Outer Rim Territories
Dathomir system
Thinly charted; traffic is mostly expeditionary—slavers, xenobiologists, crystal hunters, and those who underestimate the planet’s reputation.
24 standard hours
491 local days (approximate)
Type I in many lowland basins; cavern and spore-heavy zones may require filters or short exposure times for off-worlders.
Humid jungles, misted grottos, and blistering desert margins on the same landmass; seasonal storms roll in from the oceans with little warning.
Primary: Tarnished jungles and vine-choked ruins
Secondary: Karst grottos, waterfall chutes, mountain spines
Tertiary: Open desert flats and wind-scoured west-side badlands
Nightsister-adjacent traditions and local tribes; pre-colonial ruins; corporate “research” stations; and megafauna lairs that make homesteading a blood sport.
Isolated tribal communities, off-world corporate staff, and a rotating cast of mercenaries who discover they were paid insufficiently.
Galactic Basic; clan dialects; ritual cant in the deep jungle.
No planetwide state—clan law dominates outside enclaves. Czerka Corporation maintains a measurable footprint (see in-game Czerka Base), often at odds with locals and Republic ideals alike.
Herbal exports, exotic beasts, illicit salvage, and “security consulting” for those brave enough to land.
Dathomir’s name is shorthand for “beautiful, haunted, and hostile.” The Jedi Civil War did not civilize it; if anything, the galaxy’s chaos fed the moon’s black-market appeal. After Malak, expeditions return with new excuses—science, faith, profit—but the jungle’s answer is usually the same: fewer returnees than hoped.
Dathomir is a high-danger adventuring planet with Space - Dathomir Orbit for pilots. Zones follow the pattern Dathomir - ….
Population & social hubs include Tribe Village and the Jungle Landing pad—common entry points for expeditions and trade.
Jungle & ruins feature Tarnished Jungles and Tarnished Jungles North; Grottos and Grotto Caverns; Waterfall Ruins; Cave Ruins; Ruin Base; and the winding Hidden Cave tunnels.
Mountains offer Mountains surface travel, Mountain Caves, and vertical fights over sightlines and choke points.
Desert margins include generic Desert stretches and Desert West Side encounters—useful for open-field hunts and ambush RP.
Corporate angle: Czerka Base anchors industrial and quest logic; good for morally gray contracts, escort missions, and “we’re not trespassing, we have a form” RP.
Combat & crafting: Like Tatooine, Dathomir hosts many difficult encounters tied to recipe unlocks and endgame farming (rancor-class threats, dark-side adepts, and similar are called out on crafting overview pages). Fishing and agriculture wiki tables also reference Dathomir-specific fish and ingredients.