The Galaxy

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The Star Wars galaxy is vast and wondrous, with myriad species, spectacular worlds, interstellar hazards, and more. While most citizens of the galaxy stay close to their homeworlds, endless opportunities await the ambitious and the daring, or the troubled and the desperate. Everyone sees the galaxy from his own point of view. To Imperials, it is something to be controlled, dominated, and exploited. To the Rebels, is something to be freed, liberated, and saved for the good of all. For those living at the fringes of society, it is simply something to be survived and perhaps, if they’re lucky, an opportunity to be unlocked.

Few travelers stop to think about how vast the galaxy actually is. There are an estimated four hundred billion stars in the galaxy. Most star systems are uninhabitable, and many have more than one star. After a great deal of research, galactic cartographers and astronomers placed the number of habitable systems at 3.2 billion. Of those, only 69 million or so have sufficient population for Imperial membership and only about 1.75 million planets are fully represented and integrated into the Galactic Empire.

Many travelers might be surprised to know that only about twenty-five percent of the galaxy has been formally surveyed. While there are large regions of unexplored space—such as the isolated Unknown Regions and the ever-shrinking borders of Wild Space—there are still vast, divided areas within Known Space that may never have had more than a single survey droid pass through in recent centuries. Of course, the vast majority of stars have been mapped from a distance, even if not properly explored. Still, isolated pockets of unexplored space can be found throughout the galaxy, especially around star systems that are expected to be uninhabitable or are isolated by natural interstellar features.

Millions of habitable planets mean that a mindnumbing number of species exist in the galaxy. More than five million intelligent species are logged in Imperial databases. The vast majority have likely never engaged in interstellar travel or colonization on a large scale. However, given the availability of interstellar travel, and the multitude using it, is possible to regularly meet species one has never seen before.

THE GREAT HYPER LANES

Hyperspace travel makes galactic civilization possible. Without it, interstellar travel would take far too long to support a government or trade system on a galactic scale. Though its origins are buried in the ancient past, the hyperdrive is the firmly established technology behind exploration, transportation, and warfare.

Hyperspace itself is an alternate dimension that allows starships to achieve velocities beyond the speed of light. However, such travel is inherently risky, and one cannot typically make a hyperspace jump in a straight line between two distant destinations. Objects of sufficient mass, such as planets or stars, project correspondingly sized hyperspace shadows that interfere with and endanger navigation. Hyperspace oddities and hazards also occur, especially in areas with a lot of gravitational activity, such as the core of the galaxy. Ships straying too close to a mass shadow may be damaged, destroyed, or violently forced out of hyperspace. The fact that every star, planet, and object in the galaxy is in a state of constant motion means that a ship’s trajectory must be altered, even when on a known and established route.

Established hyperlanes, or hyperroutes, provide the safest paths of travel. These well-mapped routes are the backbone of galactic transportation. They are constantly monitored and mapped by agencies of the galactic government (currently the Imperial Space Ministry), and updated star maps are available at virtually any starport. Lesser-known, illegal, secret, and smuggling routes also exist; maps can be obtained through illicit—or at least privately available—sources. Hyperspace travel without using a known route is possible, but it is usually slower and very dangerous.

Because safe routes change subtly from trip-to-trip, hyperspace travel times vary. Travel times are affected by the ship’s hyperdrive speed (called a multiplier), the capability of the astrogator to plot an efficient path, the accuracy of the available star chart, and the natural ebb and flow within hyperspace that affects each passage. Ships making parallel hyperspace jumps together are normally, but not always, affected by similar hyperspace conditions, making their arrival times and relative positions comparable to each other.

MAJOR GALACTIC HYPERLANES

The major hyperlanes are centuries old. Well-traveled and well-mapped, they connect to some of the most important sectors and systems in the galaxy. They’re also the best patrolled, raising the stakes for criminals, Rebels, and others seeking to avoid government detection or interference. The greatest routes are described below, with a list of notable locations associated with each route. They are listed more or less in order from Coreward to Rimward (with the exception of the Hydian Way, which starts at its northernmost point, in relation to Galactic North).

PERLEMIAN TRADE ROUTE

The Perlemian Trade Route is one of the oldest and most traveled hyperlanes in the galaxy. Starting 25.000 years ago, it extended the early Republic deep into the northeastern quadrant of the galaxy, from Coruscant out to Ossus and the Tion Cluster. It intersected with early connections to Hutt Space. It runs from Coruscant (currently called Imperial Center), through the Tion Hegemony in the Outer Rim, out to Wild Space. The route is one border of the Slice (see page 373), and its existence, combined with regional political pressures, led to a rapid colonization of the eastern side of the galaxy. It crosses the Hydian Way at Brentaal, and the Corellian Run at Imperial Center (Coruscant).
Notable Locations: Imperial Center (Coruscant), Brentaal, Taanab, Roche, the Wheel, Ossus, Rhen Var, Felucia, Raxus, and the Tion Cluster.

CORELLIAN RUN

The Corellian Run was founded around the same time as the Perlemian Trade Route, and is the opposite border of the Slice. The route provided Corellia with galactic influence throughout its history, up to modern times. It is one of the galaxy’s most important trade and military routes. The Corellian Run starts at Imperial Center (Coruscant), bends around the Deep Core, and goes through much of the Core Worlds territory before extending in an almost straight line to the Outer Rim and beyond.
Notable Locations: Imperial Center (Coruscant), Corellia, Duro, Gamorr, Bacrana, New Cov, Christophsis, Rodia, Tatooine, Geonosis, and Ryloth.

CORELLIAN TRADE SPINE

Originally connecting Corellia to Duro. the Corellian Trade Spine now extends to the southern end of the galaxy. The Trade Spine isn’t as prosperous as other routes, as the regions in service are less developed and populated. It intersects with the Rimma Trade Route at Yag’Dhul and with the Hydian Way at Terminus.
Notable Locations: Corellia, Duro, Bestine, Yag’Dhul, Bespin, Hoth, and Terminus.

RIMMA TRADE ROUTE

The Rimma Trade Route serves important systems and sectors in the southern areas of the galaxy. Tapani sector merchants originally created the Rimma Trade Route to run from the Colonies towards Abregadorae and out to the distant Kathol sector at the edge of the galaxy. The Herglic Trade Empire and the Tapani spurred expansion into the southern regions. The Rimma intersects with the Corellian Trade Spine at Yag’Dhul, and the Hydian Way at the strategically important Eriadu.
Notable Locations: Abregado-rae, Thyferra, Yag’Dhul, Sullust, Eriadu, Sluis Van, Dagobah, and Kathol sector capital Kal’Shebbol.

HYDIAN WAY

The Hydian Way is the only major hyperlane to span the entire galactic disk. Pieced together from many small routes, the Hydian Way extends from the southern areas, through the Core Worlds, and to the northeast edge of the galaxy, ending at the Corporate Sector. While the route has fewer influential systems in its path, it links to many greater and lesser routes throughout the galaxy. It crosses the Perlemian Trade Route at Brentaal, the Corellian Run at Denon, the Rimma Trade Route at Eriadu, and the Corellian Trade Spine at Terminus.
Notable Locations: Corporate Sector capital Bonadan, Telos, Mandalorian Space, Taris, Brentaal, Denon, Malastare, Eriadu, Mustafar, and Terminus.

THE DEEP CORE

The Deep Core is the astronomically chaotic, starI packed region orbiting a massive black hole at the center of the galaxy. Given the high density of star systems and the extreme fluctuations in the gravitational held, hyperspace travel through the Deep Core is extremely difficult, if not impossible, and always highly dangerous. Very few navigational routes exist, and most of them are closely guarded Imperial secrets.

INTO THE CORE

Given the difficulty of penetrating the Deep Core, galactic expansion naturally radiated outwards, along easier paths toward the Rim and open space. While a few Deep Core systems are inhabited, most are not, or are too difficult to reach and survey.

Despite the difficult location, a few Deep Core worlds had a great impact on galactic history. It is believed the origins of the Jedi and the Force came from one of the isolated Deep Core worlds. One of the galaxy’s most influential systems in ancient times was Empress Teta, a major supplier of carbonite and one of the original sources of human expansion into the galaxy.

For much of galactic history, the Deep Core was largely ignored by the rest of the galaxy. However, Chancellor Palpatine seized on the opportunity presented by the Clone Wars to secretly scour the region for new hyperspace routes and usable worlds. His secret alter ego turned some of the data over to Separatist forces to launch a surprise attack on Coruscant. The rest of the information he kept secret. It’s rumored that he silenced anyone involved in the scouting missions. Some of the Empire’s most tightly guarded secrets are the routes into the Deep Core. The Emperor established the Deep Core Security Zone, making any travel in the Deep Core illegal without the proper permits and authorizations from the Imperial Security Bureau and the Bureau of Ships and Services (BoSS). Travel within the Deep Core is strictly regulated and controlled with extreme security. Only a handful of systems are ever open to receive hyperspace traffic, usually only two to three ships at a time. Known worlds are largely unpleasant and unlikely to draw the typical merchant or tourist traffic. They include prison planets, industrial worlds, and endangered or enslaved mining colonies.

The Emperor ordered some systems colonized by Imperial decree to form heavily protected “fortress worlds.” Not only do these worlds add to the Deep Core’s extreme security, some also protect the way to the Emperor’s personal retreat on the planet Byss. They also protect Prakith, home to the Emperor’s feared, Force-wielding High Inquisitors.

NOTABLE LOCATIONS

The following are areas of interest within the Deep Core, at or before the rise of the Empire.
Byss: Byss is the Emperor’s ultra-secret personal retreat and foremost fortress world. It is located at the end of a dangerous Byss Run hyperroute. Access is strictly regulated, and even knowing of the world’s existence can be a death sentence. Most of those few who have heard of it believe it to be a myth or mere propaganda. See page 375 for more information.
Byss Run: This is an intensely unstable and dangerous hyperspace route from Empress Teta to Byss, via Prakith. The Empire maintains navigational aids to keep the secret route viable. Much of the Byss Run was used by General Grievous to attack Coruscant, using an unstable path starting beyond the Byss Run at Abregado-rae in the Core Worlds.
Empress Teta system (Koros Major): Empress Teta is still a producer of carbonite, after thousands of years of mining and production. The Emperor’s Deep Core exploration efforts start in this system. It remains one of the more easily and frequently visited systems in the Deep Core.
Koros Trunk Line: The ancient, main hyperroute for the majority of travelers into the Deep Core is the Koros Trunk Line. It has long been chiefly used for transporting carbonite from Empress Teta to Coruscant and beyond.
Prakith: This is the fortress world of the High Inquisitors and their headquarters, the Citadel Inquisitorius. Prakith is well defended both in space and on the ground. This world serves as a training ground for the dark-side-wielding Inquisitors, and holds their most secure prison.
Tython: Tython is a largely inaccessible planet where the Force was thought to have been originally discovered in the ancient past. Early worshipers of the light side left the planet and eventually became the first Jedi Knights.

THE CORE WORLDS

The Core Worlds region is the governmental and cultural center of the galaxy. The Core Worlds were once the heart of the Republic. Now they form the seemingly unbreakable political and commercial backbone of the Galactic Empire. The region consists of a semicircular ring of star systems around the north, east, and south sides of the Deep Core. Every major hyperlane starts in or intersects with the Core Worlds.

CORE WORLD DOMINANCE

The Core Worlds are among the most ancient civilizations of the Republic. From the central worlds, exploration radiated outward toward the rim of the galaxy. With it came governmental, societal, and economic expansion that funneled vast amounts of wealth back to the Core Worlds. These densely populated planets are among the most powerful in the galaxy.

The Clone Wars shattered the Core Worlds’ long-held notions that they were largely beyond the reach of major wars or widespread violent conflict, unlike “less civilized regions.” Chancellor Palpatine manipulated and used their fear of war to build support for his vision of peace through military strength and a dominant central government. The citizens welcomed the safety and stability of the new Empire, and became its strongest supporters in the galaxy. The rest of the galaxy regards the Core Worlds’ populace as rich, snobbish, and elitist. Imperial rule and favoritism only increased this perception and reality. Arrogance is particularly prevalent on humandominated worlds, due to the Empire’s human-centric edicts and views. Most Core World citizens actively support the Imperial cause and government.

The Core Worlds, and Imperial Center (Coruscant) in particular, are the greatest driver of the Imperial bureaucracy and war machine. Core Worlders, like most dedicated Imperial supporters, tend to turn a blind eye toward the darker side of the Empire. In falt r they remain ignorant of its worst evils, which are hidden and obscured by the Emperor, his aides, and the Imperial bureaucratic machine. Disturbing, unsavory, and outright evil events that do come to light are dismissed as dissident Rebel lies and propaganda. Imperial viewpoints are further expressed and supported by organizations like COMPNOR (Commission for the Preservation of the New Order). COMPNOR simultaneously suppresses anti-Imperial sentiments, and pushes the Emperor’s social and governmental attitudes and goals.

Given the region’s attitudes, it’s not surprising that the Rebel Alliance finds it difficult to build public support for its efforts in the Core Worlds. With a general population that is all too happy to turn Rebel sympathizers over to the Imperial authorities, security and secrecy is of the utmost importance to Rebel operatives. Open support of Rebel or anti-Imperial activities is swiftly crushed by Imperial security and the military. ISB agents and other police authorities relentlessly pursue any hint of Rebel activity. Core Worlders are horrified at even the slightest hint or accusation of being a Rebel sympathizer, fearing the inevitable social and Imperial repercussions.

NOTABLE LOCATIONS

The following are areas of interest within the Core Worlds, at or before the rise of the Empire.
Abregado-rae: Located in the Borderlands region of the Core Worlds, Abregado-rae is a center of manufacturing and trade. It marks the start of the Rimma Trade Route but is not especially influential in galactic affairs. This is partly due to the fact that its operations and attitudes are more like those of an Outer Rim world than a Core World, including a rich smuggling tradition.
Alderaan: Alderaan was one of the original worlds of the Republic, a home to early human colonists. The planet was destroyed by the Death Star in an attempt to intimidate the Galactic citizenry into submission before the Empire, and to wrest the location of a secret Rebel base from Princess Leia Organa. The rocky, shattered remains of the planet are called The Graveyard. See page 374 for more information.
Caamas: The homeworld of the pacifist, scholarly Caamasi species was completely devastated by orbital bombardment by mysterious forces several years ago. The Caamasi still adhered to the Old Republic ideals, which brought them into direct conflict with the Empire. The survivors relocated to other worlds, including the doomed Alderaan.
Chandrila: A pleasant world known for commerce and political candor. Its inhabitants are often philosophical, and the planet avoided major war for millennia. It is the homeworld of Mon Mothma, founder and leader of the Alliance to Restore the Republic. See page 376 for more information.
Corellia: Corellia is the beneficiary and founder of two major hyperlanes that intersect the system, the Corellian Run and Corellian Trade Spine. It is an unusual planetary system, consisting of five inhabited worlds, two of which orbit the ancient and mysterious Centerpoint Station. Three species call Corellia home: humans, Selonians, and Drall. Corellia is famous for its shipyards and the free-spirited attitude of its human citizens. Despite this, the Empire keeps strict control over the system, in part due to the importance of the Corellian Engineering Corporation and its vital shipyards.
Corulag: Corulag is dedicated to Emperor Palpatine’s New Order. It is home to the prestigious Corulag Academy, a highly acclaimed and sought-after military school. Bright young cadets from the Core Worlds seek to jumpstart their promising careers, spurred on and guided by their noble families, political insiders, and corporate sponsors.
Dentaal: The population of Dentaal was recently decimated by the Candorian plague. Billions of lives were lost to the incurable disease. The Empire blames the Rebellion for unleashing a biowar agent that went far beyond expectations, while the Rebellion blames the Empire for secretly releasing the disease in retaliation
for the planet’s rejection of Imperial rule. The Rebels have the inside story, as former Imperial storm commando leader Crix Madine defected to the Rebel Alliance over his role in the events.
Duro: Duro is the homeworld of the Duros species. The Duros were among the earliest spacefaring societies, predating even the modern hyperdrive. They originated and blazed a great number of hyperroutes, including the early portion of the Corellian Trade Spine. They developed and colonized the systems they discovered to great economic effect. Eventually, the surface of their homeworld became overwhelmed by industry and sprawling automated corporate farms. Due to high pollution and terrible conditions, the Duros live in orbital cities or elsewhere offworld. The Empire continues to strip what little remains of the planet’s natural resources for use in Duros’s shipyards.
Imperial Center (Coruscant): Imperial Center is the newly renamed traditional Republic capital world of Coruscant. It is the center of galactic culture and influence, as well as the origin point on Republic and Imperial navigation charts. It is a dense, multi-level, planet-wide city, with the dregs of society far below the dominant and prominent surface world. See page 379 for more information.
Kuat: Kuat is vital to the Empire as home of the strategically important Kuat Drive Yards and builder of the iconic and dominating Imperial Star Destroyer, as well as other ships and vessels. Kuat is completely ringed by an orbital stardock for starship manufacturing, which produces thousands of ships a year. Hundreds of millions of workers inhabit the orbital ring. The Empire maintains high security around the system at all times, requiring ships to approach and leave the system through specific hyperspace routes, usually routed through nearby systems as waypoints to deter Rebel attack and other disruptions.
Ralltiir: Ralltiir is home to an extensive banking system that influences important financial markets in the galaxy. Various agents and actions worked to steer these markets toward Imperial support. However, after Rebel sympathizers tried to counter this, the Empire invaded and seized direct control. In response, the Rebels target the system with raids and other covert operations.
Rendili: Rendili is home to one of the galaxy’s largest starship producers, Rendili StarDrive. Rendili supported the Separatists during the Clone Wars, but the effort was limited by its own home fleet’s loyalty to the Republic. Chancellor Palpatine manipulated the situation to take such fleets under more direct governmental control. Rendili StarDrive also lost out on Imperial contracts as a result.

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