Golarion is the primary world of the Pathfinder campaign setting, but it is not
alone. Far beyond its lands and seas, sister worlds revolve around the same sun, their
residents connected by magical portals or ships of terrifying magic and technology.
Now take your game off-planet and explore these weird new worlds for yourself!
This book offers a detailed introduction to the science-fantasy worlds of
Golarion’s solar system, each complete with its own mysterious locations and
cultures. Discover how your swords and spells match up against the trench dwellers
of the Red Planet or the angelic Sarcesians who soar between asteroids. Research the
mysterious origins of the sealed world-ship of Apostae, or hunt vortex sharks in the
freezing seas of Kalo-Mahoi. Though strange and new, each of these worlds uses the
same Pathfinder Roleplaying Game rules as Golarion itself.
Within this 64-page book, you’ll find:
Gazetteers of every planet and major moon in Golarion’s system, from the steamy
jungles of Castrovel and the machine-ruled rock of Aballon to post-apocalyptic Eox
and divided Verces, where one side is always day and the other night. Plus, uncover
information on the residents of the sun, Golarion’s moon, the asteroid belt called the
Diaspora, the dark regions beyond mysterious Aucturn, and more!
Introductions to the major cultures inhabiting the system. Will you join
Castrovel’s beautiful Lashunta, fight beside the four-armed giants of Akiton,
study with the hyper-evolved Contemplatives of Ashok, petition the undead
Bone Sages of Eox, or face down the insectile legions of the Forever Queen?
Easy new rules for adventuring on other planets, including discussions on gravity,
temperature, time, vacuum, and traveling between worlds.
Adventure hooks for every world, tailored for GMs currently playing on Golarion.
Six brand-new alien monsters, from intelligent dragonkin who bond with humanoids
to the great oma space-whales and amorphous, blimplike Brethedans.
Distant Worlds is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign
setting, but can easily be used in any fantasy game setting.
Not only does this book give some very unique interplanetary ideas, but is also very good to create earth based areas. That all comes with the fact, however, that this is an idea book like any gazatter.
This book runs through various inhospitable Terrain and the requirements to survive in them. With some clever alterations you can create very alien worlds with them. Those glaciers in real life that bleed red water because of heavy iron? Easily adapted to the Mars setting. Need a compelling volcano? The sun can help. Magic gas filling the area? Look to the gas giants.
Aside from the obvious and welcomed return of fantasy space this will be very much enjoyed by anyone who enjoys the most extreme fantasy setting. Again, this is a gazetteer so don't expect too much to be done for you, it just has the basics. Still the best example of a gazatter I've seen in ages.
As many of you have noted, this book provides many hooks, and basic background for these new worlds, but few new rules, items, and monsters. But think of the future Setting books this may spawn! I can easily see at least one book for each of the planets, plus a space-travel/vehicles book, magi-technology book, augmentations book (mystical&technological), etc.. I've already come up with an addition to the dragonkin, the True-blooded (dragonkin with the half-dragon template, with the damage, energy type, and DC of their breath weapon changing to that of their progenitor, along with their fire immunity being replaced with the respective type).
I'm an old school fan of SpellJammer although Spider Moon is growing on me, like a fungus really but I digress. I am a GM that wants to resurrect SpellJammer using Pathfinder rules and this was not enough. But I am aware of 2 more third party books coming down the pike to supplement what little is here so I'll take this book for what it is.
Now keep in mind I like the book as a whole but there were some teasers I found annoying in illustrations of being I would love to have stats for towards the end of the first section. It's a nice solar system model I may steal for my own campaign and there are some nice ideas in here, that I wish had been given more info. And in the intro would it have killed you to list some stories that feed into this, I mean, Heck Planet Stories has a good chunk of them, pimp yourselves!
The space travel is a little too light for my tastes but I had the same problem with the first section of being too short. The one new magic item inspired me to create my own. That said the image that starts the chapter off is just fun.
The last bit was all about Aliens and this too could have been expanded. Great stuff and suggestions of other monsters to add in that you may already have was nice. I love the space whales and living clouds best but there isn't a bad monster in here.
Ultimately this is your primer to fantasy space, if doubling the page count would have upped the price I would have paid the extra gladly. I'm looking forward to what Zombie Sky is putting out and I'm sorry I couldn't put in a bid for that one, but i expect it will supplement this nicely. Clockwork Gnome's book I did help get launched and with my pledge I'm getting a copy to use with this and I hope others will too. If you want interplanetary adventures this will get you started but as I have said, there could have been so much more in here.
I have been interested in this book since months ago when I came across it while bouncing around on the messageboards. Like many others (if you read old posts under this product), I grabbed it up hoping for some solid replacements for the 2nd edition Spelljammer setting for D&D.
Well, as an outright replacement, it fails. The book hints at interplanetary travel, but offers more hooks than substance. The chapter that details space is a measly three pages, with a few references throughout that give you some light rules for how to deal with space travel.
So why give it 5 out of 5 stars?
Because the book imploded my expectations. I had hoped to pick up the book and ignore the fluffy campaign-world specific stuff and instead focus on some crunchy, meaty rules for space. Piecing together vehicle rules from Ultimate Combat, interpreting suggestions in the book and using a little creative license, I can do that but the book has done so much more.
This is one of the few world-specific books I've read cover to cover (and I'm going back through it again now) in my ~20 years of gaming. And though only two pages really focus on Golarion (or rather it's moon), which I had largely ignored since I really came to Pathfinder books for their 3.6+ rule replacements, I am now falling in love with the world so many of you already have. I have probably spent as much time on the Pathfinderwiki as with my nose in my physical copy of this book, trying to plumb every mystery hinted at in Distant World's pages.
So to those looking for Spelljammer rules, I say this:
You will find a rough outline, that needs to be heavily supplemented, for what Paizo's/Pathfinder's space travel adventures will look like. Vercitian aetherships and Eoxian bone ships will give you new terms and ideas for replacing tradesmans and neogi deathspiders. Pathfinder also declares where they stand on the rules of space (no gravity planes, no air bubbles, no philogiston -- though those could all exist if you wanted them to).
To everyone else:
This really seems like a must read book. Golarion and the adventures that take place there have long been influenced and defined by that which comes from beyond the sky (Starstone, Dark Tapestry, Numeria, Mythos monsters a plenty), and this book offers you some solid insider knowledge to help you understand the mere groundling races of Golarion place in the cosmos.
The book is amazing, I wanted this ever since I first saw the once over the 3.5 campaign setting glazed over it. As a fan of John Carter, Akiton called to me. The other planets are well written and are either original or wonderful adaptations of existing sci-fi tropes.