Outer Rim Territories
Tatoo system (orbiting twin suns Tatoo I and Tatoo II)
Anchored by Hutt-aligned freight and independent spacers; moisture farming, scrap, and “discretionary” cargo move through spaceports and cliff-side landing pads alike.
23 standard hours
304 local days
Type I or II depending on district; open desert is harsh, population centers are filtered and climate-controlled.
Arid; extreme day heat, cold nights, and seasonal windstorms that can strip paint off hull plating.
Primary: Dune seas and flatlands
Secondary: Rocky passes, canyons, cliff mining faces
Tertiary: Sinkholes, caves, and sunken structures half-buried in sand
Spaceport towns and bazaars; moisture farms; Tusken territories; criminal palaces; rancor warrens; and the endless transit corridors between “civilized” Anchorhead and the deep desert.
Humans predominate in the cities; Jawas, Tusken groups, and off-world labor fill the gaps; Hutts and syndicates hold the real deeds.
Galactic Basic, Huttese trade cant, Tusken sign and ritual speech.
Officially a backwater; practically a quilt of Hutt charters, corporate leases, and local councils that survive by paying tribute. The Republic maintains only inconsistent presence—enough to register complaints, rarely enough to enforce them.
Moisture, scrap salvage, illegal spice and arms, gladiatorial entertainment, and tourism for those who mistake danger for authenticity.
Tatooine has never been “important” on a holomap—only indispensable to everyone who hides there. The Jedi Civil War turned the world into another footnote of raids and swoop-gang politics. In the uneasy cease-fire that follows Darth Malak’s fall, the desert is as crowded as ever with deserters, dreamers, and those who profit from both.
Tatooine is a major surface destination with Space - Tatooine Orbit for starship travel. The module uses a mix of city, frontier, and dungeon zones named Tatooine - … for easy recognition.
Settlements & services cluster around Anchorhead: districts (north and south), Astroport, Verpex Bazaar, Cantina, Club d'Ash, Junix's Joint, Smuggler's Den, Droid Shop, Go-Corp Station, and gates toward the desert runs (including routes To Mos Eisley / speeder connections). Mos Esper appears as a separate hub with quarters such as Baie 94, Dowager Queen, Cantina Quarter, and palace-linked interiors.
Wilderness & travel corridors include Flatlands, Northern Dunes, Southern Pass, Chasm Pass, Rocky Pass, Deep Canyon, North Mine Cliffs, and transitions to satellite camps such as Tochee. These routes connect faction and underworld set-pieces across the map.
Tusken & tribal content spans Tusken Raider Cave (main, tunnels, bottom), Tusken Camp, Tusken Raider Tent, and related wilds—high risk, heavy theme for frontier RP.
Notable dungeons & bosses include Rancor Cave, Baby Sarlacc Cave, The Worm Den, and palace complexes tied to figures like Smesk (Smesk's Entryway, Smesk's Palace, Mos Esper palace variants). Many difficult surface encounters are also sources for high-tier crafting recipes (see Smithery and Engineering overviews on the wiki).
Gathering note: In-game herb naming may use the spelling Tattooine Desert Sage on items even when planet prose uses Tatooine; both refer to the same desert-world sourcing.