section focuses on the institution itself while Force Traditions explores the teachings, beliefs, and practices associated with it.
The Jedi Order is an ancient Force-sensitive order closely associated with the Galactic Republic. Jedi have served as peacekeepers, diplomats, investigators, scholars, healers, teachers, negotiators, commanders, and defenders against the dark side as well as warriors. In StarForgeRP's present setting, the Order survives severe earlier losses and continues rebuilding with support from Task Force Nova.
The Sith Order is the ruling Force-sensitive institution of the Sith Empire. Its members operate within a competitive hierarchy shaped by apprenticeship, rank, patronage, political influence, accomplishment, rivalry, and personal power bases. The Order should not be confused with the Empire as a whole: most Imperial soldiers, officials, scientists, intelligence personnel, workers, and civilians are not Sith.
The Knights of Zakuul were Force-sensitive protectors and enforcers closely tied to Zakuul and the Eternal Throne. Their traditions developed separately from both Jedi and Sith teachings, and the upheavals surrounding the fall of the Eternal Empire fractured the institution. Former Knights, surviving adherents, deserters, and people reconsidering the beliefs or duties that once defined them remain useful possibilities for roleplay.
Governments and territorial powers belong primarily under Factions & Powers, while the military and intelligence institutions that defend them, gather information for them, and carry out their policies belong here.
These affiliations are particularly useful for establishing profession, chain of command, jurisdiction, training, responsibilities, access to equipment or information, and the limits of a character's authority.
The Republic Military encompasses the conventional forces responsible for defending the Galactic Republic and conducting its military operations. Its personnel can include infantry, naval crews, pilots, engineers, medics, technicians, logisticians, officers, administrators, security personnel, and specialized formations such as Republic Special Forces. A military affiliation is therefore a profession and chain of command, not simply a synonym for an elite trooper.
The Strategic Information Service, usually abbreviated SIS, is the Galactic Republic's principal intelligence and espionage organization. Its work can involve field operations, analysis, infiltration, informant networks, counterintelligence, technical support, investigation, and classified assignments across political boundaries.
For roleplay, an SIS affiliation should create specialized access and responsibility rather than unrestricted knowledge of Republic secrets.
The Imperial Military provides the Sith Empire with its conventional armies, fleets, installations, logistics, specialists, and professional command structures. Most Imperial military personnel are not Sith, although Sith authority can intersect with or override conventional chains of command.
That relationship creates room for career officers, enlisted personnel, specialists, veterans, loyalists, opportunists, and professionals whose views of Sith leadership may differ considerably even while they serve the same state.
Sith Intelligence is the later SWTOR-era intelligence service of the Sith Empire and the successor to the earlier Imperial Intelligence apparatus. It gathers intelligence, cultivates assets, investigates threats, conducts covert activity, and operates within an Imperial political system ultimately governed by the Sith.
Characters connected to the service may include field agents, analysts, handlers, investigators, technical specialists, informants, infiltrators, or personnel whose access to classified information depends upon their position and assignment.
Large corporations can influence characters far beyond ordinary buying and selling. They may control laboratories, factories, mines, shipping networks, research facilities, security forces, colonial projects, intellectual property, government contracts, and employment across multiple worlds.
Corporate affiliation can connect executives and scientists with engineers, technicians, pilots, laborers, security personnel, contractors, investigators, competitors, whistleblowers, customers, and communities affected by corporate activity.
Czerka Corporation was one of the SWTOR era's most prominent commercial organizations. Its documented interests included weapons development, droid manufacturing, biological research, resource exploitation, and advanced research and development, with facilities such as CZ-198 demonstrating the scale and secrecy some of its projects could reach.
Following the Republic's seizure and nationalization of the corporation, former Czerka leadership and personnel established Czerka Interstellar, a legally distinct successor that continued many of the earlier company's operations and practices. Czerka Interstellar remained active later in the SWTOR era, including through research operations on Dxun.
For roleplay, Czerka and its successor can function as employers, contractors, suppliers, rivals, research sponsors, property owners, security concerns, sources of experimental technology, or the former operators of facilities whose problems outlived the projects that created them.
The galactic underworld ranges from local crews and neighborhood gangs to criminal networks operating across multiple worlds.
Criminal organizations can create employment, territory, debts, favors, illicit markets, smuggling routes, informant networks, protection arrangements, rivalries, and threats. Affiliation should provide connections and risks rather than automatic access to every criminal resource or contact in the galaxy.
The Exchange is a far-reaching criminal network whose operations can involve gangs, brokers, slicers, smugglers, front businesses, hired muscle, illicit commerce, and information trading. Its decentralized structure allows characters to become meaningfully involved at a local level without knowing its entire hierarchy or wielding authority elsewhere in the network.
Black Sun is a major criminal syndicate whose SWTOR-era rise began amid the disorder in Coruscant's lower levels following the Sacking of the capital. Its activities include organized violence, trafficking, extortion, theft, territorial control, and other underworld enterprises.
Characters might belong to one crew, work for a local boss, owe the organization money, live in territory it influences, investigate its activities, compete with it, or provide services to people connected to it without ever approaching the highest levels of the syndicate.
Not every meaningful organization resembles a state agency, corporation, or criminal syndicate. Professional associations, clans, houses, mercenary companies, scholarly societies, religious communities, guilds, local orders, and similar groups may belong here when membership and internal organization are central to understanding them.
An individual Mandalorian clan, for example, can be treated as an organization with its own members, leadership, history, alliances, rivalries, holdings, and traditions even though wider Mandalorian identity also connects to Factions & Powers and Culture & Society.
The Bounty Brokers Association, commonly abbreviated BBA, provides an independent framework for posting, distributing, and completing bounty contracts across political and territorial boundaries.
For roleplay, the Association can connect hunters with clients, informants, investigators, fugitives, local authorities, underworld contacts, and competing contractors without requiring every bounty hunter to share a faction, culture, employer, or ideology.
The Hidden Chain was a Mandalorian opposition movement associated with Heta Kol and resistance to the leadership of Shae Vizla. It brought together dissident Mandalorian groups and allied forces rather than representing Mandalorians as a whole.
Following the confrontation on Khar Shian, the movement has lost its central leader and suffered a major defeat. StarForgeRP does not assume that every affiliated clan, warrior, mercenary, or surviving remnant shared the same fate. That uncertainty leaves room for stories involving former loyalties, reprisals, reconciliation, divided clans, damaged reputations, surviving networks, and disagreement over what comes next.
An organization does not need to remain active in its original form to matter.
Former members may still be alive. Facilities, records, contacts, rivalries, professional habits, secrets, reputations, and institutional loyalties can survive long after a group has been dissolved or transformed. Historical organization pages should therefore remain available when they help explain earlier events or continuing consequences.
The Order of Revan, whose members became widely known as Revanites, began as a secretive movement devoted to Revan's legacy and later expanded into a conspiracy that infiltrated both Republic and Imperial institutions during the events surrounding Shadow of Revan.
Earlier and later Revanites should not be treated as interchangeable. A character's reasons for joining, what they knew, and what they believed may depend greatly upon when and where their association with the movement began.
Imperial Intelligence was the Sith Empire's former centralized espionage and internal-security service. It maintained agents, informants, analysts, infiltrators, technical specialists, and covert networks before being dismantled during the original SWTOR-era conflict and eventually succeeded by Sith Intelligence.
It remains important as a historical affiliation for former personnel, classified operations, surviving records, old enemies, institutional contacts, and characters whose careers span the Empire's changing intelligence structures.
StarForgeRP-created organizations may become part of the shared continuity when they create persistent connections between characters, locations, and stories.
A community-created military unit, mercenary company, intelligence cell, clan, corporation, criminal crew, scholarly society, religious institution, medical organization, exploration team, or other group does not need galaxy-changing influence to matter. A small organization may be important because it employs several characters, operates from a recurring location, participates in continuing stories, maintains relationships with established factions, or has accumulated consequences through roleplay.
Useful organization entries should establish enough information for other players to understand and interact with the group: its purpose, leadership, membership, structure, area of operation, resources, relationships, reputation, important locations, and relevant continuity.
Exceptional political authority, military power, wealth, secret knowledge, or influence over major established SWTOR institutions should have a clear foundation and remain proportionate to the shared setting.
Organizations answer who belongs together and how the group works, but most affiliations connect naturally to several other parts of StarForgeRP. Follow those connections rather than repeating the same information on every page.
Factions & Powers covers governments, political blocs, alliances, territorial powers, and other large-scale forces.
Force Traditions covers beliefs, philosophies, teachings, and practices concerning the Force.
Culture & Society covers identities, customs, traditions, professions, communities, and social circumstances.
Characters records the individual members, leaders, allies, rivals, former members, and other people connected to an organization.
Galaxy covers headquarters, bases, facilities, territories, settlements, and other physical locations associated with a group.
Timeline records when organizations were founded, reorganized, divided, destroyed, changed leadership, entered conflicts, or experienced other significant developments.
Roleplay records the campaigns, missions, events, hooks, and stories in which organizations and their members become involved.
A single organization can therefore connect characters to history, politics, beliefs, locations, professions, rivals, responsibilities, and continuing stories without requiring any one page to contain the entire subject.
This page is under active development.