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The Galaxy
Known galactic aspects: Power of the Sith,
Life is Cheap.
This is a list of the worlds of note in the galaxy, with annotations
giving their main points of interest and deviations from the standard
references that are focused on an era 25,000 years later. Note that
many sector boundaries have shifted, as have galactic trade routes.
The worlds are listed by region and sector, with hyperlinks based on
other organizing principles such as trade routes and polities.
Planets known in later eras
by Ord
prefixes do not have them this early. -ooine is a Huttese
suffix meaning world.
The Essential Atlas is the best reference
available to date; its
galactic map is
at a scale of 5000 light years per grid square, which is 1534 parsecs,
or 15 hours with an ×1 hyperdrive.
This is the era before nav computers, when
hyperspace beacons are used to provide reliable navigation fixes.
Any settled system will try to maintain one.
KotORCG p111
Galactic Regions
The regions here are the names from the era of the films, for convenient
reference. In this era, the settling of the galaxy is much more sparse,
and the Sith Empire is far-flung while skipping many worlds in between.
Trade Routes
Trade routes connecting the Galaxy
tEA p121–2:
Major Trade Routes
Galactic superhighways, with very reliable nav beacons and high bandwidth
hyperwave relays, frequently carrying bulk freighter traffic. Data
connections vary from a barely noticeable delay when talking to someone
in the next system to hours to cross the galaxy.
(The Hydian Way is not established until 3700BBY.)
Galactic highways, with reliable nav beacons and hyperwave relays; you
can’t get a decent realtime connection to another system and getting
information out to a major trade route may take hours to days, but you
can transmit funds ahead to your next bank branch before boarding a
ship and have no problem when you get to your destination.
Galactic county roads, with questionable nav beacons and dubious
prospects of hyperwave connectivity. Bring hard trade goods, and
be prepared to depend on courier ships and the infoholds of light
freighters for data connections.
The Sith place importance on a set of worlds called the Gauntlet. Gauntlet
Worlds received a great deal of attention early in the days of Sith conquest—
to the degree that they would conquer these worlds before bothering to clear
space in between them— and always sport impressive Kissai temples. The Sith
Empire is largely structured around these worlds, though a nearby world with
better placement for local hyperlanes may be more important strategically and
economically. Any Sith Lord in charge of a Gauntlet World has enhanced
prestige relative to his apparent resources. Some of the worlds are
populous; others are almost uninhabited. The latter tend to be places that
Sith indulge in one of their favorite sports: hunting disadvantaged enemies.
While some deal with their enemies by pitting them against beasts and
gladiators in the arena, others prefer to hone their skills by dumping them
on an almost-uninhabited planet with minimal survival gear and then
tracking them.
These are the worlds of the Infinite Empire, tEA p116. Need to
set up the plotline for having some drop off the map eventually.
Sacrificing your opponents generates much more power on a Gauntlet
World.
Duchy of the Conquerors’ Road:
the old route of conquest from the Outer Rim down to Coruscant,
covering the eastern Core and rooted in
Caamas (on the Commenor Run from the Perlemian),
Hijarna (just off the Perlemian),
and
Corsin (follow the
Corsin Trail from Hijarna).
Other worlds of note:
Duchy of the Gordian Reach:Maridun,
Pho Ph’eah,
Tandun III,
and Yavin.
Between the Duchy of Korriban and the Duchy of Dathomir. Connects up
to the rest of the galaxy via the
Thanium Worlds, which
in turn lead to the Perlemian Trade Route. About as much of a backwater
as the Duchy of Dathomir.
Duchy of Korriban:
Home of the Sith, and near the far end of the Perlemian Trade Route;
covers Xim’s old empire in the Tion
Cluster.
Rooted in
Korriban,
Raxus,
Rhen Var,
and Zygerria.
Korriban connects to the Perlemian Trade Route via
the Shaltin
Tunnels, which run from Lianna out to Zygerria; Raxus and Rhen Var
are near the Perlemian. One of the busiest parts of the Outer Rim.
Duchy of Corellia:
Starts with Rendili and Cato Neimoidia and points trailing.
Includes the Hidakai Pool, and extends up the Corellian Run within the
Inner Rim, and up the Corellian Trade Spine to Yag’Dhul. Rooted in
Corellia,
Duro,
Denon, and
Kooriva.
Other notable worlds:
Giju.
Duchy of Vendaxa:
Based around the Corellian Run, starting in the Expansion Region at Rhommamool
and extending rimward.
Gamor,
Vendaxa,
Mon Gazza,
Tatooine: extends from the Duchy
of Duro out to the Arkanis
Sector, paralleling the Corellian Run.
Other notable worlds:
Bothawui.
Duchy of Alzoc:
Trailing the Corellian Run in the Mid Rim and Outer Rim.
Malastare,
Umgul,
Rugosa,
Seylott,
Alzoc.
Another backwater full of difficult hyperspace routes, accessing the core
via the Corellian Run and the Duchy of Varl via the Triellus Trade Route.
Duchy of the Trailing Frontier:
A motley collection of star systems out beyond the end of the Corellian
Trade Spine, starting in the Inner Rim and extending haphazardly rimward.
Kinyen,
Chalcedon,
Kaal,
Sarafur.
Another backwater, connecting up to the Corellian Trade Spine via the
Great Gran Run.
Other worlds of note: Cerea, Endor.
While they have been under the Sith fist for thousands of years now,
these former polities would still retain a regional identity and still
possess cultural coherence.
The Azure Imperium.
Hutt Space.