Unknown Regions Coreward Worlds Hutt Space Seat Of The Empire Distant Outer Rim Search results found. Sector View Known Galaxy Starships Sector View Galaxy View Filter By Sectors: Search By Name: Enter a search term to filter the map elements. Use the search terms entered Use Search Terms Close Search Refresh View Previous Planet Back To Galaxy View Watch Video Planet Details View Next Planet No Details. No Stats. Back To Planet View ASTROGRAPHICAL REGION:

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KEY FACTS: Planet Enter Fullscreen Exit Fullscreen CORELLIAN XS LIGHT FREIGHTER

The classic Freighter has advanced by leaps and bounds since the Dynamic class Freighters from the days of the Jedi Civil War. The freighter is larger and more versatile than its predecessors, and the XS Freighter model also features a variety of significant upgrades that make it one of the fastest and most nimble ships in the galaxy. In addition to an enlarged cargo hold, the XS also has secret compartments throughout the ship for transporting contraband and anything else the captain would prefer to keep hidden. If the captain prefers to simply avoid being boarded, the XS has proven itself to be fully capable. In addition to the standard laser and torpedo batteries, the starship is designed with upper and lower turrets that can be controlled manually or remotely from the cockpit. Captains of these freighters typically live on board, so the XS Freighter has all the creature comforts anyone could ask for, from a recreational lounge to extra sleeping quarters. It's no wonder that it inspires such loyalty in its owners. XS Freighter CORELLIAN DEFENDER-CLASS LIGHT CORVETTE

Developed at the height of the Great War, the Defender was custom-built for the Jedi Order. The Jedi Council commissioned the starship after determining that Republic military vessels were not well-suited to the Jedi's more specialized missions. The Defender's exterior design is based on the consumer model corvette, but it has been outfitted with countless customized upgrades. The starship includes two levels. The formal upper level features diplomatic meeting rooms and an elegant conference room at the ship's center. The conference room contains a unique Holocom system for secure communications with the Jedi Council. The Defender's lower level includes a cargo hold, a medical bay, and a small private space in which the Jedi can retreat for meditation. Despite the Jedi Order's commitment to peace, the ship is battle-ready. If circumstances warrant, the Defender is engineered with high-powered shields and twin turbo lasers to engage the enemy. Defender RENDILI HYPERWORKS BT-7 THUNDERCLAP

The BT-7 Thunderclap is the Republic's largest and most elite rapid assault ship streamlined for fast deployment in combat situations. Upgrades requested by Republic Special Forces ensure reliable performance and durability: state-of-the-art armor plating and heavy laser cannons provide exceptional combat capability, modular shield systems protect the Thunderclap from enemy fire, and the ship's design deflects blaster fire away from crucial components in the event of shield failure. Despite its efficient military design, the Thunderclap is outfitted with all manner of interior improvements. The main deck contains a high-tech command center and briefing room, a secure armory, and a fully-outfitted medical bay. Personal bunk space is above average, and recreational facilities are available for increased quality of life for the squad during extended missions. BT-7 Thunderclap X-70B PHANTOM-CLASS PROTOTYPE

The starships of the Imperial Navy are the product of centuries of military research and development. The Empire designed its fleet to destroy the Republic as quickly and efficiently as possible. During the years of the Great War, however, the Empire refined its design strategies. Co-opting newly discovered technologies and revising blueprints according to lessons learned, Imperial engineers built a new generation of starships. First among these, Imperial Intelligence commissioned the X70B-Phantom the most low-profile, high-tech starship the galaxy has ever known. From its radar-resistant sleek exterior paneling to the next-generation navigation systems, the Phantom is so far ahead of its time that mass production would never be possible. More likely, the experimental prototypes built so far will be designated for critical Intelligence missions, and entrusted only to the most professional and responsible Imperial Agents. X70-B Phantom KUAT DRIVE YARDS (KDY) D5-MANTIS PATROL CRAFT

A rare, best-in-class vessel, the D5-Mantis is an alpha predator in the cold depths of space. Designed to meet the hefty demands of a much larger interdiction vessel, the Mantis has a compact frame and above all-- is built to fight. By employing three retractable weapon foils with independent power supplies, the Mantis is capable of safely utilizing armament intended for larger class vessels, as well as reducing its profile significantly in order to be packed tightly into carrier ships with a surprising number of other Mantis crafts. To mitigate what would otherwise be an extremely cramped interior, the engineers of the D5-Mantis make efficient use of vertical space and minimized bulkheads to provide more open areas and ensure ease of access for maintenance. Due to the prohibitive cost of building a completely independent, long-range picket ship, the Mantis has never seen large-scale production. Spotting one in use is a very rare sight, and a mark of exceptional means. D5-Mantis FURY-CLASS IMPERIAL INTERCEPTOR

Featuring an advanced hyperdrive and state-of-the-art sub-light engines, the Fury is the most versatile starship in the Imperial fleet. Though initially designed for high-priority military missions, the Fury has become a favorite among Sith Lords and the latest models have been engineered accordingly. The Fury's angular design combines the maneuverability of smaller Imperial fighters like the Interceptor with impressive armament that rivals some of the Empire's larger military vessels. The Fury also features a newly designed set of 'strike foils' that remain down for travel but can be expanded in short range combat to maximize the ship's agility and range of firepower. On the interior, adjustments have been made to match to the luxury and aesthetics demanded by the Sith. No expenses have been spared. FURY Starships No Details. Back To Ship View Previous Starship Back To Starships Starship Details View Next Starship Back To Galaxy Ilum JEDI SANCTUARY UNDER SIEGE For centuries, a treasure trove of resources lay untapped in the most unexpected of places--a small, frigid world at the edge of the galaxy - Ilum.

The first to discover Ilum's potential were the Jedi. The planet's wealth of subterranean Adegan crystals proved to be perfectly attuned for use in Lightsabers, and Jedi began undertaking pilgrimages to Ilum to forge their legendary weapons. Dangerous and far from civilization, many Jedi lost their lives to Ilum's bizarre beasts and brutal climate.

Over the years, the Order established small enclaves and discreet Temples to provide shelter for Jedi who made the long journey. Ilum became a rite of passage for powerful Jedi constructing new Lightsabers and a safe harbor for respected Jedi Masters seeking a quiet place for intense meditation.

Recently, however, the peace on Ilum was shattered. Inexplicably, the Sith Empire learned of the planet's location and attacked with a mighty force of shock troops and Sith, slaughtering the small group of Jedi on the planet and leaving their sanctuaries in ruins. Though the Order was devastated to lose control of this sacred space, Republic resources have been spread too thin to mount a counter-attack.

Recent intelligence, however, has suggested that the Sith's interest in Ilum extends far beyond simply harvesting Lightsaber crystals. Watching the Empire devote so many resources to operations on this remote world, Republic leaders and members of the Jedi Council have begun to question whether they might have surrendered a resource of far greater value than anyone ever imagined. Unknown Regions None Ilum's natural crystal formations are capable of harnessing power that the Empire has become interested in. Mountainous Ice World with Subterranean Crystals The Sith Empire has sent a covert team to Ilum to harvest crystals for a dangerous new project. Dromund Kaas SEAT OF IMPERIAL POWER On the remote jungle world of Dromund Kaas, the Sith have spent a thousand years building their mighty war machine to prepare for an assault on the Galaxy.

Colonized in ancient times by the Sith Empire, the hyperspace coordinates of Dromund Kaas were lost to time, allowing the isolated planet to fade into distant memory. Following a crushing defeat in the Great Hyperspace War, the handful of surviving Sith desperately sought to escape annihilation at the hands of their Jedi foes. The desperate Sith, leaving their collective destiny to chance, chose to forgo all known hyperspace routes and attempt a series of dangerously random hyperspace jumps and blind scouting missions. For 20 years the Sith armada drifted aimlessly in the forgotten regions of space before finally rediscovering the Dromund system.

The Sith's first century back on Dromund Kaas was dedicated to reestablishing the glory of Imperial society. In the depths of the jungle, the magnificent capital city of Kaas City was established and a citadel built - a standing testament to the power of the Emperor. Ceaselessly, the Empire worked to raise both army and fleet in preparation for their inevitable return to the greater galaxy. Power hungry, the Emperor spent great energy discovering and perfecting esoteric rites of darkness - rituals that wrecked the atmosphere of Dromund Kaas, transforming the ionosphere into a swirling electric storm.

Now, more than one thousand years later, the Empire has returned to the galaxy - bringing full-scale war with it. The Sith have forced a great number of systems into submission in the war, however Dromund Kaas remains home to both the Emperor and his Dark Council. Even though the planet is bristling with the energy of the dark side, it is the Imperial military that has the largest visible presence on Dromund Kaas. It is here that the Empire's power brokering games are played and alliances are forged and broken. For up-and-coming Moffs and Imperial intelligence operatives, success - and survival - hangs on the ability to master these games of intrigue.

It is from here, on Dromund Kaas, that the dark hand of the Empire reaches ever outward. Sith Space Sith Empire Imperial Capital Swamps, Jungle, and the Metropolis of Kaas City Rediscovered by the Sith Empire following their defeat in the Great Hyperspace War. Home to the Emperor and his Dark Council. Korriban HOMEWORLD OF THE SITH The earliest Sith lived on the red, dusty planet of Korriban, determined to grow strong despite the inhospitable climate. Their success culminated in a bold civilization, made stronger when dark Force-users arrived and interbred after being driven out of the early Jedi Order. This ancient Sith civilization eventually became a superpower and challenged the Republic during the Great Hyperspace war. Their defeat drove a handful of survivors into deep space where they regrouped and rebuilt, determined to return.

Over time, the new Sith Empire lost its way back to Korriban, until a visit a few centuries ago by two Jedi returning from the Mandalorian wars. Turned to the dark side, the two Jedi, Revan and Malak, attempted to reclaim the Sith's legacy in the known galaxy, but turned on each other and self-destructed.

The true Sith Empire, governed by a thousand-year-old Dark Emperor, wisely waited, and returned to the known galaxy only when completely prepared to defeat the Jedi and the Republic.

Retaking the holy planet of Korriban as a top priority, the Sith re-established the glorious Sith Academy and began training a new generation of Sith to inherit their dark legacy and seize their birthright as the true rulers of the galaxy. Imperial-controlled Outer Rim Sith Empire Tightly controlled by the Sith Red, rocky desert Original home world of the Sith Voss MYSTERIOUS FORCE USERS, ETERNAL WAR Voss is a planet of more questions than answers. Discovered by accident shortly after the Treaty of Coruscant, its rocky plateaus, unspoiled peaks and verdant forests were at first thought to be inhabited only by Gormak, a tech-savvy but pre-space flight species of extremely hostile natives. When the second, much less populous species on Voss made itself known, however, the galaxy was thrown into turmoil and the war almost restarted.

Primarily isolated on one tall peak and outnumbered by millions of their enemies, the non-Gormak natives use the same name for themselves as for their world: Voss. Locked in a losing war with an implacable enemy that sees them as a violation of the natural order, the hard-pressed Voss have survived centuries of Gormak assaults through the disciplined training of their Commandos, the placement and fortifications of their mountain city and the infallible guidance of the Voss Mystics.

The Voss Mystics are Force users of incredible power. Both the Sith and Jedi agree on this one point. The Voss do not. Voss know nothing of the Force and are uninterested in outsider opinions. Mystics have visions that are never wrong. The Voss follow these visions and survive. When the Sith Empire schemed to conquer Voss, the Republic sought to defend the planet--but the Mystics foresaw both plots and in the end a fleet disappeared, an Empire was humbled and two mighty powers came to Voss peacefully to win favor. Outer Rim Independent Failed Imperial conquest, now both sides vie for alliance Forest, Mountains, Plateaus Jedi and Sith ruins point to ancient contact Taris LEGACY OF SITH DESTRUCTION Taris is a post-apocalyptic swamp, abandoned but not forgotten by the greater galaxy for three centuries. Until recently, only overgrown ruins bore testimony to the thriving civilization that once dominated the surface - a civilization annihilated by the Sith Lord Darth Malak while seeking to eliminate the Jedi Knight Bastila Shan.

As a symbol of hope and redemption in the face of Sith atrocities, the Republic has begun an unlikely effort to re-colonize Taris, establishing a spaceport, military base and the beginning of settlements amid the ruins. The remnants of the once great city-world have proven to be far more treacherous than anyone expected, though, and many believe the effort to reclaim Taris is doomed to end in disaster. One thing is certain - cleaning up what the Sith destroyed isn't nearly as perilous as facing what they didn't.

Deep in the dark swampy ruins lies the legacy of a centuries old plague, once confined to Taris' demolished Undercity. Bands of horrific rakghouls - abominations created by Sith alchemy - ravage the planet's surface. Each vicious attack carries the chance of transforming the victim into a diseased monstrosity. There are scattered reports that some of these rakghouls are evolving bizarre, freakish powers.

Determined to overcome the challenges, Republic and Jedi leaders are moving forward with the efforts at colonization. Rebuilding what the Sith destroyed 300 years ago would be a monumental symbolic victory, showing the galaxy that the Sith are not to be feared. But the Empire has no intention of allowing such a significant achievement. Outer Rim Independent Republic Re-Colonization Efforts Have Begun Swamplands, Modern Ruins, Frequent Rainfall Razed by Sith Lord Darth Malak 300 years ago during the Jedi Civil War Quesh TOXIC TREASURE Environmental poisons have made Quesh one of the most dangerous and valuable planets in the galaxy, and the grounds for a savage battle between the Galactic Republic and the Sith Empire. Though the chemicals on Quesh are lethal to most life forms, they can also be used to create some of the most potent adrenals in the galaxy and untold wealth for whoever controls the ingredients.

Initially discovered by the Republic during the Great War, Quesh was abandoned after scientists detected the poisonous content of its atmosphere. It wasn't until years later that a young chemist rummaging through old data recognized the potential for the chemical compounds on Quesh they are incredibly close to venenit shadaaga (Hutt Venom), a primary ingredient in high-grade adrenals for healing, reflexes, and concentration.

If the Republic could find a way to process the delicate chemicals, it would provide a major source of new income at a critical time in the war effort. Ultimately though, Republic engineers were unable to master the techniques to synthesize the adrenals. They were forced to seek help from some unlikely allies - the Hutts. Three families from the Hutt Cartel were quietly convinced to step around their neutrality treaty with the Empire in return for a cut of adrenal profits that not even a Hutt could refuse. The Cartel, so long as they received their share, looked the other way.

Within a decade, the Republic was fully invested in Quesh. Despite efforts to keep Quesh a guarded secret, miner and worker gossip slowly crept out. It wasn't long before the Empire heard about this vast source of chemical wealth - and the treaty-breaking Hutts. The Cartel was forced to declare the Republic-aligned Hutts traitors, and assist the Empire as it launched a full-scale attack on Quesh, seeking to destroy Republic efforts and claim the resource for its own.

Now, the Republic struggles to defend its investment from the Empire and their unhappy Hutt Cartel allies. Hutt Space Republic The Empire has moved in to hijack Republic mining operations. Primarily Toxic Swampland and Marshes Naturally occurring chemicals in the planet's atmosphere can be used to create valuable adrenals. Nar Shaddaa SMUGGLER'S MOON One of the most vibrant and dangerous places in the galaxy, Nar Shaddaa is a sprawling cityscape where nothing comes without a price. Dominated by a black market that caters to every indulgence, the moon has become the ultimate symbol of corruption. The upper levels present an endless parade of glittering neon towers and floating pleasure palaces; no greater concentration of wealth exists across the galaxy. Behind these flashy facades, crime bosses and secret political emissaries make backroom deals that decide the fates of worlds, and as much as both the Galactic Republic and the Sith Empire might like to change it, the Hutt Cartel calls the shots.

For all the opulence above, however, an equal level of brutality lies below. The bowels of Nar Shaddaa hide some of the galaxy's darkest secrets. In the pursuit of advanced technologies, unscrupulous enterprises conduct hazardous experiments on unwilling test subjects and crime lords employ slaves as fodder on industrial assembly lines. Fugitives hide from the law after committing heinous crimes, and prisoners who've vanished from all over the galaxy are held in anonymous and inescapable public prisons. Criminal enterprises beyond Hutt control compete for power, as well - foremost among them the Exchange syndicate, the Hutt Cartel's only genuine rival. While the upper levels of Nar Shaddaa may be one of the most desirable places to visit in the galaxy, the moon's lower levels are a place which anyone in their right mind would avoid at all costs.

In the distant past, before becoming the Hutts' showcase, Nar Shaddaa was used as a refugee camp for Evocii driven from Hutta itself. Then again, after the Jedi Civil War 300 years ago, Nar Shaddaa was swarmed with refugees who were used by the criminal Exchange to lure and capture any remaining Jedi. More recently, when the Great War began, it brought ruin to many star systems, but to Nar Shaddaa, it brought only more profit. While other systems were offering allegiance to the Empire or to the Republic, the Hutts controlling Nar Shaddaa realized they could keep their autonomy - and their increased profits - by dealing with both sides. This delicate balancing act has increased the risk of doing business, but it hasn't deterred competition. The Exchange and the Hutt Cartel have engaged in a winner-takes-all crime war that spans the galaxy but centers on the tiny moon of Nar Shaddaa. Hutt Space Neutral; Controlled by the Hutts Nar Shaddaa has profited greatly from the war, rampant crime, and chaos. Vast cityscape, ranging from neon towers to squalid dens Due to the lack of regulation, many corporations conduct testing on Nar Shaddaa. Hutta WHERE HUTT GANGSTERS GO TO RELAX In Huttese, the name translates into "Glorious Jewel", and the planet more commonly called Nal Hutta is considered a paradise to the gluttonous tastes of the Hutts. To anyone else, though, the planet is a living nightmare; disgusting and dangerous place to visit, and an unthinkable place to live. Current Underworld slang has shortened the name to a simple 'Hutta'; a place where more civilized people threaten to send their children if they misbehave.

Before the creation of the Republic, Hutta was controlled by the native Evocii, a relatively primitive race who made the mistake of engaging in extensive business deals with the Hutts, ignoring rumors of their legendary greed. Centuries later, the Evocii realized their mistake too lateótheir entire civilization was mortgaged. When the Hutts' home-world of Varl later became polluted and uninhabitable, the Hutts collected on the Evocii's debts, becoming rulers of the planet.

In the thousands of years since, the Hutts have subjugated the Evocii; they live in slavery and squalor while the Hutts' insatiable pursuit of wealth pollutes the planet. Hutta has become the breeding grounds for the powerful Hutt families who control competing crime cartels that operate across the galaxy. Though petty vendettas keep them in constant conflict with one another, the Hutts have remained neutral in the long-running war between the Republic and the Sith Empire, keeping their world exactly as they like it.

The Hutts are the lords of Hutta's demented society, and all other races, even official foreign emissaries, are seen as expendable fodder in the Hutts' bloated, wormlike eyes. Even the most infamous bounty hunters are hesitant to venture on the Hutts' home-turf, and no sane person would ever come to Hutta willingly without the most crucial need. Hutt Space Neutral Over-industrialized; Polluted Swamps and Industrial wasteland Also known as Nal Hutta, this is where the Hutt Crime Cartels originated Tatooine DESERT WASTELAND AT THE END OF THE GALAXY Far in the Outer Rim, the sands of Tatooine bake beneath the glare of two bright suns. Small pockets of barely civilized communities dot the desolate landscape, surrounded by the endless expanse of barren dunes and rocky canyons that have silently slain so many of those who ventured out into the desert. Among the small shantytowns and settlements that persist, travelers may find shelter from the brutal climate, but trust is as rare as water on this lawless world. Visitors and locals alike must constantly watch their backs in Tatooine's townships.

For centuries, Tatooine was of little interest to the rest of the galaxy - until the Czerka Corporation showed up five hundred years ago, seeking to exploit the natural resources they believed were beneath Tatooine's surface. Czerka's efforts to mine Tatooine ended in failure, but the planet's hostile environment proved to be the perfect place for Czerka's Secret Weapons division. Able to operate with no restrictions, Czerka brought alien technologies and experiments too horrible or dangerous to be allowed on any other system in the galaxy. While the full scope of how far Czerka went with their research remains unknown, it's clear that suddenly, and without warning, Czerka completely pulled out of Tatooine, leaving their Secret Weapons complex to be swallowed by the sands.

The former Czerka outpost of Anchorhead has now become a lawless haven for smugglers, pirates and anyone else who wants to drop off the radar. Though Anchorhead often serves as a pit stop for Republic starships in the Outer Rim, the Republic has no official presence. Unbeknownst to the Republic however, the Imperial military has established a presence on Tatooine, to explore the old Czerka labs. The Empire has garrisoned a small force in the town of Mos Ila where industrious Jawa had restored a spaceport hoping to encourage trade, only to see their hard work taken over by Imperial troops who drove the Jawa back into the desert. This puts the Imperials only a short distance from the main community at Anchorhead.

Between the two, a terrible secret sleeps in the sand. Outer Rim Independent Haven for Pirates and Smugglers Seas of Sand and Rock Abandoned by the Czerka Corporation Belsavis ANCIENT GALACTIC PRISON Republic knowledge of Belsavis predates the Great Hyperspace War, but for centuries, the planet warranted little attention. With the exception of some unusual volcanic activity, the planet was deemed, in all ways, unremarkable. Belsavis was added to the star charts then summarily dismissed as nothing more than another curiosity of the Outer Rim.

Fifty years ago, while investigating the planet's tropical rifts that seemed to defy the ice shelves in completely unnatural ways, Republic scientists stumbled upon an ancient prison constructed by the Rakatan Empire. Behind the force fields and ultra hard metals were the most terrifying prisoners in the galaxy. Republic efforts to explore and secure the dilapidated network of vaults were impeded by ferocious alien species, and nearly unstoppable droids.

Realizing it was only a matter of time before the vaults and stasis chambers containing the worst of these prisoners failed, the Republic committed a force to maintain the complex, and establish a new Republic prison on Belsavis' unused surface. In secret Strategic Information Service meetings it was decided that this new prison, dubbed ìthe Tombî, was only to be used in cases where execution was impractical or impossible.

Once the Great War erupted, the Tomb's population rapidly increased. Mandalorians, Sith Lords, and creations of Sith alchemy were sent to Belsavis for containment. As rumors of the Tomb's existence spread, Imperial Intelligence began searching for the legendary super prison. Despite Republic efforts to keep its location a secret, the Empire learned of the operation on Belsavis and sent strike teams to liberate all the imprisoned Sith.

In the short time since the Imperials arrived, the prison grounds have been transformed into a labyrinth of battle and chaos. The Empire has discovered that extracting its loyal subjects from among their violent fellow inmates will not be easy, and even though the Republic is rushing to restore order, the threat of the mysterious evil breaking loose from its ancient prison is becoming all too real. Outer Rim Republic Following the Chaos of an Imperial Prison Break Initiative, the Republic is Striving to Restore Order Ice Covered with Small Pockets of Volcanic Temperate Zones Prison world maintained by the Republic Hoth THE FROZEN WASTES OF HOTH One of the most remote and lifeless planets in the known galaxy, Hoth was of no real interest to the Republic until it became the site of a devastating military defeat. At the height of the Great War, Republic and Imperial fleets clashed in the Hoth system in a decisive battle which saw the destruction of some of the most advanced and powerful starships in the galaxy.

In the aftermath of the battle, the icy planet of Hoth became a massive starship graveyard, littered with the wreckage of hundreds of warships from both sides, including several prototype ships the Republic had deployed in the hope of turning the tide of the war. As the war raged on, though, neither the Republic nor the Empire had the time and resources to mount a recovery operation.

Upon learning of the wealth of technology abandoned on Hoth, an ambitious pirate confederation started their own salvage operation. They brought an army of droids and mercenaries and began looting all useful remnants from the wreckage in an effort to piece together their own battle cruisers and create a pirate armada.

In the wake of the Treaty of Coruscant, however, both Republic and Empire have returned to reclaim what's left of their war machines, and Hoth has become a point of considerable contention. Despite the peace and the planet's remote location, skirmishes have broken out often, and now both superpowers have become entrenchedócommitted to fighting for Hoth until the cold, bitter end. Outer Rim No government Contested Frozen, Desolate wasteland A major battle of the Great War occurred in Hoth's orbit littering the planet with wreckage. Corellia SYMBOL OF FREEDOM A founding member of the Galactic Republic, Corellia is one of the most vibrant business centers in the galaxy, and of the highest strategic importance. Besides being the hub for galactic corporate enterprise and maintaining a vocal presence in the Senate, Corellia is also the birthplace of many Republic economic, political, and military leaders. While Coruscant is a symbol of Republic power and tradition, Corellia is a testament to the Republic's resourcefulness and respect for personal and economic freedom.

Corellia's capital, Coronet City, is a model of efficient industry blended with environmental aesthetics. Determined to maintain their world's beauty and individuality, Corellians protected large swaths of parkland in the city's heart. Underneath this sophisticated facade though, an atmosphere of corruption lies just beneath the surface. Corporate influence has always driven Corellian political policy, and most Corellians accept this as fair bargain for the freedoms and economic prosperity it affords.

Despite their appreciation for a lax legal system, Corellians are known to be staunchly loyal to the Republic. This is why recent rumors of Imperial influence in the local government went largely ignored until now. Nothing has been confirmed by reliable sources, but official lines of communication between Corellia and the Republic have recently been suddenly and mysteriously shut down.

Holo-video and images from Corellia show widespread destruction in Coronet city, and though an act of terrorism has not been ruled out, some fear the situation may be more serious. However dire circumstances are, though, the rugged and resilient spirit of the Corellian people is sure to have survived, and rest-assured, the Republic will stop at nothing to protect this planet that is so critical to the Republic's infrastructure and its culture. Core Worlds Republic Rumors of Imperial Influence Over Corellian Leaders Environmentally-Conscious Cityscape One of the most important centers for starship construction and other military-industrial developments. Tython WHERE THE FORCE WAS FIRST DISCOVERED Mystical scholars gathered on the harsh and mysterious world of Tython millennia ago to begin the first studies of the Force, but controversy among the scholars' ranks created a cataclysm which nearly destroyed the planet. A small group of survivors fled to another star system, put their dark past behind them, and founded the Jedi Order.

Thousands of years passed, and the true legacy of Tython was forgotten.

Rediscovering the planet early in the Great War, the modern Jedi began exploring the mysteries of Tython's history, and learning much about the earliest Force users.

When the Empire sacked Coruscant and destroyed their long-standing Temple, the Jedi Council chose to rebuild the Temple on Tython and train a new generation of Jedi to battle the Sith menace. They soon discovered, however, that Tython's mystical power carried its own dark legacy, a pervasive taint of unknown origins. Deep Core Galactic Republic Largely Unexplored Mountains and forests Ancient home world of the Jedi Balmorra BALMORRA: ON THE EDGE OF ALL-OUT WAR Few places in the galaxy have seen the peace promised by the Treaty of Coruscant so thoroughly cast aside as the world of Balmorra. Fiercely independent, this long time ally of the Republic has led the galaxy in advanced droid and weapons manufacturing. Now Balmorra's workers live and suffer under a full Imperial occupation force.

Soon after Balmorra was colonized, in the infancy of the Republic, it became a haven for some of the most prolific manufacturers of fearsome weaponry and battle droids in the known galaxy. These terrible military assets, combined with the planet's strategic location close to the Core Worlds, kept Balmorra in a constant state of war. Setting its sights on the weapons of war manufactured on the planet, the Sith Empire resolved to take Balmorra, and in answer the Galactic Republic sent soldiers to aid the Balmorrans in their fight to preserve their independence.

As the war tore on and continued to spread, the strained Republic could no longer afford to spend its forces on Balmorra. Wave after wave of Republic troops were pulled off of the world for redeployment elsewhere in the galaxy, until finally, in accordance with the Treaty of Coruscant, the Republic was forced to officially end its support of Balmorra. A small, underground Republic force was left on the planet to aid their Resistance, but the Balmorrans knew the truth of it; they had been abandoned. Even so, the Empire was still unable to take full control of Balmorra.

Now, years after the treaty, a regrouped and rebuilt Republic is testing the limits of their fragile peace with the Empire, sending back the reinforcements they had pulled off the planet years before. Although the Balmorrans are accepting of Republic help, they do little to hide their resentment at having been abandoned years before. Meanwhile, the Sith Empire is escalating their presence on the planet, determined to claim Balmorra's weapons, and put an end to this conflict once and for all. Colonies Region Independent Occupied by the Empire War-torn Plains The Sith Empire has taken a special interest in the manufacturing facilities on Balmorra, but a local resistance stands between them and full occupation. Alderaan BATTLE FOR THE THRONE Since the Republic's inception, Alderaan's nobility has been at the political forefront, taking a stand in the Senate for peace, freedom and unity. While Coruscant has always been considered the heart of the Republic, to some extent, Alderaan has been its soul. In the aftermath of the Treaty of Coruscant, however, Alderaan withdrew from the Republic and soon became embroiled in one of the bloodiest civil wars in the galaxy's history. The future of this once-proud planet is heavily in doubt.

Renowned for its captivating beauty, Alderaan's verdant forests and snow-capped mountain ranges have always been a vision of utopia. Matching the landscape's serenity, Alderaan's political process has historically been smooth, though the crown has often been handed back and forth between several entrenched noble houses. At the height of the Great War, though, everything changed; Alderaan's timeless tranquility was shattered. Seeking to sap the Republic's morale, the Sith Empire invaded the planet with all its might, quickly overwhelming local defense forces and taking the royal family hostage. The reaction was equally swift and savage Republic and Jedi forces tapped into previously unknown reserves of valor and rushed to Alderaan's rescue. The Republic's heroes obliterated the invaders and handed the Sith Empire a humiliating defeat.

For the first time in history, Alderaan's leaders became a voice for aggressive military action in the Senate. When the Treaty of Coruscant was signed a few years later, Alderaan's crown prince marched out of the Senate in protest. Alderaan seceded from the Republic and became an independent system. The crown prince's decision was met with mixed reaction at home; though many were supportive, others were outraged. Despite the controversy, order was kept until an assassin's blaster took the prince's life, and the queen died heirless just days later. Alderaan's parliament soon became deadlocked on which of the noble houses should inherit the throne. When one of the houses sought to settle the matter through a show of force, civil war broke out on all fronts.

Adding fuel to the fire, one of Alderaan's forgotten houses has now returned with Imperial backing to claim its rightful place, and the Republic has begun funneling support to the honorable House Organa. Though neither superpower has troops on the ground, Alderaan could become the tinderbox that sparks a return to a galaxy-spanning war. Still, no matter how violent and chaotic the political climate may become, the legacy of the planet's rich history and its sheer environmental beauty make Alderaan a breathtaking place to behold. The question lies in whose hands this treasure will eventually end up. Core Worlds Independent Several of Alderaan's noble houses are battling for the throne in a brutal civil war Forests, Hills and Snow-Capped Mountains Following the Treaty of Coruscant, Alderaan seceded from the Galactic Republic Coruscant CAPITAL OF THE REPUBLIC At the center of the galaxy, the gleaming towers of Coruscant symbolize the power and prosperity of Republic civilization - the result of thousands of years of progress and democracy. Coruscant has been capital of the Republic since its founding more than twenty thousand years ago. Home to the Supreme Chancellor and the Galactic Senate, Coruscant is the most politically prominent planet in the galaxy.

Protected by the legendary Jedi Order, Coruscant has always been the galaxy's safest haven for law abiding citizens. All who would come in peace and partnership are welcome, and hundreds of alien species and star systems have come to be represented on Coruscant over time. These varied influences have made Coruscant the ultimate metropolisóa planet where anyone and everyone can find somewhere they belong.

Sitting at the zero point for hyperspace coordinates, Coruscant acts as the hub for all the galaxy's trade routes. Though the city-world is without natural resources, it has long relied on member systems and allies to supply the raw goods for the population's growth and prosperity. Though it has faced many difficulties in its long history, Coruscant has ever developed in a positive arc.

Despite the Republic's initial losses in the Great War, the Jedi successfully repelled the Sith Empire's attacks on the Core Worlds. Citizens believed they were safe on Coruscant, and for many, that led to an idyllic hope that the Republic would win the war. That hope was shattered when the Sith deceived the Republic's leaders, sacked Coruscant, and destroyed the Jedi Temple.

Since the Treaty of Coruscant, the Senate has been forced to make difficult decisions on prioritizing the Republic's resources. Focus has been put on shoring up defenses in the border worlds and rebuilding only the parts of Coruscant critical to governance and trade. Large parts of the city-world still remain in ruins, and many sectors have fallen under gang control.

Ultimately, the state of Coruscant is the state of the Republic; impressive and imperfect at the same time. Like the Republic as well, though, the strength of Coruscant lies not in its structures and systems, but in its people. Core Worlds Republic Capital of the Republic Cityscape Sacked by the Sith Empire several years ago, Coruscant is still recovering. Many sectors in the lower levels have fallen under gang control. Ord Mantell VOLCANIC ISLANDS AND SPRAWLING PLAINS The mountainous plains and volcanic islands of Ord Mantell are littered with the ravages of a ruthless civil war. Republic forces are fighting elusive separatists who are conducting guerilla style strikes against both military and civilian targets. Adding questions to an already questionable situation, the planet's government, though loyal to the Republic, is merely a puppet regime for underworld concerns.

Corellian colonists settled Ord Mantell nine thousand years ago, and the planet became a staging point for Republic military operations in the Outer Rim. Mantell's strategic value waned over the centuries, however, and after a corrupt admiral sold off the local fleet, the military all but abandoned the planet. Ord Mantell soon became a haven for smugglers, pirates, and bounty hunters, and the local government fell under the sway of the crime syndicatesóa dynamic that remains in place to this day.

Though largely uncontested during the war between the Republic and the Sith Empire, things changed after the Treaty of Coruscant. Though many star systems withdrew from the Republic, Ord Mantell's corrupt governors decided it was better business to stay loyal. Not all of the planet's populace agreed, however, and a separatist movement began and quickly escalated into an armed conflict.

The marauders began a hit-and-run war to drive the military off the planet and achieve independence. Over the last two years, the separatist attacks have ravaged the landscape and de-stabilized the corrupted government. Despite the difficult situation, Ord Mantell's defenses are being bolstered. Crime syndicates backing the local government are bringing in potent black-market technologies from Nar Shaddaa, and the Republic is deploying its most elite forces.

The battle for Ord Mantell is just beginning Mid Rim Galactic Republic Embroiled in civil war Saltwater seas and Islands Despite the planet's status as a critical Republic military outpost, the local government is controlled by criminal elements