Locations


Many remarkable locations are scattered around the galaxy, from class only areas to general. Below is an incomplete list of

all location codex entries.

(Some entries are out of place, this is due to later realising there were Empire entries for the same name)

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To the Voss, all outsiders–Imperial and Republic, diplomat and pilgrim–are ranked equally. As such, offworld visitors are all grouped together in the Alien Enclaves, specially-designated areas of Voss-Ka where outsiders can do business. This also allows the Voss to keep an eye on their visitors and control their movements within the city. With Voss commandos constantly on guard, tensions in the Alien Enclaves run high.

Nearly everyone there has the same goal–gaining the favor of the Voss–but they are also conscious that the Voss can order them offworld if they cause an incident. Ambassadors from the Empire and the Republic are icily polite; independent traders and captains carefully compete to sell their wares; Jedi and Sith walk large circles around one another. In the chaos of war, the Alien Enclaves represent islands of peaceful cooperation, albeit socially awkward ones.


Investigations into the origins of Commander Kallin's plot are ongoing. After tracing the source of the explosives, we have ruled out that they were stolen from evidence lockups or purchased from any local criminal groups. Kallin's connections to former Chancellor Saresh are well documented, so it seems likely that he may have acquired the explosives through a mutual underworld contact.

The slicing expertise necessary to gather so many combat droids is another point of concern. The methodology employed seems to match SIS techniques; these skills may have been acquired from another mutual contact with Saresh, though she was never particularly popular within that agency.

Regardless, perhaps the most troubling aspect of the situation was its complexity and sophistication. Kallin has never been noted as a particularly surreptitious individual, preferring brute force tactics in most of his recorded operations. His psychological profile does not seem to match a false flag operation of this kind.



Among the Empire's losses in Hoth's fabled space battle was a sleek, fast warship designated the Ambria's Fury. Until recently, the ship's manifest had remained a mystery to all but the highest Imperial echelons. The only certainty was that the Imperial Moffs were most distressed at the ship's loss.

The wreck of the Ambria's Fury was recently discovered by Imperial and Republic forces, prompting a rush to secure the crash site and recover whatever secrets the ship has kept for so many years....


One of the first outsider settlements built on Tatooine, Anchorhead started as a desperate mining colony and has, over the centuries, grown into one of the largest spaceports on the planet. Anchorhead plays host to pirates and smugglers looking for a place to lie low, merchants and businessmen integral to the survival of the city's outlying moisture farms, and permanent residents who eke out a living running cantinas, fixing machines and otherwise maintaining the cultural infrastructure.

The mining industry has faded away altogether in and around Anchorhead. It was Czerka Corporation that was most resolved to unearth valuable metals several centuries ago, and even after it became clear that no profit was forthcoming, Czerka maintained offices in Anchorhead on and off for centuries--committed not to write the planet off as a total loss.


Asylum is an uncharted shadowport in Wild Space and a haven for those fleeing Arcann's control. Although out of the Eternal Throne's reach, refugees don't find Asylum an easy place to live. Because its location is unknown to the Eternal Empire, smugglers, pirates, and gangs use Asylum as a base of operations.

Rival syndicates wage war in the Free Zone, a black market for goods from all over the galaxy. Street fights are common, and the desperate are easy targets for the port's large criminal element. Looming over Asylum is the Control Spar: the remnants of a long-abandoned mining operation that now acts as the main control center for the port's security defenses and docking management.

A major point of differentiation between Coronet City and other metropolises--like those of Nar Shaddaa and Coruscant--is the Corellian appreciation for nature. Amid Corellia's towering structures and high speed trams, one can always find a small tree-lined park or quiet reflection pool. Axial Park is the grandest expression of Corellia's desire to remain connected to the natural world.

At a cost of over seventy billion credits, Coronet City's civil engineers set aside valuable real estate for the creation of several museums and landmarks separated by beautiful parklands. For some, one of the greatest tragedies of the war is to see such beauty spoiled by bombardment and the park's grand museums converted into bunkers.


Built shortly before the Imperial invasion by the prestigious Balmorran Arms corporation, the Balmorran Arms factory is unrivaled in its weapons production and research capabilities. It was designed to construct military equipment ranging from personal arms and armor to droids and heavy vehicles, all with top-notch quality and efficiency.

Due to its tremendous manufacturing capacity, the fortress-like factory was one of the last holdouts of the resistance during the Imperial invasion, providing an almost inexhaustible supply of weapons and supplies to the besieged Balmorran people. Once the Empire finally gained control of the factory, however, the Imperial military wasted no time in putting the facilities to its own use.


Droid manufacturing is one of Corellia's most successful industries, with almost ninety thousand droids produced every day in Labor Valley alone. The Beharen Droid Factory specializes in hazardous maintenance units designed specifically for disaster relief and recovery operations; these droid models are built to withstand high radiation, extreme temperatures and falling debris.

The founder of the Beharen Droid Factory recently perished during the Empire's attack on Corellia. The high-rise tower containing his residence was clipped by a damaged Imperial warship, collapsing several floors and nearly toppling the structure. The factory founder's body has not yet been recovered from the rubble.


Raider's Cove has become a top stop for those who like their fun times in a tropical paradise seasoned with a healthy pinch of danger, and the Blaster's Path cantina is the go-to destination. Set a short distance from ebony-sanded beaches, patrons can enjoy their drinks out under the warmth of the sun and in Rishi's tranquil waters. And when the weather turns, the Path serves as shelter from relentless monsoons and chilly winter nights.

The Path's two stories offer ample space for drinks, concerts, card tournaments, and large private events, leaving many first-timers stunned to hear the cantina's owner downplay its qualities. But anyone who knows Kareena knows that her dry cynicism comes from regret. Ever since she allowed the Nova Blades a stake in the Path, the Blades have had their run of the place and profits have declined as a result. Kareena does hold onto a glimmer of hope that she'll one day make the Blaster's Path fully hers again, though she's not exactly holding her breath.


Corellia has numerous spaceports, but few as extensive as the Blastfield Shipyards. Before the Imperial invasion, thousands of ships were built or serviced here on a daily basis by hundreds of local businesses. Mercenaries flying in from the Outer Rim to have their ships' engines tuned by a legendary Corellian mechanic would land next to construction yards for enormous luxury yachts catering to the galaxy's wealthiest nobles. Dozens of cantinas and small-scale entertainment districts nearby served the needs of visitors and workers seeking a break from spaceflight or daily labor.

Now that war has come to Corellia, the Blastfield Shipyards are the main point of entry for Republic forces, from troop drop ships to battle cruisers in need of repair. The Empire has made numerous attack runs over the sector, leaving scorched starship wreckage and twisted scaffolding scattered through the streets, but the Republic military knows that losing the shipyards means losing Corellia. Every effort must be made to keep them secure.


The remains of an old swoop track, Brejik's Run is named for Milos Brejik, a famous Tarisian swoop racer who turned scavenger after the destruction of Taris, using his swoop skills to quickly forage and deliver supplies to the few unfortunate survivors of the bombardment. Brejik's Run has had many occupants over the centuries, as its large overhangs make good shelter from the harsh elements, but it currently hosts a Republic settlement and outpost--one of the earliest attempts to tame and rebuild Taris.
The Brell Sediment refers to a large area of Tarisian ruins dominated by a massive acidic lake and a former chemical plant. It gets its name--somewhat ironically--from Ark Brell, a leading environmentalist on Taris in the days before its destruction. Before the bombardment, Ark Brell set up several water purification and waste disposal plants on Taris, with the aim of turning the waste from Taris's factories into alternative fuel sources and minimizing the waste produced by the massive city-world.

Legend has it that the collapse of one of his factories during the bombardment created the acid lake, although present rumor suggests that other, less well-intentioned groups on Taris may be the cause.


As head of the Three Families, Broga the Hutt considered it his right to have his own private home and base of operations separate from the Three Families Palace. Stocked with well-trained slaves and imported luxuries from Nar Shaddaa, Broga's Palace gradually became a power center in its own right, which made the Empire's siege and capture of the palace all the more humiliating.

Now held by the Imperial Moff Dracen, the defenses and strategic position of Broga's Palace have been turned against the Republic. With the Republic military focused on defending Quesh's miners and the Three Families protecting their mines, Broga has discussed hiring offworld mercenaries to retake his home... or to at least to reclaim his beloved wine cellar from Imperial hands.


Once a genetic research facility called Lab 352, this complex became known as "Bugtown" after the Colicoids--mutated insectoids used as experimental bioweapons--were released from the facility by Imperial saboteurs. The Colicoids took over the area surrounding the laboratory and began to infest the rest of the planet.

Republic forces have managed to retake the old laboratory, clearing out the Colicoids and establishing a forward outpost. While much of the Colicoid infestation remains, the population has been contained by the Imperial and Republic fighting; for now, the Republic can keep its unorthodox base.


The Clabburn Tundra sector has become a key battleground in the three-way war for Hoth. The rolling snow dunes of the drift hills and the spectacular frozen geysers of the jagged plains were initially claimed by the Republic military, which saw the region as an excellent artillery staging area. However, strategic mismanagement allowed both White Maw and Imperial forces to invade and establish their own camps.

Recent reports indicate some of Hoth's most hostile wildlife calls the Clabburn Tundra home, and these beasts are not happy to see their habitat invaded. Whitefangs, wampas and even the occasional tribe of attacking skels prey upon whole squads of soldiers.


The former site of the resistance's "Outpost Victory," this base was built into a crater formed during the Imperial bombardment of Balmorra. Losing the outpost was costly for the resistance, and the Empire renamed it to remind the Balmorran people of the consequences of defiance.

Camp Conquest now serves as a forward base and prison camp for the Empire, housing several command and control centers alongside holding cells for high-value prisoners. Well-guarded by turrets and shields and boasting a significant terrain advantage, the camp is a symbol of Imperial oppression and domination.


Camp Jacent was established in the ruins of a Balmorran factory town, formerly used by the resistance to launch guerilla strikes against the Empire. Now, it is a strategically placed and defensible supply base for Imperial troops.

Before the Imperials set up camp, the area was occasionally referred to as Ghost Town, as every last inhabitant had been massacred during the Imperial invasion. Buildings were left abandoned and damage sustained to the town went unrepaired, leaving it a graveyard of scrap metal and scorched ground.


During the final months of the Great Galactic War, the Republic became desperate to develop a new hyperroute for supplies in their conflict with the aggressive Sith Empire. To facilitate their new route, a nearly forgotten supply base known as Outpost 22 was returned to full service.

By the time the Treaty of Coruscant was signed and the war had ended, Outpost 22 had become such a major hub of activity as to be as indispensable a gathering place as the capital world itself. The base was given a new and significant identity--Carrick Station--in dedication to Zayne Carrick, a once-unassuming Padawan who rose to a position of great importance during the Mandalorian Wars.


The Chem-Basin Mine has only been open for four years, but it has already earned a reputation for accidents and mismanagement. The original survey team was almost suffocated when the members accidentally released a pocket of evaporated Quesh venom, and substandard materials meant the initial tunnels had to be re-propped and re-dug after a major collapse. Ever since, problems have dogged the site and slowed venom production.

Strangely, the miners who work at Chem-Basin exhibit a degree of pride in their mine. They claim any fool can work at the Grancha Lakand site and get results, but Chem-Basin calls for a degree of finesse that is scarce on Quesh. The subject is guaranteed to come up whenever Grancha Lakand and Chem-Basin miners are drinking together.


The Hailstorm Brotherhood is a fringe group of White Maw pirates who abandoned the starship graveyard's plunder to form a permanent settlement on Hoth. These men and women are more than mere survivalists, however. They are artisans and warrior-poets shaping Hoth's natural landscape according to their own designs.

The massive ice spire towering above the Glacial Fissure sector was painstakingly carved from an ancient mountain by the Hailstorm Brotherhood. No one knows how many of the group's members perished making the spire a reality, but the achievement stands as a testament to these warriors' iron wills--and a warning to all who might oppose them.


Sobrik was the original capital of Balmorra before the more advantageous location of Bin Prime was chosen to replace it three hundred years ago. Since then, the city of Sobrik has first shrunk, then been almost entirely obliterated by bombing runs and rebuilt by Imperial engineers. Sobrik was one of the last cities to hold out during the Imperial invasion of the planet; because of this and its close proximity to the state-of-the-art Balmorran Arms and Okara Droid factories, the Empire has made Sobrik the headquarters of its occupation, maintaining tight control over the remaining civilian population.

On a world full of bright lights and glamorous casinos, Club Vertica was quick to establish itself as an exclusive experience. Run by a mysterious wealthy backer, Club Vertica strictly monitored admittance for its first several years. As a rule, only the wealthiest, best-dressed and most beautiful patrons were allowed entrance; exceptions were made only as they suited the fancy of Club Vertica's owner.

Recently, the restrictions were loosened, sparking rumors that Club Vertica had been sold. Still, much of its old reputation remains; if you want to seem important on Nar Shaddaa, you talk about going to Club Vertica.


The Colicoid Creation Nest is the nexus of Colicoid droid manufacturing, technological research and trade. Although the nest is often described as a corporation, the translation does not fit exactly--the nest's hierarchy resembles that of a Colicoid hive and its activities center on research rather than profit. Rivals like Czerka Corporation and Systech often hire specialists to help them understand the complex nature of the nest; many of these "specialists" have been devoured by the Colicoids as part of their standard business practices.

Despite its oddities, the Colicoid Creation Nest is considered one of the galaxy's technological and manufacturing powerhouses. Among its many other achievements, the nest is responsible for several pioneering droid models and an advanced ion cannon that has half the power consumption of Republic designs. Unfortunately, the Colicoids are well aware of the value of their technology, and they demand a heavy price for it--a price not always counted in credits.


Although individuals from many planets and species live in the Corellian Sector, it's humans of Corellian descent who made the area what it is today: a pro-Republic criminal's paradise. There is no cargo that can't be offloaded here and no job so dirty that someone won't take it. The families of migrant workers live alongside grizzled Republic veterans who settled on Nar Shaddaa to retire in style, happily turning a blind eye to the darker activities around them.

Over the past decade, the gangs and pirates of the Corellian Sector have become overshadowed by the presence of the Exchange. Once a group mentioned primarily in HoloNet information crime reports, the Exchange crime syndicate has found an army of able recruits on Nar Shaddaa willing to back its slicers and spice-refiners with muscle--much to the dismay of the Hutt Cartel.


Trade goods from across the galaxy pass through Corellia every day, and Coronet Shipping has always been the busiest trade hub on the planet. Before the war, all manner of freighters visited its landing pads, bearing goods both legal and otherwise. Millions of credits worth of commerce occurred there every day.

When the Republic established its beachhead at the Blastfield Shipyards, the Empire was quick to secure Coronet Shipping for itself as a rapid-response staging area. The main ground approach to these landing pads was destroyed by Imperial forces, rendering the area inaccessible to infantry and walker units. Aerial patrols keep Republic assault shuttles at bay and protect the Empire's elite troops.

The fabled Coronet Zoo is renowned across the galaxy for its amazing animal exhibits. Every year, nearly extinct species are rescued from forgotten worlds and preserved in multimillion credit wildlife enclosures; the greatest xenozoologists in the Republic vie for a few coveted positions as curators.

The Empire's assault on Corellia shattered several enclosure walls and sent alien wildlife running free in the city streets. This has resulted in scenes of great beauty--like the sight of a herd of kybucks proudly galloping down a major promenade--but it has also unleashed terrible predators that now stalk humanoid prey in the steel canyons. Unconfirmed reports of a rancor on the loose remain a hot topic on the comm channels.


The Crescent Canyon Facility was established decades ago by the Czerka Corporation to explore mining opportunities beneath Hoth's frozen tundra. The operation was eventually deemed too costly to pursue and Czerka personnel abandoned the sprawling base. Later, Ortolan explorers seeking to establish a permanent settlement on Hoth moved in and took over the structures.

The current conflict between Republic, Empire and White Maw has turned the facility into a battle zone. Reports indicate the Empire has invaded and enslaved the helpless Ortolans living there. Because of the facility's proximity to the Republic's Aurek Base, an immediate and strong military response is required.

Darth Decimus, mastermind of the Corellian invasion and leader of the Empire's planetary forces, has established his central command in the former offices of the planet's Trade Tariff Service. Moff Tarandon recommended the building's use on the grounds that its function was now obsolete, and that enemy forces would likely ignore it in favor of attacking the Legislature Building.

Darth Decimus wasted no time transforming the former government office into an Imperial fortress. The structure's main entrance is under heavy guard and the only access to Decimus himself is via a single secure turbolift. The few Corellian bureaucrats in the building when Imperial forces arrived either pledged themselves to the planet's new government, or fled their offices via any route possible.


What is now called Drelliad village was established decades ago as the private retreat of Ord Mantell's most celebrated smuggler, the voluptuous and quick-witted Ulla Drelliad. In the years after Ulla's death, her hideaway was transformed into a thriving trading post. Now, Drelliad village is hotly contested territory where separatist and Republic forces battle in the streets, and the handful of civilians who haven't already fled hide in basements and behind locked doors.

Although small, Drelliad village occupies a critical point between separatist-controlled territory and areas still loyal to the Republic. More importantly, what used to be Ulla's personal docking bay is now one of the only starship landing pads outside of local Republic headquarters. If Drelliad village falls entirely to the separatists, it will bring the enemy one step closer to securing the entire island.

The glitz and glamour of Nar Shaddaa hides an uglier side. One of the poorest sectors on Nar Shaddaa, the Duros Sector hosts men and women who've been exploited and left behind--refugees of war and casualties of the immense wealth hoarded by Nar Shaddaa's Hutt masters.

The peoples of the Duros Sector--the majority Duros, but with a mixed minority of Evocii and other alien species--have watched Nar Shaddaa's wealth grow and seen none of it for themselves. Some have lived in the sector for generations, while others are recent immigrants desperate for any work they can find. The residents' unrest has been stirred by charismatic leaders in the past, from Jedi Masters to would-be warlords.


Dynamet General was Taris's foremost research hospital and led the galaxy in the development of cures for rare neurological diseases such as Cathington's Disorder. Originally founded as Mercy General, the hospital was renamed a century before Taris's destruction after the Dynamet Corporation, which donated a large sum of credits for the construction of a wing devoted to developing a cure for the rakghoul virus. Rumor states that a cure was found, but Taris was bombed shortly after and the hospital destroyed.


The Republic cruiser Endar Spire was shot down over Taris during the Jedi Civil War in an attempt by Darth Malak to capture the young Jedi Bastila Shan. This event led directly to Taris's ultimate destruction, securing the ship's place in history.

Over the centuries, the Endar Spire's husk has become a shelter to many different groups on Taris, including surviving settlers, pirates and scavengers. Its internal systems are believed to contain a bounty of information and useful materials to anyone with the will and ability to recover them.


Like the palace of Nem'ro, Fa'athra's palace is modeled after the capitol building in the Hutta city of Bilbousa. Unlike the palace of Nem'ro, Fa'athra's home is a veritable deathtrap--built with warfare and defense as its primary purpose, rather than business and luxury.

Fa'athra employs several different mercenary groups to patrol the palace grounds and corridors. Each mercenary organization is given information only about its own territory and has no information about the rest of the palace's defenses. Fa'athra's paranoia guarantees that no single betrayal can cause his downfall, but it may also be his greatest weakness.

The area now called Fort Garnik began as a series of makeshift landing pads built on the island of Avilatan for spacers who were too disreputable for the mainland. Avilatan was a haven for gangsters, smugglers and pirates, but was also one of the largest and most thriving economies on Ord Mantell. Settlements formed, and over decades, Avilatan became respected as a major commerce center.

When separatist bombings destroyed Ord Mantell's other spaceports, Avilatan became the Republic military's primary staging area, and its now-substantial landing zone took on strategic importance. Renaming the Avilatan spaceport to "Fort Garnik" in honor of a Republic war hero from Ord Mantell, the military established a fortified garrison there. Since then, Avilatan Island and Fort Garnik have become major targets of the separatist forces.


Nicknamed by the soldiers who first erected the base, Fort Salvo is the Republic's main artillery and munitions outpost on Ilum. Fort Salvo's gunners are some of the best in the galaxy, and have claimed dozens of Imperial troop carriers; they train by shooting down stray meteorites. The installation of a protective ray shield offended Fort Salvo's more maverick gunners, who saw it as impugning their ability to handle incoming hostiles.

As the Empire presses the Republic forces harder on Ilum, Fort Salvo has become an increasingly important position. Members of the Republic's alien coalition have begun transferring forces there in earnest; this also allows them to claim their share of munitions before anyone else.

In the early days of the Empire's invasion of the planet Ilum, Republic forces at the Fray Landing Base fought desperately to hold their position against an overwhelming tide of Imperial attackers. Though they were eventually overrun and killed, these brave heroes of the Republic have not been forgotten by their comrades, who have since placed a humble memorial to commemorate the many lives lost at the site.

"Remember Fray!" became a rallying cry among Republic troops and the public alike, allowing the then-newly elected Supreme Chancellor Saresh to press for the largest increase in military spending since the Treaty of Coruscant.


One of many small, unnamed factory towns on Balmorra, the place now known as Ghost Town was the site of experimental industrial farming operations meant to produce man-made, dense, nutrient-rich plants capable of feeding hundreds with only a small quantity. Ghost Town saw all its inhabitants massacred during the Imperial invasion. Since then, the resistance has crept into the area, using the abandoned buildings to launch guerrilla attacks on Imperial forces and a nearby cave system as a base for anti-aircraft assaults on Imperial squadrons. The small gardens have also been brought back into operation, supplying food for the resistance.


The sector designated as the Glacial Fissure is almost entirely White Maw territory. The deep ice canyons and extensive underground cave networks provide shelter and staging areas for the vicious pirate forces. When the White Maw’s leaders saw the Republic and Imperial militaries arriving on Hoth, they immediately established well-defended camps and supply routes throughout the area. Traveling through the Glacial Fissure is suicide for all but the most well-armed and highly trained operatives. The White Maw pirates do not fight conventionally, preferring to set ambushes and traps for their victims. Both the Republic and Imperial militaries have sustained heavy losses here, demonstrating the extraordinary threat the pirates represent.


The Gormak are normally a tribal people, their population spread across numerous nomadic clans numbering a hundred individuals each. However, deep in the Gormak lands lies Gorma-Koss, a massive settlement of tens of thousands of Gormak who have united their tribes in a sprawling expanse of huts, tents, high-tech defenses and amazing technological devices at the base of an unnamed mountain.

Gorma-Koss–literally “the Gormak kingdom” in the old Voss language–is rumored to be ruled over by a single powerful leader, and the Gormak who dwell in the makeshift city seem to be organized for some greater purpose. Instead of scavenging random cast-off pieces of technology, they seem to be searching for very specific items and components, as if gathering material for a massive, unknown project.

Despite their incredible affinity for technology, the Gormak are still a backward species in many ways. Although they are capable of repairing, modifying and improving tech created by more advanced cultures, they are mired in a pre-spaceflight culture and confined to their homeworld. Now, under the guidance of Jokull–a visionary warrior who has risen up to lead his people–the Gormak are approaching the dawn of a new age. Hidden away inside Gorma-Koss, dozens of tribes have united to build a starship capable of interstellar flight.

Using pieces and equipment salvaged from the Empire, the Republic and even the Voss, they have made slow but steady progress, marching towards the future. Should the Gormak successfully complete the vessel, it will forever alter the destiny of their people by making them a force within greater galactic culture. The long-term consequences of such a radical breakthrough are difficult to predict, but the Gormak firmly believe their first starship is the key to their ultimate survival.


The fighting on Corellia has reached its apex at the planet’s seat of political power: the Government District. Republic and Imperial forces wage fierce battles around the heavily-guarded legislature and the famous Drall Library–now a makeshift bunker. Dozens of politicians huddle in their private estates to wait out the fighting even as the fabled Green Jedi mount a desperate defense against Imperial units bent on the rebels’ annihilation.

Before the war, the Government District was the grandest part of Corellia–a bright testament to its wealth and freedom. Few suspected the influence of the Empire was taking root within a place of such prosperity, and no one–Imperial or Republic–knows what will become of the district after the war.

Grancha Lakand is the largest and oldest venom mine on Quesh. Built through a fissure created by the Quake, the mine is named for its first explorer, who was trapped by a rockfall during his initial survey. By the time he was rescued, Grancha Lakand’s adrenal countermeasures had worn off and he had been breathing Quesh venom fumes for some time. Lakand excitedly told his rescuers that he had had an epiphany while trapped.

The biggest supply of Quesh venom on the planet lay beneath the fissure somewhere, and Lakand knew exactly where to find it. He was dismissed as a venom-intoxicated madman, but when Lakand recovered, he returned to the fissure and, after weeks of surveying, located a huge reservoir of Quesh venom. While not necessarily the largest on the planet, the reservoir has supplied the Grancha Lakand mine for several years without the venom running dry.


The estate of the rogue Sith Lord Grathan is a miniature fortress, reinforced by cutting-edge weapons technology and experimental shielding. Lord Grathan’s cadre of scientists are constantly upgrading the defenses to ensure that air strikes fail to do harm–only ground-based attacks can do real damage. It’s the perfect place for a rogue Sith Lord to make his stand.

Lord Grathan has been reinforcing his territory and adding sublevels to his manor for years, suggesting that his plan to declare himself the thirteenth Dark Council member has been in progress longer than many assume. Any number of traps and treasures may exist deep underground, guarded by Grathan’s personal guards and automated war droids.

The Green Jedi Enclave has been the Empire’s top target since invading Corellia, but initial attempts to destroy it failed utterly. The enclave’s inhabitants appear to have learned from what happened to the Jedi Temple on Coruscant and taken steps to avoid a similar fate. Powerful shields fueled by internal reactors protected the structure from the first assault, giving the Jedi time to erect offensive cannons.

An Imperial warship sent to attack the structure was shot to pieces over the sector, and although a large chunk of the vessel crashed into the enclave, it did not inflict heavy casualties or substantially weaken the structure. The Green Jedi Enclave remains a dark blot on the Empire’s otherwise nearly flawless invasion.


Pressed by the Sith Empire during the war, the Republic Senate sank its meager resources into ever-more desperate measures to end the conflict. One of the resulting projects was Hammer Station, a prototype mobile facility built around a combined tractor beam and massive gravity cannon. The tractor beam captured nearby asteroids, and the cannon launched the asteroids at near-relativistic speeds at a chosen target. No shield could handle that magnitude of kinetic energy. When positioned over a planet, Hammer Station was capable of devastating entire cities in a single shot.

However, Hammer Station’s attacks could not be tempered. The asteroids caused planet-wide dust clouds and groundquakes, rendering entire worlds nearly uninhabitable. After seeing the destruction, the Republic Senate could not authorize its use, even against the Empire, and ordered the project scrapped. The Hammer Station project files were classified and later destroyed in a Senate tower bombing after the Treaty of Coruscant was signed.


To protect their thriving industrial world, the Balmorran government commissioned a series of tightly sealed underground vaults for storage of the toxic waste produced by the planet’s many factories. One of these, Hazard Vault 305, was built into a pre-existing cave to collect the waste from the Balmorran Arms Factory; the Balmorran government did not suspect that the cave had been used by the Sith Lord Tulak Hord to hide one of his artifacts.

During the Imperial invasion of Balmorra, missile barrages damaged the hazard vault, causing its contents to leak and providing a way inside for anyone capable of surviving the deadly waste.


The High Security Section of Belsavis prison contains cell blocks along with the medical, scientific and engineering centers for the facility. Necessities ranging from fresh water to electricity are produced here, and the science and medical teams work to better contain and better subdue the prison’s more unusual residents.

The cell blocks in the High Security Section are designed to hold small communities of nonhuman prisoners with similar cultural or physiological needs. Although many species can and do survive among near-humans, official policy states that prisoners kept in species-tailored conditions (with select food, atmospheric mixtures, and so on) are often more tranquil.

The High Security Section has a dark reputation among Belsavis’s inmates. Prisoners sent to the medical centers often don’t return, the rumors say, and the Republic’s scientists experiment with dangerous technologies drawn from Belsavis’s ancient vaults. Whether any of these rumors are true, even the guards can’t say; information, like everything else on Belsavis, is tightly restricted.

Initially home to Ortolan settlers, the Highmount Ridge sector is now contested territory where both Republic and Imperial military units contend with the White Maw pirate army. These deadly cutthroats have seized control of an extensive geothermal plant, giving them a well-defended staging area from which to conduct their assaults.

Fierce battles rage on the ridge’s open areas, making the sector especially dangerous for travel. White Maw ambushes are common, but Republic and Imperial forces are managing to hold their own and establish footholds in the territory. Whether or not they can keep these positions is another matter.


Outside the settled and industrialized sectors of Hutta are the swamps–land occupied only by the desperate and foolhardy. Mutated animal life and crazed bog people are a threat to all ground transport; the Hutts normally travel by air, leaving their humanoid servants to move by foot or landspeeder. Swampland covers nearly half of Hutta’s surface, uninhabitable by galactic standard due to the level of pollutants in the water and air.

This wasn’t always the case–before the Hutts migrated to the planet, most of what is now swampland was jungle and ocean. Over centuries of intentional planetary engineering and simple neglect, however, the jungles died and the oceans were drained and chemically converted.

When the Empire’s forces scouted Hoth for a landing site, both Imperial and Chiss tacticians agreed that the Icefall Plains sector was the best location for a military staging ground. The easy but defensible access to White Maw pirate territory rendered it ideal for both offensive sorties and a defensive fallback. More importantly, once the Republic committed to Hoth and the salvage operation in the starship graveyard, it would become the perfect place from which to launch assaults and drag out the conflict forever.

Dorn Base, the heavily defended main Imperial complex, is protected by powerful shield generators and turrets. A series of smaller forward bases stand ready to alert commanders of any impending assault. Nonetheless, Republic commandos have made extensive inroads into the sector and now threaten to isolate the Icefall Plains from resupply and reinforcements. 


When the Empire arrived on Quesh, its tacticians believed one swift strike would devastate the sparsely populated world. Instead, the Imperial forces managed to capture only a few mines and one processing station before they found themselves pushed back by the Republic. The captured processing station and its warehouses were soon converted into a garrison which remains the Empire’s base of operations on Quesh today.

The headquarters of Moff Dracen and his commanders was once a storage warehouse for the processing station’s chemicals. It has been thoroughly cleaned and furnished to the standards demanded by Imperial officers, though the lingering smell has never been fully removed.

Before the Emperor’s apparent demise, the Empire’s greatest non-Force-sensitive combatants were selected for the Imperial Guard to serve and defend the Emperor himself. But being selected and developing into a guardsman were two different matters entirely. The Emperor chose worlds strong in the dark side for his academies–locations where his influence was strongest, where he could form a bond with his would-be guardsmen.

In these academies, the candidates would undergo a relentless, merciless training regimen that included regularly scheduled battles to the death. Regardless of what kind of person entered an Imperial Guard academy, if they survived they would emerge as a honed-to-perfection killing machine molded to the Emperor’s will.


Republic intelligence operatives traced a coded Imperial transmission to a hidden outpost on Ord Mantell. It appears the Empire has been operating this spy base for years, taking advantage of the planet’s civil war to mask its presence. The listening post is buried underneath a small islet a short distance from Fort Garnik, virtually on the Republic’s doorstep.

SIS tacticians are now re-evaluating military strategy on Ord Mantell in light of this discovery. If the Empire has been observing Republic troop movements in the area, there’s no telling what they may have told the Mantellian separatists.

Corellia’s economy is built on free trade, and the major corporate entities established on the planet post trillions of credits in profits each year. The business transactions occurring on Corellia affect every other corner of the galaxy–including the Empire. In retrospect, Imperial invasion of Corellia was not merely inevitable–it was a necessary step toward the Republic’s defeat.

The largest and most prosperous business entities occupy a series of massive towers nicknamed the “Incorporation Islands.” Most of the sector is wholly owned and controlled by different galaxy-spanning enterprises, and many have responded with hostility to the Imperial takeover. Some of the fiercest fighting on Corellia has been against highly-paid corporate security forces and their armies of droids.


Although the Jedi Temple was destroyed by the Empire during the Sacking of Coruscant, its ruins still speak of its former glory. After the temple was bombed in the initial attack, the upper floors were deliberately collapsed on Darth Malgus’s orders. The Jedi Temple’s tower, once a Coruscant landmark, broke free during the bombing and fell to the city’s lower levels.

The old Jedi Council chamber is the only room left largely intact, but it is still considered dangerous and prone to collapse. The temple ruins have continued to see strife even after the Sacking of Coruscant. They were the site of a duel between Darth Malgus and the Jedi empath Aryn Leneer before Imperial forces were withdrawn from the planet. Exceptionally brave and lucky looters have also disturbed the ruins, hunting–and often finding–valuable Jedi artifacts.

Since the destruction of the original temple during the Sacking of Coruscant, the Jedi Temple on Tython has become the spiritual home and sanctuary of the Jedi Order. Housing meditation rooms, lecture theaters and the Jedi Archives, the temple’s architecture was deliberately changed from the original on Coruscant, in line with the Jedi philosophy of non-attachment. The new design is intended to echo the style of Alderaan’s famous castles and to evoke the Jedi virtues of humility, serenity and patience.

Construction began a year after the Jedi made a permanent settlement on Tython and took three years to complete using local Tythonian stone and timber. The temple’s site, built upon the ruins of a much older temple, was chosen by the Jedi Council after a week of fasting and meditation. While the temple’s formidable technological defenses are concealed and integrated into the architecture, it’s the presence of the Council and the Jedi who train there who truly ensure its safety from invaders.


Hutts are notoriously territorial creatures, and their settlements reflect this. Enormous urban centers inhabited by thousands of Hutts are few on Hutta; instead, the planet’s industrial towns are scattered across the globe, ruled like city-states by whichever Hutt rises to the top. Jiguuna is one such industrial town, serving as an operational hub for nearby factories, mines and processing centers. Booming and influential two centuries ago, Jiguuna fell into anarchy when its founder, Bakuush the Hutt, died in a mechanical accident.

Afterward, Jiguuna’s population of humanoid enforcers, workers and slaves fought for scraps under a succession of would-be ganglords. Eventually, a Hutt called Nem’ro eliminated his competitors and declared himself Jiguuna’s new ruler. Since then, Jiguuna has been on an upswing, facilitating the distribution of shvash gas, spice and weapons. Competition with neighboring Hutts has brought gang warfare back to town, but business goes on, and Nem’ro controls the locals with bribes and brute force.

Stretches of sand pockmarked by canyons and rocky outcroppings, the Jundland Wastes mark the border between the great Dune Sea and the spaceports of Anchorhead and Mos Ila. Home to a scattered few outposts and moisture farms along with Sand People, wild beasts and the kind of criminal scum unwelcome even in Tatooine’s most disreputable settlements, the intense heat is far from the only danger.

Jundland’s cliffs are festooned with cave systems extending kilometers below ground, but mechanical problems related to the pervasive heat and sand mean they have never been properly mapped. Every once in a while, a brave individual builds a permanent shelter inside one of these caves. There’s rarely anything left after a month, thanks to the predators of Jundland.


The Kaamos Territory is the ancestral homeland of House Thul, one of the major houses of Alderaan and a contender for the throne. After Thul returned from exile with its Imperial allies, the nobles set about rebuilding on the grounds of the ancient Thul palace–abandoned long ago but not entirely destroyed, ready to be returned to glory.

Thul’s grip on the territory is still tenuous, as the house faces incursions from both the native Killiks and enemy houses. The Lerantha Dam is also located in the Kaamos Territory–a long-standing landmark and generator plant built at the edge of the Lerantha Lake. Currently, House Ulgo controls the dam, threatening the edges of House Thul’s territory.

The capital city of the Imperial homeworld of Dromund Kaas is one part massive skyscrapers and one part impenetrable fortress. It is host to the Citadel, where the Sith of the Dark Council (and those who aspire to the Dark Council) lord over their followers, and the headquarters of the Imperial military and Imperial Intelligence.

Kaas City was founded by the first Sith to arrive on Dromund Kaas, who saw the gorges and ravines of the jungle world as the perfect place to build their eternal sanctuary. Over the following centuries, its population grew into the millions–proud Imperials working toward the glory of the Sith and slaves submitting to Imperial will. Kaas City is also where the Emperor is believed to make his home, keeping a watchful eye on his Empire.


Named after an old Twi’lek word for “beginning,” Kalikori village is a settlement in the Tythonian hills, founded by a group of Twi’lek Pilgrims fleeing persecution. The Pilgrims asked the Republic for permission to settle on Tython but were refused; defying the ruling, the Pilgrims founded a small camp that gradually grew into Kalikori village. The village Matriarch’s home is built on the site of the original landing. Kalikori is technically an illegal settlement, without protection under Republic law.

As the village grew, boasting fertile fields and its own irrigation system, the Twi’lek Pilgrims realized they were expanding into Flesh Raider territory and have been fighting off the creatures ever since without outside help. Despite the anger of the villagers at the Jedi who have “abandoned” them, many Padawans travel to Kalikori village to seek the Matriarch’s blessing or to learn about the Pilgrims’ teachings.

Thousands of years ago, before the noble houses had united to form the Alderaanian parliament, the warring families gathered for a decisive battle at the ravine now known as King’s Pass. Before the fighting could commence, Darrus Alde, the head of House Alde, parleyed with the other noble families and convinced them to abandon their centuries-old rivalries.

His decisive leadership ended generations of strife and led to the construction of the Elysium, where Darrus was elected and anointed as the first king of Alderaan. In recent years, the native Killiks have repopulated the area, provoking increasingly violent skirmishes with the neighboring Alderaanians. The ravine’s strategic location has also made it a hotbed of violence between the major noble houses as they struggle for control.


Corellian-manufactured high-tech goods–particularly starships and starship parts–are considered some of the finest in the galaxy. The planet’s Labor Valley sector is home to dozens of interconnected industrial factories producing everything from raw durasteel to hyperdrives and thermal detonators. Millions of middle-class Corellians found their livelihoods in Labor Valley before war devastated the area.

Republic and Imperial forces are battling for control of key factories and destroying anything they can’t hold for themselves. Vital plants lay in ruins and a massive fire rages out of control at a major fuel refinery. What was once an industrial paradise has become an apocalyptic inferno. Corellia’s citizens can only look on in horror as everything they’ve built is methodically obliterated.

Deep in Tatooine’s most desolate reaches, where neither travelers nor hunters dare to go, lies a natural site of incredible beauty and serenity. The Lightspring is a huge underground cavern containing a massive pool of water lit from beneath by a strange glow, casting rippling shadows and reflections on the walls.

It’s considered a holy site by the native Sand People, never to be disturbed or contaminated. Now, the sanctity of the Lightspring has been desecrated by the crime lord Diago Hixan, who has claimed it as the seat of his criminal empire. He’s filled the cavern with his vain collection of trinkets and baubles, turning the once-pristine landmark into his personal junkyard.


Factories and corporate offices cover much of Nar Shaddaa’s surface, and the Lower Industrial Sector houses some of the oldest industrial facilities and warehouses still in use–some dating back hundreds of years to the Evocii’s construction of the city. But layers of rust haven’t prevented new tenants from making use of these resources. The Empire operates a series of front corporations out of Nar Shaddaa, concentrated in the lower levels.

These companies are used to provide experimental weaponry and technologies to the Empire at a discount rate, facilitate the slave trade that fuels Imperial labor across the galaxy, and serve as a clearinghouse for cargo, credits and individuals being moved through non-Imperial space. The Hutt Cartel also maintains an interest in the sector –buildings not leased to the Empire store spice, adrenals and implants. The warehouses are heavily guarded, and some are rumored to hide the special projects of individual Hutts from their rivals.

Located along the Relgim Run, the vast Maelstrom Nebula has hampered navigators and explorers for centuries; the nebula’s unpredictable electromagnetic radiation means the safe routes through the Maelstrom change every few minutes. When the Empire came into possession of an ancient Gree computer capable of calculating safe passage through the Maelstrom, however, Imperial strategists decided the nebula would be the perfect location to house high-risk prisoners.

The Maelstrom Prison is a massive space station that uses both modern and ancient methods of containment. Intelligence recovered by the Republic SIS suggests some chambers were built according to specifications provided by the Emperor himself. The exact number of prisoners held is unknown, but tentative projections put the number at less than thirty; this, in turn, suggests that freeing any of the inmates would be a significant blow to the Empire.


Mannett Point was originally founded by Ord Mantellian pirates as an underground vault for their ill-gotten gains. As their criminal haven became respectable, the pirates were eventually replaced by “businessmen” who converted the subterranean warehouses into a freight shipping center. Goods that landed at Fort Garnik were sorted at Mannett Point and then distributed across Ord Mantell. After the establishment of Fort Garnik, the Republic military continued using Mannett Point to store munitions and war materiel.

This would prove to be a fatal mistake. Separatists staged a daring midnight raid that destroyed the bridge between Mannett Point and Fort Garnik, cutting off reinforcements. Separatist commandos swarmed Mannett Point under cover of darkness, using the chaos from the bridge’s destruction to infiltrate the warehouses. The separatists quickly slaughtered the Republic defenders to a man. By dawn, Mannett Point was a separatist stronghold–giving the Republic’s enemy a major storehouse of weapons and supplies to continue besieging Fort Garnik.

The Maximum Security Section hosts prisoners too dangerous, too uncooperative or too unusual to be permitted to gather in any number. Many Maximum Security inmates are kept in near-permanent solitary confinement, and the Maximum Security cells are customized for each occupant so that shapechangers, cyborgs, Force-sensitives and other powerful beings can be effectively restrained.

The Maximum Security Section also contains the entrance to the deep levels of the prison–known as “the Tomb”–built by ancient aliens who used Belsavis as their own prison long ago. The Republic has explored only portions of the deep prison, studying the primeval droids that patrol the old, sealed cells. Nowadays, the ancient droids have grown used to the Republic, willingly accepting modern prisoners transferred into their care and depositing them in vaults far below the surface.


After the bombardment of Manaan’s surface cities and structures by the Empire, the Selkath became deeply untrusting of offworlders and once again withdrew to the depths, from which it was believed they would never return. But with the demand for Manaan’s healing fluid kolto at an all-time high, it would only be a matter of time before outside influences would attempt to reestablish contact. A diplomat from the ocean world Dac, Advocate Mahreen, spent several years convincing a delegation from the Selkath’s protective Order of Shasa to even meet with her.

Over time, and with Republic pressure mounting, Mahreen was able to coax the order into converting one of the few existing surface platforms into the Mercantile Plaza. There, the Selkath could provide kolto in exchange for much-desired goods from across the galaxy. The denizens of Manaan found the plaza to be successful enough that, despite protests from the Republic, a trade relationship was soon reestablished with the Empire, thus clinching the planet’s status once more as a strategic imperative.

By the standards of any other prison, Belsavis’s Minimum Security Section would be considered escape-proof–a tightly controlled, heavily monitored maze of cell blocks, guard towers and work yards. By Belsavis standards, the Minimum Security Section is just what the name implies–the absolute minimum level of security acceptable for holding the worst criminals in the galaxy. The inmates in the Minimum Security Section consist mainly of murderers, pirates, gangsters and other violent criminals who possess a humanoid physiology and a willingness to communicate (if not cooperate) with prison authorities.

Prisoners who require specialized holding facilities are shipped to higher-security areas, but here, inmates are permitted to gather and to work, albeit under strict supervision. When the Empire inserted its forces onto the planet, it converted the remains of a camp used by early Republic explorers into a fortified lodgment. From there, Imperial forces have made surgical strikes to breach cell blocks and obliterate dividing walls. The Republic has since pulled many of the Belsavis guards and their families to relative safety in the prison’s security and administrative centers.


Before the Empire converted the city into a garrison, Mos Ila was a settlement largely overrun by Exchange outlaws and smugglers. The local farmers and traders who made up the bulk of the population were at the mercy of the crime syndicate, which found Tatooine to be a perfect base of operations.

When Imperial troops landed unannounced and swept all opposition out of the city, the residents reacted with mixed emotion–glad to see the Exchange gone, less certain of their new Imperial masters. This is not the first time Mos Ila’s local authority has been deposed.

The settlement was originally built as a trading post with the assistance of local Jawas and was governed by a Jawa council. The non-Jawa population had no problem with this arrangement, despite the unpredictability of the Jawa-built machines; rather, it was the arrival of the Exchange that forced the Jawas out and soured outsider-Jawa relations in the region.

During a protracted period of economic depression two hundred years ago, the Corellian government commissioned a morale-building museum to celebrate the planet’s greatest technological and industrial achievements. Twenty years and hundreds of millions of credits later, the Museum of Corellian Industry finally opened to tepid public response.

When Republic forces regrouped in Axial Park, they quickly secured this remote and mostly-abandoned museum as a staging area. Darth Thanaton, sensing opportunity, personally eradicated the Republic forces occupying the sturdily built structure. Rather than reporting this victory to Imperial leaders, he instead made the museum his own private bunker.


Whereas the Republic Foundation Museum in the Government District is considered a scholarly resource of priceless antiquities, Axial Park’s Museum Republica was designed with tourists in mind. Combining the refined presentation of more traditional museums with display exhibits best described as carnival-like, the Museum Republica tries to offer something for everyone.

Before the Imperial Guard raided the museum and transformed it into a base of operations, the museum displayed many items of disputed provenance: a cybernetic lower jaw allegedly belonging to Darth Malak, a pair of boots worn by the fabled Jedi Cay Qel-Droma and a deactivated G0-T0 infrastructure planning droid said to have been recovered from the Malachor Five asteroid field.

The palace of Nem’ro the Hutt is half-fortress, half-monument-to-hedonism. Anyone who does business in Jiguuna is expected to come to the palace and pay his or her dues, but Nem’ro himself stays hidden behind multiple layers of security; most visitors are lucky to speak to one of his lieutenants. Still, a visit to the palace has its privileges.

In addition to the fully stocked cantina and the right to socialize with traveling traders, pirates and businesspeople from across the galaxy, the pleasures of the fighting pit and the private suites await those of a particular temperament. Murder and theft aren’t unknown in the palace, either–but acts performed without Nem’ro’s blessing can have gruesome repercussions.


As the technological heart of the galaxy, Nar Shaddaa is home to Network Access, a vital HoloNet hub that governs all HoloNet operations on Nar Shaddaa and much of Hutt Space. Billions of transactions and communications are processed each second by Network Access computer systems, ensuring the proper functioning of communications throughout the sector. Boasting the galaxy’s most state-of-the-art security protocols, Network Access is the ultimate challenge for enterprising slicers.

The wealthy and powerful pay good money for information pirates to break into Network Access and recover data, redirect communications or simply “tweak” the truth. As one of the most heavily guarded places on Nar Shaddaa, anyone who manages to infiltrate Network Access’s inner workings earns the status of legend.


Said by Voss and outsiders alike to cause insanity in those foolish enough to venture there, the Nightmare Lands are a dangerous region far from Voss-Ka, overgrown with twisted forests. The weather there is unpredictable, and strange sounds and lights have been reported by distant observers. No one knows what caused the corruption of these lands, but many Jedi and Sith claim to sense a powerful dark presence within.

Despite the dangers–and numerous warnings from the Voss–some outsiders still brave the Nightmare Lands to loot the ruins or investigate secrets. A few daring Mystics have also made pilgrimages there in an attempt to heal whatever plagues the land. Most of these explorers are simply never seen again; the rest are left to wander the forests, broken and mad. The Nightmare Lands are a blight on Voss; unfortunately, they are a blight nobody seems able to cure.


Nar Shaddaa has ever been an attractive world for Nikto enforcers seeking employment with the Hutt Cartel. The Nikto Sector, as it is now known, began as a place where Nikto warriors came to attract the attention of prospective employers, but the sector was formally bequeathed to the Nikto Horoth Gendi by his Hutt master when he saved the Hutt’s life and business in an act of quick-thinking bloodshed.

Horoth Gendi used the opportunity to found his own gang and free himself from servitude to higher powers. Since that time, the Nikto Sector has fallen under the control of a succession of Nikto gangs seeking a bigger piece of Nar Shaddaa’s underworld business–the latest of these gangs being the formidable Kintan Kings.

Another victim of the Empire’s many acts of sabotage during its initial invasion, the Okara Droid factory was one of the most productive droid manufacturers on Balmorra. Imperial technicians uploaded a virus into the automated factory’s system, turning its military droids against the Balmorran population. But the virus was too successful–the droids fully secured the factory and continued production, forcing the Empire to take it back through military action.

Now, after several hard-fought battles, Imperial soldiers have moved into the factory and established a base of operations there. Technicians are hard at work reversing the damage they caused, and hope to resume production of military droids to supplement the occupation force.


Twenty years ago, the old Galactic Market was a bustling center of commerce where the goods and wealth of the galaxy flowed freely. Since the Treaty of Coruscant, however, the market has become a shadow of its former self. The old Galactic Market was the site of extraordinary scenes after the war. Thousands of homes in the lower reaches of Coruscant–most belonging to poor families–were destroyed during the Imperial invasion.

The homeless families squatted in the marketplace; when ordered to leave by Republic military forces, the squatters rioted in protest. The market has never been truly safe since, and the criminal Migrant Merchants’ Guild has gradually established its own control over the area. While careful and well-armed visitors can still find useful technology or rare weapons there, most are advised to stay away.

In contrast to the working-class origins of Talloran village, Oradam was a beachfront paradise for wealthy trader-barons and their families. These men and women spent their profits constructing elaborate homes and relaxing by the sea. Their freely flowing credits attracted numerous merchants and artisans to Oradam, many of whom remained long after their wealthy patrons fled.

Oradam is the last uncontested Republic village on the island of Avilatan, partially because it holds very little strategic significance. Its importance to the separatists is mostly symbolic. Republic strategists theorize that if the encroaching separatists were to successfully invade Oradam, the enemy would most likely burn the village to the ground as a way of spiting the corrupt upper class.


Of all the wretched and lawless regions that dot the sun-bleached surface of Tatooine, there’s one forsaken strip of desert that even the most hardened wanderers avoid: the Outlaw’s Den. A ghost town whose sad history consists only of conquest, desperation and despair.

Dozens of gangs, pirate crews and even native raiders have claimed the blighted region over the years, but never for long as the place seems to attract the criminal element like a lure. Some say the land is cursed, others say it’s the ghosts of the murdered settlers who drive trespassers to violence, all that’s really known is that no one is ever truly safe in the Outlaw’s Den.

Named for the old Traken-4 ChemWorks, Outpost Traken-4 is now held by the Balmorran resistance. The ChemWorks were destroyed in the Imperial bombardment of Balmorra, and the entire area surrounding the outpost is covered in pools of deadly chemical waste. The toxic pools have been a boon to resistance defenders at the outpost–the choke points leading around the pools are well defended, making a large-scale assault impossible. Resistance fighters stationed at the outpost must rotate to other locations on Balmorra frequently, however: the long-term effects of exposure to the chemical waste are unknown.


Built into one of the craters created by the Imperial bombardment, Outpost Victory began as a small outpost of resistance fighters. Over the years, however, it has grown into one of the resistance’s major outposts, guarded by enormous anti-aircraft guns and shields to defend against orbital strikes. Imperial prisoners captured by the resistance are often held in Outpost Victory, and lately there have been unconfirmed rumors of a Republic presence at the outpost.

To maintain citizen equality, nearly all menial labor is handled by a droid workforce. Zakuulans rely on it for medical care, construction, law enforcement, and more. Droids provide elderly companionship and safe childcare, and they cook, clean, run errands, and keep the Spire in order. Without droids, the city's comfort and happiness would vanish.

Overwatch is the hub through which all droid labor functions. This command center issues orders to its workers and keeps every droid running smoothly. To reduce human error as much as possible, only those with highest clearance, including the Emperor, are permitted to enter. Automated life-form detection and a patrol of Skytroopers ensure that no one without permission can enter.


Originally an Azalus-class Hutt dreadnought, “Port Nowhere” was transformed into a mobile space station catering to less-than-legitimate business. It rapidly became a favorite destination for smugglers, black market merchants and other outlaws. Of all the galaxy’s seedy spaceports, only Port Nowhere offered true freedom. For years, Port Nowhere traveled between Hutt Space, the Outer Rim and the Core Worlds.

It stopped in neutral sectors and broadcasted its coordinates on coded HoloNet frequencies. Criminals converged on the station and conducted business before it jumped back to hyperspace, always remaining one step ahead of the law. Recently, however, Port Nowhere suffered a major hyperdrive malfunction that left it stranded. When or whether the station shall resume its former mobility remains a mystery.

Originally intended to be the Empire’s base of venom research on Quesh, a variety of setbacks and concerted attacks by the Republic hampered the Empire’s scientific studies at this outpost. Hutt Cartel forces have since been stationed here at the Empire’s request, guarding the scientists and using the outpost as a staging point and repair center for their battle droids.

Although the Empire’s research is now considered safe from the Republic, the strong cartel presence has made some of the Imperial scientists uneasy. The cartel has repeatedly offered to help the Empire with its study of Quesh venom, but Imperial commanders are concerned that the outpost half-belongs to the cartel already. 


As the Republic’s main source of processed Quesh venom, the Quesh Venom Refinery is one of the most secure locations on the planet. Cut by droids from a ravine created by the Quake thousands of years ago, the stone quarried was used to build the high walls around the refinery. The main courtyard is under constant guard, and access is restricted to dignitaries and scientific experts.

This refinery is actually the second that the Republic built on Quesh. The first was destroyed when contaminants polluted the refining process, causing the processed Quesh venom to eat through the vats and then the lower refinery floor. The high walls around the current refinery are not only for defensive purposes, but to contain any future accidents or acts of sabotage. 

In the hearts and minds of many of its residents, Raider’s Cove isn’t some cobbled-together beach town–it’s their safe haven. The same relative lawlessness that allows unsavory types to steal and fight with abandon also gives those who don’t wish to live under the rule of galactic authorities a suitable home. And it’s not as though Raider’s Cove is a hotbed of anarchy: the town’s founding pirate crew, the Nova Blades, routinely contend with residents and visitors who become too much of a nuisance.

The first phase of Raider’s Cove, now a bustling port, was built using only what the stranded Nova Blades had available from their crashed ship, plus whatever natural resources they could plunder from the local Rishii. As more pirates arrived on Rishi and the local economy began to flourish, relatively polished structures were constructed along the black-sand shores and Raider’s Cove became a vacation destination for adventure and trouble seekers everywhere–a true resort for the wicked.


The Balmorran Arms corporation has been one of Balmorra’s largest and most influential manufacturers of weapons, military equipment and droids for over a century. Its products cemented Balmorra’s reputation as a producer of high-quality technology, and shortly before the Imperial invasion, the company built a new factory headquarters–at the time, declared the most state-of-the-art arms production and research facility in the galaxy.

When the Empire invaded, however, the Balmorran Arms Factory found a different purpose. The compound’s massive walls and production facilities became the core of the Balmorran resistance effort, giving Republic troops and Balmorran soldiers an impenetrable fortress with a nearly endless supply of resources and weaponry. In the years since, the factory has been under constant siege, but has never fallen.

Rumor has it that the resistance has even taken advantage of the factory’s research facilities, developing devastating new technology to drive the Empire off Balmorra.

As part of its efforts to rebuild and restore ruined Taris, the Republic has set up a reclamation base that acts as the headquarters and point of arrival for all who come to help with the reconstruction effort. The base was first established shortly after the Treaty of Coruscant, when it became clear that the Republic needed to shore up morale and show it could still stand strong. The Taris reclamation effort has become symbolic of the Republic’s will to restore life where the Empire brings only destruction.


For this year’s proven, high-quality implants and neuro-stim technology, visitors to Nar Shaddaa go to the Promenade. For next year’s innovations, they go to the Red Light Sector. The bodily enhancements available in the Red Light Sector are almost uniformly illegal, untested, highly dangerous or all three. Athletes looking for an undetectable edge, opportunistic gang members and adrenaline junkies alike all come in search of the new and death-defying.

Some of the technologies sold in the Red Light shops eventually make it to market in legitimate form, while others become staples of the high-risk, high-reward underground implant scene. Alongside the surgical and bioenhancement shops, other shady businesses preying on sentient appetites tend to bloom.

In particular, slavers and spice dealers often offer products here, taking advantage of Red Light Sector customers’ wealth, desperation or moral flexibility, as appropriate.

One of the largest archival resources on Corellia is the Republic Foundation Museum, a monument to the multi-millennial history of the Empire’s greatest enemy. Priceless antiquities and invaluable records rest within the museum’s vault-like walls, protected by high-security energy shields–now augmented to withstand Imperial bombardments.

Morale is high among the rebel forces clustered inside, despite a life under siege; many of the soldiers and Jedi find the surroundings inspirational. Once the Empire has crushed all resistance on Corellia, its first order of business will be to storm the Republic Foundation Museum and remove all of its wonders. Moff Tarandon has proposed that the museum be converted to a celebration of Imperial culture, while Diplomatic Service officials hope the museum can be used to teach Republic history from a more honest perspective.

Other proposals include setting fire to the museum’s contents in a public square and broadcasting the destruction across the Empire.


The Republic’s center of operations on Quesh was established roughly ten years ago. Initially housing civilian miners, medical professionals and scientists, these workers gradually moved on to smaller camps elsewhere. When the Empire attacked Quesh, the old miners’ quarters were quickly converted into a barracks and the entire site was turned over to the Republic military.

Many newly arrived soldiers remark upon the Operational Headquarters’ light defenses, especially considering the high-level personnel stationed there. In fact, the headquarters’ best protection is the large Quesh venom pipelines nearby. In a dire emergency, the pipelines can be vented, causing a massive biohazard to slow any aggressors while personnel are evacuated.

After the Treaty of Coruscant, the Republic set out to rebuild the demolished planet Taris and forge a symbol of renewed strength. As the operation grew, the Olaris Reclamation Base rose from the ashes and Republic forces tamed the surrounding jungle. But progress stalled after repeated setbacks in Taris’s hostile wilds. It wasn’t until the arrival of Governor Saresh that Republic reconstruction finally took hold.

Through sheer will and ambition, Saresh turned the reclamation around and established the Republic Resettlement Zone. As the heart of the reconstruction, this zone houses the tens of thousands of machines, administrators and soldiers that make the reclamation possible. Although Governor Saresh has since relinquished her post on Taris, the Republic Resettlement Zone still stands as a haven for the Republic and a sign of the rebirth to come.


Outsiders in Sith society, followers of the philosophies of the mysterious Darth Revan meet in a hidden enclave in the jungles of Dromund Kaas, submitting any who want to join them to rigorous tests to establish their loyalty and sincerity. Originally, the Revanites met in Kaas City to study Revan’s teachings, but as suspicions arose about the Revanites’ loyalties to the Emperor and the Dark Council, they were forced to conceal their activities.

At first, they took shelter in the compound of a prominent Sith Lord, but when that Sith was assassinated (presumably for supporting the Revanites), they were forced to relocate their sacred texts and relics and build their sanctuary in the jungle. Revanites inside the Imperial military and the Sith have kept the compound from appearing on most scans of the area. Explorers who stumble upon the compound are rarely heard from again.

Species-wide, the Rishii appreciate community. Many, however, also exhibit an affinity for transience. Because of this, Rishii villages are designed to offer lodging and social activities in a tribal setting for as long as any family or individual Rishii wishes to remain. No one owns property but rather claims it for a time of their choosing.

Rishii villages are commonly set upon high elevation near the sea, allowing the Rishii to easily spot prey in the waters below while severely restricting the pathways of would-be predators. Their huts are typically built from bark, roots, branches and cereal stalks. They are far more durable than appears at first glance, as each hut is constructed with its specific location in mind to best withstand local atmospheric patterns and phenomena.

A more recent addition to their villages are wooden bridges, which have been added for the convenience of non-Rishii guests.


Crumbling walls and rubble are all that remain of the fortified city of Kaleth. Carvings at Kaleth suggest the site has been inhabited and abandoned more than once over the millennia–but always by Force users. This has given rise to dozens of theories about Kaleth from scholars at the Jedi Temple, not to mention interest from archaeologists seeking artifacts of the ancient Jedi.

Unfortunately, exploration of Kaleth is hampered by ancient hostile droids that still roam the ruins. The presence of these droids, the discovery of surviving computers and reports of strange lights at night prove Kaleth still has sections with functioning power despite being abandoned for centuries. Because of this, some members of the first expedition to Tython recommended restoring Kaleth and making it the new settlement of the Jedi Order.

The Jedi Council decided against this, however, preferring to study Kaleth and its history from a distance.

The Rust Yards, according to common wisdom, are where old industrial facilities go to die. Over the decades, many factories have been constructed, operated and run into the ground here–only to be rebuilt and repurposed. Ore refineries become droid recycling plants when the ore supply runs dry; weapons assembly lines become toxic chemical storage bays when the arms dealing business is slow.

Nem’ro the Hutt has traditionally controlled the businesses in the Rust Yards–never by official contract, but by virtue of having the largest armed force in the area and by coaxing plant foremen into cooperating. Recent brutal attacks have shifted control of the Rust Yards to Nem’ro’s rival, Fa’athra, who keeps the area locked down with his own mercenaries and security droids. The local workforce has little choice but to cooperate.


The thin sliver of beach colloquially referred to as “Savrip Island” derives its name from the hulking brutish creatures infesting it. For whatever reason, the savrips inhabiting the islet rarely stray from its borders–but on the other hand, they do not appreciate uninvited guests. Beachcombers have disappeared in this deadly region for decades.

Local legends tell of a clever crime lord named “Frang the Toothless” who negotiated a deal with the savrips. In return for Frang being allowed to dump his enemies on Savrip Island, the gangster promised to provide the natives with a steady food supply. It is said both sides benefited tremendously from this arrangement.

The prison world of Belsavis remains in turmoil. Though the Republic has managed to gain tentative control over much of the main prison complex, agents of the Empire have succeeded in freeing many of their captured comrades and continue to recruit new forces from among the prisoner population to bolster their armies.

In the midst of this continued chaos, a previously-untouched area of the prisons known as Section X has come under brutal assault by minions of the Dread Masters, a cadre of incredibly powerful Sith who have abandoned the Empire to pursue their own mysterious goals.

Having experienced the chaos unleashed by the Dread Masters elsewhere, neither faction is interested in waiting to see what they might do with something dug up from the ancient Rakata prison….


No visitor to Coruscant can fail to be awed by the majestic Senate tower. Built to house the thousands-strong Galactic Senate, it is also home to the offices of the Supreme Chancellor, numerous embassies and the headquarters of Republic Special Forces. The interior of the Senate tower is open to the public, though Coruscant Security and the Republic military patrol the corridors.

While it survived the Sacking of Coruscant, the Senate tower was later damaged when a number of Senators, supporters of the Treaty of Coruscant, were targeted by a bomb. Entrance to the Senate tower is via the Avenue of the Core Founders, a famous concourse flanked by the statues of the Core Founders themselves. Inside, visitors to the Senate tower are encouraged to enjoy the guided tours or peruse the holographic statues of famous Senators.

The separatist command center closest to Fort Garnik was originally thought to be Mannett Point, but Republic intelligence operatives recently discovered that the main separatist force occupies the island’s still-active volcano. This position gives the separatists multiple access points to the island’s settlements, as well as a predator’s eye view of Fort Garnik itself. Sources indicate the volcano base originally belonged to a notorious gangster known only as “the Corellian” who disappeared in the civil war’s early years.

Whether the Corellian joined the separatists or gave them his volcano base under duress is anyone’s guess. Regardless, taking out the separatist stronghold has proven almost impossible. Any attack on foot exposes the invading force to withering counterattacks and heavy casualties, but artillery strikes on the volcano risk flooding the entire island with lava.


At first glance, Shadow Town resembles an ordinary Nar Shaddaa slum. Its population makes it unique. Rather than housing underworld gangs or powerful Hutts, Shadow Town is home to imprisoned individuals who were once useful to the Empire and who may be useful still–scientists, assassins and genetic experiments too valuable to kill and too dangerous to release.

Cranial implants designed to explode upon leaving Shadow Town’s borders are implanted in prisoners’ heads. Secondary prisons manned by Imperial personnel store prisoners who must be kept docile. Many residents of Shadow Town make the best of their early, forced retirement, cooperating with Imperial authorities and living relatively “ordinary” lives… but nearly all would flee, given an opportunity.

The Empire pays the Hutt Cartel a considerable sum to keep Shadow Town running. For the Hutts, the risk of keeping prisoners even the Empire doesn’t want inside its borders is offset by the considerable rewards.

While many visitors to Voss seek guidance from the Mystic visionaries, a few desperate pilgrims come to risk the treacherous road to the Shrine of Healing. Imposing and ancient, the shrine houses the Mystic healers, whose incredible curative abilities are said to knit bones, purge disease and mend the mind and spirit.

The Shrine of Healing is not a simple hospice, but a monastery and retreat for Mystics. One of the few Voss buildings outside Voss-Ka to have survived the ages, it has rooms–even entire floors–whose purpose is known only to the healers. The shrine is protected by its own cadre of Voss commandos, who patrol the nearby hills vigilant for any Gormak.

The upper floors of the Shrine of Healing are reserved for the Trials, tests of faith and duty for Mystics and the most dedicated outsiders. Those foreigners who succeed at the Trials are highly regarded by the Voss, but these successes are rare.


The Sinking City is where the heart of old Taris collapsed into the world below during the bombardment. Taris’s most lively business and cultural districts have become a morass of urban decay. The ruins of Dynamet General Hospital, as well as massive building plates that once supported towering skyscrapers, provide shelter for rakghouls, pirates and scavengers. But the Sinking City promises to rise again–several attempts have been made to begin new construction in the area, and the Republic is focusing its reconstruction efforts on returning Taris to its former glory.

Rising above the Valley of the Dark Lords, the Sith Academy is a monument to the power of the dark side and the might of the Sith Empire. Would-be students throughout Imperial space compete for the privilege of studying within the Academy halls, but only those strong in the Force are selected–and most of those perish in the struggle to become Sith.

Beyond the training rooms lay many secrets that remain hidden to all but the most powerful Sith Lords. Higher levels contain chambers for members of the Dark Council, where few living creatures are permitted. Whispered rumors suggest that the Emperor himself has a sanctum within the Academy, but no one has seen the Emperor on Korriban for many years. 


Sobrik was the original capital of Balmorra before the more advantageous location of Bin Prime was chosen to replace it three hundred years ago. Since then, the city of Sobrik has first shrunk, then been almost entirely obliterated by bombing runs and rebuilt by Imperial engineers.

Sobrik was one of the last cities to hold out during the Imperial invasion of the planet; because of this and its close proximity to the state-of-the-art Balmorran Arms and Okara Droid factories, the Empire has made Sobrik the headquarters of its occupation, maintaining tight control over the remaining civilian population.

he Star Cluster Casino certainly wasn’t the first casino to be built on Nar Shaddaa, but every casino since has tried to match its sleek design, pulsing lights and various entertainment options. The Star Cluster was the first to debut live dancers, the first to feature sabacc and the first to hire scantily clad girls as waitresses.

Owned by a conglomerate of Nar Shaddaa industrialists (including Czerka Corporation executive Yem Leksende), the Star Cluster Casino is an attraction for tourists and weary working stiffs alike. Some have derided it as just another way in which the rich steal from the poor on Nar Shaddaa, but that hasn’t stopped business from booming.


The greatest prize in Hoth’s starship graveyard is a behemoth of a vessel called the Star of Coruscant. At the time of its crash, this superdreadnought was the most advanced ship in the Republic fleet–a project years in the making, shepherded along by one Colonel Omas. Its experimental weapons and breakthrough technology could have turned the war’s tide, had the Empire not devoted every resource to trapping and destroying it.

Not even the long fall from orbit to Hoth’s hard-packed ice plains could shatter the Star of Coruscant’s hull. The ship remains intact, and White Maw pirates have spent considerable effort reactivating its internal power systems and shields. Indeed, the ship is now a veritable fortress on the planet’s surface.

Decades ago, Imperial starships led the Republic fleet into a deadly trap above the remote ice planet of Hoth. The Republic’s fabled prototype superdreadnought, the Star of Coruscant, was the Empire’s primary target, but many other warships suffered the same terrible fate. The remains of these vessels fell to the planet’s surface in a tightly-packed radius, creating an awe-inspiring graveyard of derelict ships.

Republic vessels were not the only victims of this devastating space battle, however. Several noteworthy Imperial ships were also destroyed, their cracked hulls raining down among the enemy’s remains. Years of heavy snowfall and shifting ice have obscured the many wrecks to the point that sorting Republic from Imperial ships is often an impossible task.


XR-484 acts as the staging point for all Imperial operations on the planet Ossus. It was constructed within a field of starship wreckage on the recommendation of the scouts who first reconnoitered the planet, who correctly assessed that the Jedi are more interested in exploring ancient structures than old crashed ships, ensuring the base could be established without drawing enemy attention.

The majority of the ship wreckage around XR-484 is the result of crashes caused by the Cron Supernova centuries ago. However, the remains of newer vessels are also present, suggesting that atmospheric or gravitational conditions somehow result in a higher-than-average distribution of crashed ships in this specific area.

Although the members of Raven Squad consistently refer to the base as "the Nest", Darth Malora pointedly refuses to use the term.

Constructed in the heady days of Makeb’s early mining boom, Stronghold One was designed to be an impenetrable fortress for the planet’s treasury. The facility is submerged in a roiling lava pool inside a volcanic mesa, with only one surface access point and six separate layers of internal security defenses. If the mercenaries manning Stronghold One’s defenses had been loyal, the Hutt Cartel might never have gotten inside, but Makeb’s rich treasury was handed over to the Hutts with the same casual ease as the rest of the planet.

Now, in addition to holding the bulk of Makeb’s monetary wealth, Stronghold One is believed to house the planet’s ultimate treasure: the Hutt Cartel’s entire supply of isotope-5.


The capital of Makeb, Talaos City is a small but prosperous urban center constructed near the landing site of the planet’s first settlers. As mining interests expanded and enriched Makeb’s economy over the years, the locals made a special effort to keep industrial activities separated from their capital, which grew into a center for the world’s banking, technological and artistic endeavors.

Unfortunately, Talaos City has suffered extensive damage from the groundquakes caused by the Hutt Cartel’s reckless mining operations. The Hutts’ invasion has only worsened the situation, with locals afraid to leave their homes and businesses for fear of the mercenary patrols that enforce martial law.

One of the few settlements around Fort Garnik not originally founded by criminals, Talloran village began as home to the laborers and their families who toiled in the island’s starship ports and shipping warehouses. The people of Talloran were hardworking, mostly poor and easily exploited by the corrupt businessmen in charge of Ord Mantell’s government.

When the separatists came to the island, Talloran was the first village they infiltrated. The people, long oppressed by the existing power structure, were ready to side with anyone who offered them a way out. Ironically, siding with the separatists only got the workers trapped inside their village as the Republic laid siege to the enemy occupation.


One of the most storied Imperial vessels orbiting Corellia is the legendary “Tears of Taris,” a modified dreadnought built, in part, from the remains of a Centurion-class battle cruiser from the time of Darth Malak. The Centurion was part of the fleet that bombarded the Republic world of Taris over three hundred years ago; it changed hands many times over the centuries that followed, but it has always served the Sith in one form or another.

When Darth Charnus became aware of the Centurion, he ordered it disassembled and its key elements integrated into his new dreadnought–an act to honor the vessel that had survived for so long. Now, it is a formidable ship built to besiege planets and deploy troops. Corellia is its greatest challenge yet.

No one knows for certain how long the Temple of the Ancients has stood, which is hardly a surprise. Much of the history of Rakata Prime–and that of its one-time conquerors who placed the galaxy into servitude–has remained undiscovered. What is known of the temple is its relatively recent history. A tribe of Rakata known as the Elders had charged themselves with guarding the temple from other tribes, even though their species no longer had the affinity with the Force required to enter their ancestors’ hallowed repository.

The Elders held that the temple’s secrets must be too important to fall into less civilized hands than theirs. It was this tribe that allowed the Jedi Revan to enter the temple and learn how to destroy the corrupted Rakata superweapon known as the Star Forge. It’s unclear what has happened to the tribe in the three hundred years since then as the Temple of the Ancients is no longer under their protection.


To visitors and most of the residents of Raider’s Cove, it is a shipwreck. At most, a unique landmark that stands tall along the western horizon. But to the Nova Blades on Rishi, the Aggressor is their home. Since its construction, the corvette has traversed the galaxy and beyond as part of the Nova Blades’ pursuit of riches and notoriety, but now its engines and hull stand in such a state of disassembly and devastation that it will never sail among the stars again.

Even as an apparent husk, the Aggressor continues to serve its owners’ needs. The portion of the vessel that rests parallel to the ground is now used for security services, management and, when inclement weather strikes, social gatherings; the vertical aft has been cleverly refitted to serve as living quarters and minor manufactories, with scrap metal and wood used to fashion ladders and lifts along the ship’s former halls.

South of the Juran Mountains, the Apalis Coast is a rich green flatland separated from the sea by a sheer cliff face. The ancestral home of House Organa, it has been a reliable source of wealth for generations, as the noble family has made the coast into productive farmland. Unfortunately, this fruitful land has now been marred by invaders from House Thul. After a failed assault on House Organa itself, Thul forces have dug up Organa’s fertile farms and turned the area into a massive army camp. Thul forces are there to stay, a constant challenger in the face of their rivals.


A fortress without equal, the Bastion has stood as a center of Republic military planning and analysis for centuries. Massive subterranean databanks contain information on every strategic asset at the Republic’s disposal (official or otherwise) as well as extensive data on every species, government and organization in the known galaxy.

Before the onset of the Great War, the Bastion’s databanks were used to support elaborate simulated war games, with the military’s top officers attempting to use the documented resources in unexpected ways to better prepare the Republic for any threat that might appear. Unfortunately, none of these scenarios even approximated the savagery and brilliance of the Sith Emperor’s grand invasion plan.

Indisputably the most corrupt man in the Corellian government, Councillor Torvix gladly signed on to join the Empire when it invaded Corellia. The councillor used his shadowy network of organized criminals and pirates to enforce order in the so-called “Black Hole”–a dangerous section of the Corellian Labor Valley used to process hypermatter, the key fuel for lightspeed travel.

Now both the Republic and the Empire seek to purge Torvix and his forces from the Black Hole. For the Republic, it’s a chance to put an end to major conflict on Corellia. And for the Empire, this is an opportunity to squeeze every ounce of value from the war-torn world….


The Chamber of Speech is mentioned several times in surviving histories of Kaleth, though only in passing. The scrolls Jedi Knight Do Zonn obtained suggest the chamber was a repository of knowledge in some form, and reference a mysterious being who was master of the chamber’s lore.

Attempts to fully examine the old machines in the Chamber of Speech have proved fruitless, as the battle droids that guard the ruin are particularly violent. There is evidence that the droids were programmed to return to the chamber if its other defenses failed. Whatever secrets the chamber hides, the ancients of Kaleth were careful to protect them.

The Citadel stands at the heart of Kaas City, a monument to the Sith Empire’s strength and home to its most powerful Dark Lords. The Ministries of War, Intelligence and Logistics are all headquartered here, along with a Mandalorian enclave. The Emperor’s Dark Council gathers to meet in the Citadel when not on the Sith holy world of Korriban. The original Citadel mimicked the designs of Korriban’s Sith Academy and the Great Citadel on Ziost, but it was destroyed four hundred years ago when two members of the Dark Council fought an ancient Sith duel, called the Kaggath, on its grounds.

The duel was a draw, and both of the combatants were executed by the remaining Dark Council members, who oversaw the rebuilding of the Citadel in its current form.


The Shroud's latest base of operations, the Coil was constructed in a previously uncharted section of Wild Space. When the Eternal Empire rose to power, the Shroud moved his compound to Obus VI to monitor Zakuul and influence the politics of Wild Space.

The planetoid that houses the Coil is surrounded by the strongest scrambling field credits can buy. This field prevents any communication without the Shroud's consent, but also leaves the entire planetoid undetectable to scanners, probes, and holo-cameras.

The Coil's three layers each have their own security clearance. Low-impact operations are run on the asteroid level and high-risk missions occur in the underground volcano level. Staff are prohibited from moving between levels, or even interacting with staff from other levels.

The ruin the Voss call the Dark Heart lies deep in the twisted Nightmare Lands. The few surviving texts on the Dark Heart describe the complex as a maze of chambers–some sealed, others seemingly broken open from within–and vast underground corridors. It is said to be a place of corrupted monsters and ancient secrets, and based on orbital reconnaissance scans may be the oldest structure on the planet.

The Sith Lord Nerrethel spent two years researching texts concerning the Dark Heart and formulated several theories. He claimed its architecture resembled that of the ancient Sith on Korriban, and made a detailed study of the Dark Heart’s orientation relative to Voss’s constellations. After attempting to visit the Dark Heart in person, however, Lord Nerrethel was found dead on the border of the Nightmare Lands. His notes from the expedition contained only the words “it sees.”


Hundreds of years ago, the Sith Emperor ordered the construction of the Dark Temple as a burial place for his dead and defeated enemies, “to aid them in becoming one with the Force.” Little is known of what rituals the Emperor performed there, but the Dark Temple has become a nexus of powerful dark side energy, and a place where ancient weapons and ancient secrets of the Sith lay sealed away in cavernous chambers.

Although the Dark Temple grounds have always been a dangerous place for the weak-willed (the expansion of the Kaas City power grid into tunnels beneath the temple drove a thousand slaves mad), the temple itself remained sealed until recently, when an expedition of power-hungry Sith Lords and their servants breached the gateway. The Dark Council did not sanction this intrusion, nor did it punish the rogue Sith; no one returned from the expedition to punish.

Violent electrical storms surrounded the temple for the first week after it was opened, and since then, additional expeditions have been sent by the council to determine the temple’s status. Their reports have not been made public.

Centuries ago, a group of Sith lords were sent to Oricon to study the arcane and powerful Phobis devices. When these Sith reemerged from their work as the Dread Masters, they did so with the intent of making Oricon their home. With the Emperor’s blessing, they transported thousands upon thousands of slaves to the moon to build a massive fortress. Surrounded by deep pools of fiery lava, the fortress protects against all would-be invaders.

Its impenetrable gates, powerful droids, and vicious, corrupted monstrosities guard a towering palace that contains the Dread Masters’ private chambers, where the Masters practice their dark arts. Once construction was completed, the Dread Masters used the fortress compound to expend their slaves in experiments designed to test the limits of the Phobis devices, and to explore the outermost boundaries of fear.


A vast ocean of sand stretching endlessly into the horizon, the Dune Sea is the image that springs to mind when most think of Tatooine–even those who’ve settled on the planet. Few dare to wander too far into the wasteland, fearful of Sand People, hideous monsters and worst of all: the utterly unknown. Particularly brave Jawas have retrieved salvage during journeys into the Dune Sea, returning with puzzling devices and broken gadgets. No one is entirely sure how these scraps ended up in the wastes, but the occasional piece bears the worn, faded emblem of Czerka Corporation.

For millennia, the Elysium has served as the symbolic center of Alderaanian politics. Years before the capital city was founded, the various noble houses met in the Elysium to elect and anoint their first king. Until recently, every dispute over succession in Alderaan’s history had been peacefully resolved within its stone walls, and the houses’ greatest treasures were placed in Elysium vaults as a symbol of trust.

When Gaul Panteer was assassinated and Alderaan’s ailing queen passed on in a mysterious transport crash, the parliament assembled in the Elysium to elect a new sovereign. It was then that House Thul made its move, returning to Alderaan after decades of exile. Violence and accusations erupted almost immediately, and since then, the Elysium has remained an empty, forgotten symbol of Alderaanian unity–its ancient halls cracking as distant bombs fall, and its beauty quickly fading.


In the ancient days of Zakuul, the Endless Swamps were a harsh home filled with countless dangers. If the deadly predators didn't take the Old Zakuulans, perilous sinkholes and disease-ridden pests would.

Political refugees fleeing Arcann's wrath have often used the swamps for shelter, but the region's population exploded after Asylum's destruction. Zakuulans who oppose the new Emperor are forced to hide in the treacherous lands of their ancestors, fighting for their lives in a murky, deadly world far from the Spire's glamour.

The more superstitious exiles claim to feel the eyes of the old gods watching them from deep within the bog. In reality, these eyes likely belong to the native beasts waiting for their opportunity to strike.

The Eternal Throne sits at the top of a starscraper in the center of the Spire. Built by Valkorion over a century ago, the throne not only serves as the Immortal Emperor's seat of power, but is the key to activating and controlling the Eternal Fleet. Valkorion gathered the greatest minds in Zakuul for its construction, which took generations to complete.

How and why the fleet responds only to the throne remains a mystery even to the Zakuulan people--only Valkorion and his children know the true answer.


Years before the recent invasion of Belsavis, a lone Imperial warship–the Fatality–launched an apparently suicidal attack on the planet’s prison complex. Republic security forces managed to shoot the warship down before it could inflict lasting damage, and the Fatality was believed to have been completely destroyed when it crashed into the area known as Section X.

In truth, the badly damaged ship had merely sunk into the ice along with its tremendously valuable cargo: a legion of deactivated HK-51 assassin droids, the galaxy’s most advanced extermination machines. Although originally programmed to be loyal to the Empire, these inactive droids could almost certainly be repaired and reprogrammed to serve any master….

Since the rebuilding of the temple, the very best of the young Jedi have braved the paths through the mountains, hoping to make their first lightsabers at the monument known as the Forge–the ancient Tythonians’ site for creating or mending weapons. When the Jedi returned to Tython, they had only scraps of information on the Forge’s location; it took ten months before a small team finally discovered it, overgrown by vines and half-buried by a landslide.

Despite the Forge’s power, many Jedi have sensed a strange darkness or corruption in the region surrounding the Forge. The local beasts are unusually vicious, and the weather often changes without warning. These phenomena mean only the most skilled and combat-ready Padawans are encouraged to seek out the Forge.


Glarus Valley has long been the ancestral home of House Panteer, the royal family of Alderaan, and the site of the Elysium and Castle Panteer itself. The valley was once the seat of culture and democracy on Alderaan, a place where squabbling nobles could resolve their disputes peacefully. Like so much of Alderaan, the land is now ravaged by war.

Castle Panteer has fallen to House Ulgo, and the Elysium is all but abandoned. Although House Thul and House Organa maintain a small presence in the area, the disciplined soldiers of House Ulgo tighten their hold every day. There are rumors that the royal family is still in hiding somewhere in the valley, but even Ulgo has been unable to find them.

“The Gnarls” is a name given to the wilds near the outpost and landing pads beneath the Masters’ Retreat. It was nicknamed for the thick undergrowth that originally covered the region, which took several months to clear. The original explorers of Tython discovered and restored ruined stone paths and bridges leading through the Gnarls, suggesting these wilds were once used by the ancient Jedi.

Although still a proving ground for Jedi Padawans, in recent years the Gnarls has become increasingly dangerous. Wild animals have begun migrating closer to the Gnarls outpost, and there have been sightings of Tython’s native Flesh Raiders in neighboring sectors. The Jedi Council is in discussions about moving the training grounds to a safer region, but many Masters feel that risk is necessary at a certain level of tutelage; the galaxy is dangerous, and Jedi can’t be shielded forever if they’re to be prepared.


The Gormak hatred of the Voss is difficult to comprehend for outsiders. More than a simple cultural conflict, the Gormak view the Voss as a blight that must be completely wiped from the face of their world. To this end, the Gormak have begun construction of a massive weapon: a cannon aimed directly at the city of Voss-Ka. The logistics of creating a weapon capable of launching devastating attacks on a city perched atop a mountain are difficult to imagine, but the resourcefulness of the Gormak should not be underestimated.

Leveraging scavenged technology and using only primitive mining techniques, the deadly project is rapidly approaching completion and the Gormak’s long-awaited day of reckoning is fast approaching.

Constructed more than a thousand years in the past, the Great Jedi Library of Ossus long stood as a center of learning and knowledge in the Republic. Records suggest that the library once contained countless documents and data detailing civilizations, species, and events that history has now long forgotten. Recent Jedi excavations have rediscovered much of this material, though the true depths of the library's ruins remain unexplored and undocumented.

Professional historians and academics often hold the destruction of the Great Library at the hands of the Sith as one of the greatest tragedies in civilized history. It is common for modern libraries throughout the Republic to feature commemorative placards in honor of their destroyed "ancestor", promising to preserve and pass down knowledge freely and widely in order to avoid another such catastrophe.


In warfare, capturing an objective is theoretically simple; holding it is not. This principle was applied to the defense of Corellia’s Coronet City with the creation of the Guardian Holds. Key sites were carefully chosen–manufacturing centers, easily fortified buildings, hospitals and underground bunkers. These sites were then furnished with heavy defenses, armaments and elite Republic troops. In the event that Coronet City was sacked or captured, these impenetrable Guardian Holds would become fortresses from which the Republic could retake the city.

The number and locations of the Guardian Holds is a closely-guarded secret held by the Republic’s military leaders and the Jedi Council. Some have questioned why so much expense has been invested specifically in protecting Corellia. The fact is that Corellia has strategic, economic and symbolic value to the Republic; the effort involved in the creation of the Guardian Holds only serves as evidence of the planet’s importance.

In the distant past, when the Jedi Order was first venturing into the galaxy, the order sought to establish a new home and training grounds on the planet Ilum. These ancient Jedi built a new Jedi Temple above Ilum’s network of crystal caverns, and while the planet’s climate was far from idyllic, its isolation and supply of lightsaber crystals made it an ideal place for schooling Padawans.

Careful to protect Ilum against the darkness that had threatened them on Tython, the ancient Jedi kept the hyperspace routes to Ilum secret from the rest of the Republic. The preferred means of learning the route required Force sensitivity and became the first trial of many an aspiring Jedi. But warfare with the Sith under the fallen Jedi Exar Kun led to the destruction of the training grounds, and in the centuries since, Ilum has been home to only a select few.

The temple became a place for young Jedi to travel and build their lightsabers, and where they might meditate in silence. It was a place of beauty and tranquility and crystalline perfection. Until today.


The majestic Juran Mountains have been the site of many conflicts in recent years. During the Battle of Alderaan, Republic resistance fighters sought refuge in the mountains, using the natural cover to hide from the invading Imperial forces. It was here that Captain Jace Malcom led Havoc Squad in an ambush against Darth Malgus; with the help of Satele Shan, the Republic troopers were able to triumph over the powerful Sith Lord.

After a few short years of peace, violence has once again erupted in the area. House Ulgo, backed by its vassals in House Rist, has occupied the region and is locked in a brutal conflict with the forces of House Thul and House Organa.

The most recent architectural addition to the Citadel, the Mandalorian enclave is reserved for the Empire’s allies among the mercenary Mandalorian warrior clans. Although it may appear to be a simple embassy from the outside, the proceedings inside are anything but diplomatic. The enclave is a place where new warriors come to test themselves against the Mandalorians and compete in violent (and often deadly) tournaments, as well as where the best among the Mandalorians help plan the Empire’s next strikes.


The facilities at the Old Muckworks process the enormous quantities of chemicals and liquid pollutants in the waters of Hutta. Unfortunately, this “processing” doesn’t necessarily clean the water. Although the facilities do prevent the planet from becoming entirely lethal to non-Hutt life, their primary job is to filter any valuable compounds from waste dumped into the swamps. These compounds are drained into enormous factory vats.

Whatever useless chemicals remain afterward go right back into the swamp water. The original Jiguuna Muckworks was replaced by new Muckworks–built some distance west of town–several decades ago, but the successor facility went into critical failure shortly after its installation. The “Old Muckworks” returned to use, and the name stuck.

Zakuulans have always been fascinated by suffering. In ancient times, the Old Ways taught that pain represented the power of the gods. Now, living in a near-utopia, most Zakuulans have never known what it means to suffer. Food, shelter, clothing and education are all provided by the grace of the Emperor. But in the lower recesses of the Spire, called the Old World, citizens can leave their pampered lifestyles behind and pay for the pretense of suffering, placing bets on gladiators in the arena or living out dark fantasies in the red-light district.

The Knights of Zakuul have no jurisdiction there, which Arcann allows only because it keeps the privileged docile and content. Located below the Old World is Breaktown, an urban wasteland where an underbelly of outcasts has fled from the Eternal Throne's authority. In this forgotten city's decrepit ruins, debtors, black-market criminals, and those who reject the Emperor set up new pockets of society away from Arcann's prying eyes.


The Promenade is Nar Shaddaa at its most lavish and inviting. Divided into upper and lower levels, the area is covered by the Hutts’ strict no-fighting policy and offers a rare respite from the conflict that wracks the rest of the galaxy. Rivals and sworn enemies are expected to put aside their differences here–or else be brutally handled by Hutt Cartel enforcers.

Clubs, entertainment venues and high-end shopping line the arrival points from Nar Shaddaa’s spaceports, and casual visitors can find everything they need at Promenade vendors. Speeders are available to many of Nar Shaddaa’s districts, but by far the most popular routes lead to the Club Vertica and Star Cluster casinos.

While it’s clear that the rakghoul virus initially spreads across the surface of a given planet, it has been difficult to determine the point of origin because the greatest density of rakghouls is not aboveground, but rather deep underground. Researchers attempting to understand why rakghouls congregate below a given planet’s surface rather than above have developed a theory: that the subterranean tunnels in which the rakghouls gather are not found, but are actually created by the rakghouls themselves.

Careful study of the tunnels has revealed striking similarities in contour and dimension reminiscent of the natural algorithmic optimizations witnessed in the configuration of killik hives of Alderaan and in the formation of blood-ant mounds on Tatooine. Furthermore, the familiar distribution of spore sacs and unique flora suggest not only an attempt to create an environment conducive to their habitation, but also a robust fungal signature stored within the virus’s genetic code.

It is the hope of THORN researchers that unlocking the key to the creation of these tunnels will also provide insight into stopping the rakghoul menace for good.


Far below Voss-Ka, at the base of the mountain atop which the city was built, are the remains of an ancient metropolis. The architectural style of the mysterious ruin is far removed from that of the Voss, and far beyond anything the primitive Gormak could create, leaving scholars to wonder who built it. Despite the archeological evidence to the contrary, local legends hold that the ruins were indeed built by the Voss.

When pressed as to why they would abandon the location for Voss-Ka, the Voss can provide no further details. It is clear that the ruins are shunned; culturally it is a place synonymous with mistakes, failure and regret, though not even the Mystics seem to recall how that reputation was forged.

The sole structure on the barren rock of Nathema, the Sanitarium was where Valkorion sent powerful Force users who opposed him for gruesome research experiments. The Force void enveloping the world limited the subjects' ability to resist or escape, making it the perfect laboratory and prison.

The Sanitarium is home to a mysterious sect of Force-sensitives called the Nathema Zealots, though day-to-day order is maintained by the Keepers--specially trained Abyssin who serve as guards and caretakers. The halls are also patrolled by mutated creatures from other worlds that are genetically engineered to instill fear, terror, and obedience in the Sanitarium's unwilling residents. The operation is overseen by an Anomid scientist named Jarak--an outcast among his own kind for the deviant nature of his research.

Vaylin is the only inmate to ever leave Nathema alive, though she still bears the mental scars from the horrors she endured during her incarceration.


The Sith Sanctum is the heart of the Sith Order on Dromund Kaas, where lords gather and where the Dark Council meets when not on the Imperial burial world of Korriban. The Emperor himself is believed to have chambers in the sanctum’s lower levels, though none save the council and the Imperial Guard are allowed into its depths. The original Citadel, like the Sith Academy on Korriban, was off-limits to everyone but the Sith.

After the Citadel was rebuilt, the headquarters of the three Imperial ministries were added; more recently, the Mandalorian enclave was given a wing within the sprawling building. As a result, chambers in the Sith Sanctum have become an increased source of conflict and backstabbing among aspiring Sith. A place in the Sith Sanctum signifies aspirations to the Dark Council, or a prominent role in the direct governing of Dromund Kaas.

Built on the swamps of Ancient Zakuul, the Spire symbolizes the golden age Valkorion created for his subjects. The towering metropolis comprises vertically stacked and numbered districts, each of which boasts a labyrinth of museums, restaurants, and entertainment designed for maximum enjoyment.

The highest level, District 52, houses the droid command center Overwatch and the opulent Eternal Throne. Below District 1 is Oldtown, which serves as a dark playground where citizens can explore their more unsightly appetites in privacy and safety. Most Spire denizens have visited Oldtown, but few will admit it.

Though Zakuulan society is deliberately classless, many Spire residents use the districts as a status symbol. Those living on levels near the Eternal Throne may boast of a superior "closeness" to the Emperor while districts near Oldtown are considered the slums. In reality, every district is carefully constructed for identical living conditions, just as the Emperor intended.


Many offworld visitors have commented on the lovely view from a certain long platform in Voss-Ka that stretches out over the mountain. Few realize that this platform, the Step of Harmony, is the Voss’s method of handling individuals unable to abide by Voss’s simple laws–the violently deranged or the truly heretical. Those who commit particularly grievous offenses “take the Step of Harmony” by being cast over the edge of the mountain. Despite its grim purpose, the Voss do not view the Step of Harmony as a place of execution.

To the Voss, deviant behavior is a result of being “wrong-minded”; removing such people from the city is a positive act that restores order. The Step of Harmony also serves as a powerful symbol, emphasizing that, to the Voss, there is no greater punishment than being permanently expelled from Voss-Ka… whatever route the offender takes.

Thousands of years before the Republic conceived of the notion, a species known as the Rakata turned Belsavis into a prison planet. From what little scientists have learned by studying ancient writings and from the decaying memory banks of Rakata warden droids, Belsavis was built to hold monsters, warlords and so-called “lords of the infinite”–anything the primeval and incredibly powerful Rakata feared. The Belsavis prison administration calls the Rakata section of Belsavis “the Tomb.” Here, prisoners are held in eternal stasis, frozen in place and denied movement and thought by ancient technologies.

Not all the inmates are ancient, however–many were given by the Republic to the warden droids for safekeeping, when no other cell could hold them. Through the use of droids, remote-controlled probes and rare exploratory teams, the Republic has set up a series of monitoring and communication stations throughout the Tomb. Despite this, only a tiny portion of the Tomb has been explored; this is the domain of the ancients.


A massive, unfinished statue towering over the jungles of Dromund Kaas, the colossus was the project of Dark Council member Darth Vowrawn’s ambitious apprentice, Lord Qet. In a bid to advance in prestige within the Sith Order, Lord Qet commissioned the construction of the colossus–a statue of his master–in secret, bringing in offworld slaves to do the work.

The slaves rebelled, and now the colossus stands unfinished while the slaves search for a way to destroy it and win their freedom through force. Lord Qet has been trying to end the rebellion and finish the colossus, but other Sith Lords have seen the chaos as an opportunity to advance their own reputations in the Empire.


When the Sith discovered Dromund Kaas, it was an untamed jungle world, uninhabited by any sentient species. Over centuries, gleaming and orderly Imperial cities have spread to cover most of the planet, but stretches of harsh, untamed wilderness remain. Populated by violent predators such as the gundark and jurgoran, the wilds separate Kaas City from its spaceport and are best navigated at a safe distance, by speeder, rather than on foot.


Nowhere on Korriban is the planet’s dark influence stronger than in the lower wilds. What begins as ringing ears and a cold unease can eventually cripple and dominate an unprepared Sith; weaker minds can be twisted and broken in a matter of hours, leaving soldiers weeping in the sand or slaves frothing, ready to kill. The source of this corrupting power is unknown.

Some believe it is the residual dark energy of the ancient Sith species, while others insist the canyon serves as a focal point for the combined hatred and strength of the entombed Dark Lords. Some even hope the madness is caused by an artifact buried beneath the sands, waiting for a Sith to claim its power

Impressive as Coruscant’s shining towers are, they could not exist without the less-glamorous Works, the heavy industrial complex deep below in the lower levels. The Works is home to Coruscant’s hydrosupply stations, pollution-processing plants and electrical generators, staffed by droids who can survive accidents in the Works’ dangerous machinery.

Some of Coruscant’s more desperate homeless hide in the Works, tapping the pipes for water and sleeping under the power conduits to keep warm. Occasionally they will break a major pipeline, causing blackouts and water shortages on the levels above. One Senator, while demanding harsher penalties for vagrancy, found his water supply mysteriously cut off forty times in a month.


In the middle of the Jundland Wastes, the land is split by a deep chasm known only as the Wound. The bottom is impossible to see from the upper ridge, and the rim of the Wound is dotted with the camps of Sand People. The Sand People seem to revere the Wound and are occasionally seen casting the dead into its depths. Most people consider the Wound a natural formation, but some fringe geologists believe otherwise.

They speculate the Wound was created during a violent orbital bombardment in ancient times. Their evidence is thin, however, and many wonder why anyone would bombard such a remote and desolate world.


Freed from the Hutt Cartel’s watchful eye, the Three Families have grown immensely wealthy on Quesh–and as their influence grows, the Three Families have begun solidifying their power base. A large portion of their profits from the adrenal refineries was spent building a lavish palace, complete with all modern conveniences and an impressive security network. Much more than a simple defensive position or status symbol, the Three Families Palace is intended to be a clear statement that the Three Families are wholly committed to defending Quesh.

The Palace has generally been kept off-limits to Republic personnel, especially the local military officials. This is partly for security reasons, as the Three Families keep their sensitive files close at hand. Portho the Hutt’s indulgence in adrenals has also become something of an embarrassment in recent years. After several inappropriate comments from Portho to the Republic commanders, the Three Families prefer to simply keep him out of sight.


When the Empire attacked Quesh, the Three Families initially coordinated the defense from their palace, but quickly realized they needed a more efficient operational post. They poured money into establishing a defensive point between their headquarters and the Republic base, and in a matter of days, the war camp was set up, supplied and staffed–an object lesson in how Hutts react when their credits are at stake.

Broga, the head of the Three Families, spends much of his time at the war camp since his private palace was captured by the Empire. His role is twofold: firstly, overseeing his forces as they coordinate with the Republic military, and secondly, ensuring that Republic forces are not passing on any of the Three Families’ secrets concerning the handling of Quesh venom.

Before the Empire, before the Sith Order, Ajunta Pall was the very first Dark Lord. Once a Jedi Master, Ajunta Pall learned how to create and shape life itself through the Force–an art the Jedi feared and sought to end. In an act of defiance, he turned his newfound power against the Jedi Order and rebelled. In the end, the Jedi banished Ajunta Pall and his followers, exiling them to the Outer Rim–where the exiles found Korriban and a Force-wielding native species called the Sith.

Ajunta Pall impressed the Sith with his power and technology, and the Sith soon revered the exiles as gods. From his seat of power on Korriban, Ajunta Pall was named Dark Lord of the Sith and founded the Sith Empire. Upon his death, Ajunta Pall’s body was entombed in the Valley of the Dark Lords. After millennia of sandstorms, cave-ins and warfare, the tomb still stands as a testament to his lasting influence.


Naga Sadow was ruled by ambition: ambition for power, for dominance and for the expansion of the Sith Empire. Marka Ragnos’s body was still warm when Naga Sadow clashed with Sith Lord Ludo Kressh over their late ruler’s title. The spirit of Marka Ragnos interrupted their duel and told the two Sith Lords of a greater enemy: the Republic and its Jedi defenders. Naga Sadow saw opportunity in this revelation and launched an attack on Republic space, a move that would see Sadow named the Empire’s ruler and spark the Great Hyperspace War.

Naga Sadow’s ambition and overconfidence soon became his greatest weaknesses. Even with his mastery of Force illusions, the Republic outmatched the Sith. Sadow’s invasion failed, and the Republic fleet pursued him back to Sith space. He fled Korriban with his warriors as the Sith Empire crumbled around him.

Sadow sought refuge on the remote moon Yavin Four, where he died after spending years trying to rebuild the Empire he had inadvertently helped to destroy. Naga Sadow’s spirit, however, survived to pass on Sith teachings, planting the seed of corruption among his Jedi enemies.

Lord of Hate, Master of the Gathering Darkness and Dark Lord of the Sith. These are but a few of the titles worn by the great Tulak Hord. His command of the dark side and mastery of lightsaber techniques won Hord many battles, and each victory earned him enemies abroad and within the Sith ranks.

Of the many who challenged his might, none were successful. Among Hord’s greatest triumphs were the battles of Yn and Chabosh. With an army of dark side warriors and his faithful Dashade assassin at his side, he annihilated the rebels who defied the expansion of the Sith Empire and went on to conquer the Dromund system–setting the stage for Dromund Kaas to eventually become capital of the Empire.

Imperial historians believe the worlds conquered by Hord number in the hundreds, but any records from his bygone era were lost in the Great Hyperspace War.


Strength, power and strategy marked the rule of Marka Ragnos. Descended from the original Sith inhabitants of Korriban and the Dark Jedi exiles who interbred with them, Marka Ragnos was destined for greatness. He conquered his competitors in a series of quick, ruthless campaigns and became Dark Lord of all Sith, a title he would hold for more than a century.

The reign of Marka Ragnos might have been short-lived had he not displayed great strategic discipline. Instead of clashing directly with Sith challengers who hungered for his power, he pitted his enemies against each other to weaken and destroy them. Similarly, he was one of few Sith of his era who knew of the existence of the Republic and the Jedi Order.

He chose not to attack, and instead focused on strengthening the Sith Empire. The golden age of the Sith would end shortly after his death, but the legacy and spirit of Marka Ragnos would live on within his tomb in the Valley of the Dark Lords.

Before the planet’s destruction, billions of citizens visited Taris’s transport stations daily to quickly travel across the massive city world. Speeders ran on schedule and trams hauled freight and passengers safely to their destinations. As Taris’s alien population took to the Lower City, Transport Station Five was built to serve their expanding needs.

When the planet was bombarded in the Jedi Civil War, transport stations on the upper levels of Taris were incinerated and turned to rubble. Now only the ruins of Transport Station Five remain intact, a ghostly reminder of a planet once teeming with life.


For most of the Imperial occupation, the Troida Military Workshop kept supplies and goods flowing into Imperial headquarters in Sobrik. Balmorran resistance members often staged raids on Troida convoys, denying the Empire resources while securing much-needed supplies for themselves.

But Troida’s workers–ordinary citizens forced to work under Imperial oppression–also harbored resistance leanings, resentful that their independent company answered only to the Empire’s directives. As the resistance on Balmorra crumbled, Troida became a rallying point for surviving resistance fighters. Imperial control was cast off, and now the workshop is the largest remaining base for the persistent Balmorran freedom fighters.

The Ortolan settlers on Hoth needed a renewable energy source to power their habitat in the Crescent Canyon Facility and help them expand their territory, so Ortolan engineers constructed a massive geothermal plant tapping directly into Hoth’s underground volcano network. The Tromper Crags plant provided more than adequate power and heat to keep the Ortolans in relative comfort… until the White Maw came.

The pirate army’s leaders understood the value of controlling the most abundant power resource on Hoth and quickly stormed the geothermal plant. Any Ortolans who did not immediately submit to White Maw authority were summarily executed. Now that the Republic and Empire have come to Hoth, the Tromper Crags facility has become hotly contested territory.


Swampland has overtaken much of the area now called the Tularan Marsh. The origin of the name is unknown–before the bombardment, the Tularan Skyway was a major thoroughfare through the industrial zone surrounding one of Taris’s primary power plants, but who or what it was named after is a piece of history lost in the rubble. Now the area is infested with rakghouls and pirates, and only a few intrepid representatives of the Republic venture this far into the unknown, untamed wilds of Taris.

The primitive Flesh Raiders have turned the once-lush mountains of Tythos Ridge into a horrific camp from which to launch their raids on the other denizens of Tython. The ground is black and barren; the trees and foliage burned away. The air is thick with the stench of death, and piles of bones desecrate ancient Tythonian pillars, mute testament to the countless victims of the Flesh Raiders’ appetites.

Tythos Ridge was never fully studied during the early stages of Tython’s Jedi reoccupation; Master Bestros proposed its use as a meditation retreat, but since then, the increasing number of Flesh Raiders has made exploration impossible. It is unclear whether a small Flesh Raider village was the seed for this now-vast settlement, or whether the Flesh Raiders migrated to the ridge en masse–but either way, for Jedi Masters seeking to understand the creatures, further reconnaissance of the ridge is an absolute necessity.


The Upper Industrial Sector is the center of manufacturing and industry for Republic corporations on Nar Shaddaa. Here, centuries-old droid construction facilities stand next to the cluttered offices of startup firms desperate for resources and space. The companies share a common need for heavy security and compete for similar clientele, ensuring that this sector remains a choice location–but are otherwise wholly independent.

For a corporation headquartered in Republic space, Nar Shaddaa is a convenient place to develop technologies restricted by Republic laws–or from which to deal with foreign parties. The Senate frowns on these activities, but just as often turns a blind eye when these same corporations bring their innovations back to Republic worlds.

Of the many stations peppered throughout Imperial space, none rival the size or importance of Vaiken Spacedock. Vaiken is the true hub of the Imperial fleet, a logistical nucleus responsible for the vast majority of the Empire’s military operations. In fact, the base has become so vital that it has been named after the Sith Empire’s first Grand Moff, Odile Vaiken.

Despite its usual complement of several dozen capital warships, Vaiken Spacedock is also one of the Empire’s most well-guarded locales. Vaiken is commonly upgraded to the latest in shielding technology and detection sensors, and its vast arsenal has a combined destructive power that could potentially lay waste to a small moon.


Since the dawn of the Empire, the Valley of the Dark Lords has been the final resting place for the galaxy’s most legendary Sith. Carved into the rock walls and anointed with the blood of a thousand slaves, the valley’s tombs are monuments to the influence and strength of their interred lords. A tomb’s construction can require decades, construction beginning long before death claims its eventual occupant and ending long after.

With the defeat of the Sith Empire in the Great Hyperspace War, Korriban was abandoned with only ancient statues to guard over the valley. Grave robbers and cave-ins wore down the tombs for a thousand years until the Sith returned and restored Korriban to its former glory. Excavations into the rediscovered tombs are now underway, and already Sith wonder who will be the next great warrior to lie among the legends in the Valley of the Dark Lords.

Atop a sacred mountain stands Voss-Ka. The only true Voss settlement on a planet overrun by the tribal Gormak, the city is spread across several peaks, accessed by bridges spanning the vast gorges below. Notable landmarks include the Tower of Prophecy, the Alien Enclaves and the buildings assigned as impromptu embassies for Republic and Imperial ambassadors. Under the administration of the Three, life in Voss-Ka is tranquil and orderly. Most Voss live peacefully there, caring for their families, cultivating the plants growing wild on the mountain and maintaining equipment for the Voss commandos in the war against the Gormak.

There is no dissent in Voss-Ka, and little crime. Many Exchange and mercenary visitors have tried to take advantage of the city’s lack of regulation and serene attitude to law enforcement; however, persistent breaches of the peace in Voss-Ka are punished decisively, with dangerous offenders taking the “Step of Harmony” off the mountain.


The Republic established its primary military lodgment, Aurek Base, in the Whiterock Wastes sector with cooperation from the nearby Ortolan settlement in Crescent Canyon. The Ortolans aided the Republic military’s engineers and helped construct their mountain fortress in return for protection from the White Maw pirates.

Had Republic military strategists foreseen the Empire’s real plan–not to claim technology from the starship graveyard, but to draw Republic forces into an unwinnable fight–they might have reconsidered establishing anything in the Whiterock Wastes. The vast snowy plains stretching out from the mountain base provide unimpeded access to enemy forces. In retrospect, the Empire’s violent invasion of the Whiterock Wastes was inevitable.

The Yuna Bore mine was once known for two strange treasures: Quesh venom and bones. The first miners found a fossil bed containing remains of Quesh’s prehistoric creatures, preserved by rising silt and venom deposits after the big Quake. Since the Republic was only interested in the Quesh venom, the miners were free to recover the bones, ship them offworld and sell them to collectors and paleontologists on Coruscant.

This turned out to be immensely profitable. Many miners were able to buy out their contracts on profits from the fossils alone. Even today, with the fossil bed cleared, the Yuna Bore remains productive, as the miners’ attempts to discover more bones have driven the tunnels on well ahead of schedule.


Prior to the Imperial invasion, Balmorra was one of the galaxy’s foremost producers of military droids, due in no small part to the Okara Droid Company. When the Empire invaded, its technicians uploaded a virus to the company’s manufacturing center–the massive, automated Okara Droid factory–in hopes of turning the factory against the Balmorrans.

The virus worked too well, and the factory’s defense droids and systems took over entirely, resuming production operations and attacking any and all life that came near. The Empire is currently making efforts to bring the factory under control, but so far has had little success.

Bugtown represents the deadly, shattered remnants of Balmorran technological pride–ground zero for the planet’s Colicoid infestation. Known originally as Lab 352, the genetic research facility came to be known as Bugtown when the Empire invaded. One of the Empire’s many acts of sabotage involved releasing the results of Lab 352’s biological experiments: the vicious, mutated Colicoids.

The insects quickly overran the area, killing the facility’s staff. Since the initial invasion, the Colicoids have gradually spread from the Bugtown ruins out across the planet. Why the Balmorrans were mutating Colicoids is unknown–everyone behind the experiments seemingly died when the creatures were set free. Still, if answers are to be found, they will be found in Bugtown’s databanks.


The Troida Military Workshop epitomizes the “new” Balmorra. Ostensibly an independent business, it nonetheless answers to the Empire and serves as a supply depot and weapons manufacturer for Imperial headquarters in Sobrik. Its overseers are expected to worry about Imperial edicts first, and profit last. Not surprisingly, its workers have been known in the past to harbor resistance sympathies.

Nevertheless, its production remains strategically vital to the Imperial war effort, and caravans between Sobrik and Troida have been subjected to frequent guerrilla attacks by the resistance in an attempt to cut off the lifeblood of the Empire on Balmorra.