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.
by James L. Sutter
ISBN-13: 978-1-60125-403-0
Other Resources: This product is also available on the following platforms:
I adore how much sci-fi is in Pathfinder, and the delicious sword-and-planet weirdness is my favorite flavor of that. I’m hoping 2e revisits this material as soon as possible - and with a greater eye towards PCs from these places!
Distant Worlds is a 64-page softcover campaign setting book for Pathfinder that's like no other: instead of detailing a particular region of Golarion, this book takes you into space! Well-known as one of the few campaign setting-line books to receive a second printing due to its popularity, the goal of Distant Worlds is to provide an introduction and overview to the planets that share a solar system with Golarion. The Inner Sea is great and planar travel has its appeal, but sometimes a story needs to travel to whole new worlds and encounter strange, alien civilizations: if you're inclined in such a direction, this is the book for you.
The front cover is certainly cool and eye-catching, and evokes the "sword and planet" genre that inspires much of what's inside the book. The artwork is reprinted as the inside back cover, while the inside front cover provides a map of the solar system, showing the order of planets from the sun.
The Introduction (two pages) makes clear that this isn't intended as a brand new campaign setting (much less a brand new game like Starfinder), but is instead a whole new set of locales that heroes from Golarion can travel to and adventure on. Thus, the focus is on what outsiders to these planets will experience, and how they'll survive the journey to get there. I especially like the couple of paragraphs on how the gods of Golarion aren't necessarily known deities on other planets, and that their portfolios may be encompassed by deities completely unheard of to the PCs.
The first and by far largest section (48 pages) of this book is a gazetteer of the bodies that make up Golarion's solar system. Each of the planets receives four pages of coverage made up of statistics (diameter, mass, gravity, atmosphere, and orbit), a general description, a few paragraphs on what adventuring there would be like, a half-page chart of key locations on the planet, a couple of pages of written description of those locations, and then a few brief adventure hooks that GMs can use to draw PCs to that planet. Given that entire worlds are being described in just four pages, readers need to have their expectations in the right place: this is an introduction, not an exhaustive treatment. I found the interior artwork very hit or miss: many of the aliens are very cool and evocative, but some of the other drawings are rather mediocre. Anyway, here's a quick run-down of what's covered:
* The Sun: This is actually just a one-page summary, but it's actually kind of cool--I never thought about setting adventures on the sun! In Pathfinder, there's actually stuff there, including magically-protected "bubble cities" that would make an awesome setting for an adventure.
* Aballon: A rocky world that is the closet planet to the sun, occupied by a vast society of machine intelligences created by mysterious (and now departed) First Ones. There's a really cool cultural divide among the intelligent machines between Those Who Wait (who believe that their creators will someday return and justify their existence) and Those Who Become (who believe that they should leave and seed another world, becoming First Ones themselves). Another location that stands out is Horsethroat, a small settlement of about 50 people from Golarion (and other worlds) who have arrived, quite accidentally, through a portal from their homeworld and are now trapped on Aballon. It's a natural starting point for PCs to begin their adventures amongst the stars (even if the "fall through a portal" adventure hook is overused in the book).
* Castrovel: Home to both the elven nation of Sovyrian (with major story ties to the fate of elves on Golarion) and the lashunta, a humanoid race with major and fixed divisions between the societal roles of the sexes. There's a plethora of awesome stuff on these four pages, including some fascinating hints about a mysterious portal network on the planet, some links of which have become dangerous. The ties between Castrovel and Golarion are so strong, it would be fantastic to see an AP that crosses between the two planets.
* Golarion's Moon: This section is only two pages long, but there are some interesting story elements here, as the moon was once colonized by ancient Azlanti, and there's a demon-infested area called the Moonscar (the subject of a Pathfinder module).
* Akiton: That massive four-armed creature on the book's cover is a Shobhad from the harsh, red desert planet of Akiton. This is a classic "sword and planet" setting, but features two races that we'll be seeing a lot more of in Starfinder: the ysoki (ratfolk) and Contemplatives of Ashok (floating giant brains!). I appreciate that the book's author, James Sutter, took care to insert details of continuity from previous Pathfinder sourcebooks, like noting that there's a strong link between the Contemplatives and an artifact found in the Mwangi Expanse on Golarion that was first detailed in Heart of the Jungle.
* Vercies: A tidal locked planet, with a Darkside and a Fullbright area sandwiching a narrow habitable zone along the equator. There's a great picture on page 22 of one of the three castes of the planetwide Vercite species. This is one of the more "high-tech" planets in the solar system and has a nice SF feel that sets it apart from Golarion's traditional fantasy setting.
* The Diaspora: Millions of asteroids, large and small, form the Diaspora. The asteroid belt has a cool history perhaps linked to the Starstone, and is home to a race called the Sarcesians. There's a ton of great adventure possibilities detailed in these four pages, with the Vacant Halls and the Wailing Stone serving as natural destinations for explorers.
* Eox: What if you built the Death Star on a planet, but the one time it was fired it caused untold destruction of your own world? That's sort of the backstory to Eox, a planet where the survivors of a doomsday weapon have turned to necromancy and undeath in order to survive on a blasted world. Eox is one of the most memorable parts of Distant Worlds, as the resident Bone Sages are cool and creepy at the same time. There's a location on the planet called the Halls of the Living which is mad-genius Sutter at his best.
* Triaxus: Interesting concept of a planet with a long (317 years!) orbit, so generations are either "summer-born" or "winter-born." There's a surprising amount of dragon stuff, which isn't really my cup of tea, but it's done well.
* Liavara: An enormous gas giant with several moons. The moons provide lots of variety and adventure possibilities, and I can't argue with the fantastic depiction of a giant creepy bug called The Forever Queen on p. 39 (just pay attention to the little guy at the bottom left to understand the scale!).
* Bretheda: Purple gas giant with natives that are . . . difficult for outsiders to understand. I found the planet's moons to be the most interesting, many of which are so intriguing I wish they would have had additional pages devoted to them.
* Apostae: This is the classic "world-ship" SF trope, and I'm stoked to see it here. My mind instantly jumped to an AP focussed on how to get to the mysterious "vault" at the center of the planet to understand the creators and purpose of Apostae. Interestingly, each resident of Apostae is biologically significantly different to every other one, so the PCs will likely stand out simply due to their (probably) shared humanoid-bipedal features!
* Aucturn: A cool, mysterious planet at the very edge of the solar system. Unlike all of the others, there are no magical portals to Aucturn, meaning it's a hard place to get to! The write-up shows some intriguing links to the Old Ones and the Dominion of the Black, but there's only two-pages of information on this one.
* Other Worlds: The part ends with a two-page overview of some miscellaneous topics: constellations, Cynosure (Golarion's north star), the Dark Tapestry (the haunted void between the stars), and the Ice Belt. I wasn't particularly impressed with the material here, and would rather have seen it used for something else.
Part Two, Stellar Adventures, is just four pages long but they're an extremely important four pages. It's here we get some insight into ways for PCs to travel to other planets, including portals, spells, and vessels. There are brief discussions on how to handle environmental problems (including vacuum, extremely high and low gravity and temperature, etc.). Last, there are two new spells ("Planetary Adaptation" and "Mass Planetary Adaptation") and a new magical item ("Pressure Suit"), all of which are indispensable. GMs planning a space-based campaign should note that this section sets some very broad rules, but leaves the vast majority of questions that are bound to come up to GM discretion. Again, this is an introductory sketch to an interplanetary campaign, not a full rules system.
Part Three, Aliens, is eight pages long. One of the best parts of this section is a list of the couple of dozen of established Pathfinder "monsters" that are explicitly extraterrestrial in origin or that could logically be found on particular other planets. The list is drawn from Bestiary 1, 2, and 3, so there are probably more recent monsters from volumes 4, 5, and 6 that could be used as well. Last, six new alien creatures are given stat blocks and descriptions: the insectile machine creatures called Aballonians, the dirigible-like Brethedans, the previously-mentioned giant brains called Contemplatives of Ashok, the Dragonkin of Triaxus, giant interplanetary "space whales" (capable of being used as transports) called Oma, and the four-armed giants from Akiton called Shobhad. Interesting, creative ideas executed well.
Distant Worlds is a campaign setting book that will either sit on a shelf gathering dust (if you play purely pre-published materials like APs, PFS scenarios, and modules) or serve as *the* book for a homebrew campaign in which the PCs find themselves on alien worlds. It's thus not a must have for most GMs, but if you have serious plans to integrate Golarion's solar system into your campaign, then it's indispensable. There are a ton of great ideas in the book, and even if it's not quite as spectacular as some of the buzz indicates, it represents a worthy expansion of Pathfinder's core campaign 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.
John Carter seems to have been marketed with failure specifically in mind.
Quoted for Truth.
Which is so sad...I thought it was excellent. A friend of mine that's not even into pulp fantasy/sci-fi really liked it too, but another friend hated it.
John Carter seems to have been marketed with failure specifically in mind.
Quoted for Truth.
Which is so sad...I thought it was excellent. A friend of mine that's not even into pulp fantasy/sci-fi really liked it too, but another friend hated it.
You know, it might have helped to call the thing John Carter of Mars... Might have helped with ticket sales here in the States where the average movie-goer has the attention span of a gnat and doesn't know who John Carter is...
There's an article I read online where the creators addressed the "of Mars" bit. I forget their exact reasoning, but it had something to do with both their belief that putting the name Mars in a title would lose a big portion of their audience (just as "Princess of Mars" would lose their boy fanbase), and the failure of "Mars Needs Moms" at the box office recently.
I think they were silly reasons myself, but presumably they must have spent good money on market research to arrive at their opinion. Or they are just silly people.
You know, it might have helped to call the thing John Carter of Mars... Might have helped with ticket sales here in the States where the average movie-goer has the attention span of a gnat and doesn't know who John Carter is...
Actually I think they were right not to. Popular conventions of sci-fi have changed so much since when the books were written that a lot of people would likely have rejected out of hand the premise of an inhabited, habitable Mars.
I saw it last night and I loved it but then I am a huge fan of the books. There were things they did a really good job with and some things the did poorly.
John Carter seems to have been marketed with failure specifically in mind.
Quoted for Truth.
Which is so sad...I thought it was excellent. A friend of mine that's not even into pulp fantasy/sci-fi really liked it too, but another friend hated it.
You know, it might have helped to call the thing John Carter of Mars... Might have helped with ticket sales here in the States where the average movie-goer has the attention span of a gnat and doesn't know who John Carter is...
I think perhaps the most horrible marketing fail I've ever seen for a movie was the 10 minute clip of this film on IMDb. Instead of picking 10 minutes that actually has some relevance to the meat of the movie, they pulled the clip from the 10 minutes right before John finds the cave. Yep, 10 full minutes, and not a single moment of it on Barsoom. It'd be like having a commercial for the Avengers where Bruce Banner did a science experiment.
PFS Plan
1. 11th character run through modules till 12
2. Eyes of ten to 13
3. Academy of secrets to 14
4. Tomb of the Iron Medusa to 15
5. The moonscar to 16
6. Witchwar to 17!
Is this the greatest setting book Paizo ever put out? I look at the picture of Kyra leaning out of a spaceship to high-five a flumph and determine "Yes."
Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
spamhammer wrote:
Is this the greatest setting book Paizo ever put out? I look at the picture of Kyra leaning out of a spaceship to high-five a flumph and determine "Yes."
Fluff-wise? Yeah, it is, even better than the ISWG. Quantity-of-crunch complaints can certainly be made, but fluff-wise it is #1, no contest.
I'd like to ask that the scholarly runes for the planets and other celestial bodies in the book be made available under the Community Use Policy please. This would be especially useful for the PathfinderWiki.
A Player's Companion to this would be much appreciated to be quite honest. The AP after Skull and Shackles did get my hopes up but the more I read it the less I liked the prospect. Still I'm one of the backers of the Clockwork Gnome project in a similar vein and that is something to look forward to.
Also it's because of this book in part that I tracked down some books of the sword and planet genre. I now have the Planet Stories edition of Swordsman of Mars by Otis Kline. I also bough Otis Kline's Planet of Peril and Burroughs's Pirates of Venus. However, I would like to see Planet Stories produce more in this vein. I already have other books of the genre published through Planet Stories in my Amazon wishlist. But I really do think Paizo dropped the ball in not mentioning these books in the introduction of DH.
Tom Qadim
RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4
I just finished reading this book for the third time. There is so much rich, fluffy goodness here. It's chock full of material I want to exploit.
I agree with everyone who said "I want to see more of fantasy outer space from you." Great, great book. I especially like Castrovel and Akiton (Burroughs Venus and Mars, yay!); Eox, for who couldn't love a whole planet filled with malevolent undead masterminds; Triaxus and it's (literally in some cases) dragon-loving people; and Yuggoth sorry I mean Aucturn out on the fringes of reality.
I went about searching for a solar twin to Earth's sun, in an effort to pick out a real-world star that could play host to Golarion and her sister worlds. For any who might be interested in Earthmen of the distant future (or mystical past) visiting Golarion's star system or vice versa, putting Golarion in orbit of a real-world star establishes a known distance between the two star systems, and allows one to identify which stars are nearest to Golarion's home system and what they might be like.
I went about searching for a solar twin to Earth's sun, in an effort to pick out a real-world star that could play host to Golarion and her sister worlds. For any who might be interested in Earthmen of the distant future (or mystical past) visiting Golarion's star system or vice versa, putting Golarion in orbit of a real-world star establishes a known distance between the two star systems, and allows one to identify which stars are nearest to Golarion's home system and what they might be like.
Gets more amusing when you look at the fictional references.
Dune: Caladan is mostly covered with water.
Sundowner Shelia: Terra Nova is a planet orbiting Delta Pavonis in tidally locked rotation, so that one hemisphere of the planet is in perpetual darkness, and the other, Nevernight, is in perpetual daylight.
Now if only we had a gate address...
I hope that means we will be seeing more books on the subject. Maybe a book per planet. And an AP. Both would be awesome. Or a hardcover of the solar system.
Just heard that this book is *really* close to selling out! Thanks so much, everybody!
Congratulations!
Does this sufficiently answer the question as to whether or not there's enough interest to do an interplanetary AP or perhaps more specific planetary Gazetteers?
Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
Shem wrote:
I hope that means we will be seeing more books on the subject. Maybe a book per planet. And an AP. Both would be awesome. Or a hardcover of the solar system.
A good start would be a planet-hopping module trilogy, like the Razmir sequence. That way, the next year's set of modules would have a few slots to keep the interest of the planet haters, while also offering something to the sword & planet fans.
I nominate Golarion, Akiton, Castrovel as the sequence.
I hope that means we will be seeing more books on the subject. Maybe a book per planet. And an AP. Both would be awesome. Or a hardcover of the solar system.
A good start would be a planet-hopping module trilogy, like the Razmir sequence. That way, the next year's set of modules would have a few slots to keep the interest of the planet haters, while also offering something to the sword & planet fans.
I nominate Golarion, Akiton, Castrovel as the sequence.
With Vercite Aetherships being involved plz?
(one of the hooks from Distant Worlds was pretty much that, Vercite Aethership captain asking the PCs "Hey, you wanna go on an adventure?")
Glad to hear that it is about to sell out, that didn't take long to do at all.
I like the idea of an AP that goes to different worlds
1st AP-Golarion
2nd AP-Akiton
3rd AP-Castrovel
4th AP-Aballon or Verces or Triaxus
5th AP-Liavara or Bretheda
6th AP-Aucturn
Glad to hear that it is about to sell out, that didn't take long to do at all.
I like the idea of an AP that goes to different worlds
1st AP-Golarion
2nd AP-Akiton
3rd AP-Castrovel
4th AP-Aballon or Verces or Triaxus
5th AP-Liavara or Bretheda
6th AP-Aucturn
Every planet is gettin' ready to align, even Apostae.
Start on Golarion at a population center that could reasonably have a wide range of potential Golarion characters
Vercite Aethership crash along with a forboding Dominion of the Black appearance, crash site is a known dangerous locale
PCs get there and rescue the injured Vercite captain and possibly some of her surviving crew (giving the players a larger number of regular NPCs to interact with) from both the local dangers of the site.
Aeathership captain reveals that they're on a mission of great importance and that there's som Macguffin further down in a previously-unknown-to-local-scholars portion of the site that they have to retrieve for the safety of the surrounding area, and that their crash was caused by a sort of defense system left behind by the Dominion. PCs save the day, Aethership captain offers them the adventure of a lifetime if they help her complete the mission she can't carry out alone, journeying to each world in the system and recovering/activating these artifacts to prevent some terrible disaster related to the Dominion.
Aethership is completely busted, leaving only a back-up vessel that's kind of crap, but it'll do.
As they go from planet to planet, more and more of the Dominion's corruptive influence shows itself almost in reaction to their collecting/activating of these MacGuffins.
They also potentially gain new crew members from some of the worlds they visit, building an ever more motley collection of people from all over the system.
They first travel to Akiton, get into all sorts of trouble, maybe some arena matchs, and have to secure a meeting with the Contemplatives of Ashok.
Then the captain inexplicably changes direction and steers the ship to Castrovel, where they have to help the local Lashunta defend a city against a possessed, sentient jungle before they'll allow them near their artifact.
Then onto Aballon, where they have to weave between battling robotic forces to reach their goal.
Then after hesitating as long as the captain can, they head to Verces, where she and her crew are immediately arrested and the PCs are placed in confinement, until a Steward manages to get them released (with distant supervision). There they find out that the captain was herself a Steward that went off the radar and stole her ship and crew to take on her mission despite her governments forbiddance after she came across some archives on Darkside. While some in the government believe that the information she discovered bears investigating, they fear that her mission would instigate all out war between Verces and the undead planet Eox, where their mission would eventually take them. The PCs either manage to convince the government to allow them to carry on with their mission after some subterfuge adventures in the streets of Verces or they manage to break their captain and crew out. Either way, they gain access to a new and larger ship.
At this point the PCs likely take the lead over the captain as far as inspiring and driving the crew and mission on. She's still driving, but now she's depending almost entirely on them to save the system.
Then they cut through the Diaspora, not just hunting for the next artifact but also gaining help from the locals and trying to find a way to safeguard their mission on Eox.
The Eox mission should be tense affair, not just because they're trying to pull off a lightning raid or a stealth mission without igniting a war or because they're on the most hostile planet they've been to yet, but because they may find the biggest presence of the Dominion's footprint on the system yet, and it becomes clear that the Dominion is aware of their efforts. It could even drive home that (some of) the bone sages of Eox are worried about the Dominion.
Liavara's visit take them to Triaxus, where a bit of high fantasy dragonrider action can be engaged before setting off back into the wild and crazy.
Bretheda takes them to a floating metroplis and/or ruin, where the local Brethedans need their help against a Dominion-corrupted legion of their own kind.
Apostae has them having to teleport blind into Apostae from its surface, and from there they have to manage to weave through or negotiate peace with warring and disparate bands of Ilee, not only to reach their artifact, but to gain a wildly and insanely genetically varied army to fight the Dominion(as the Dominion's tactics and corruptive influence seems to tend to depend on regular patterns of genetics, behavior, and culture. That could be a thing with the Dominion, they read and manipulate patterns, guiding life itself to fit their purpose. This could make the Ilee a wild card.)
Then Aucturn, Dominion-influence Central. Where Eox as tense and full of dread, Aucturn might be a place of absolute horror. The cost this place takes from the heroes should probably be terrible, but it should also make clear the depth of what's at stake for the PCs and every world in the system.
(maybe a quick stop by Numeria for some recovered equipment from the Silver Mount, which turns out to be a ship from another system that the Dominion has already dominated, could be good, pulling in some help from those who have fallen already to the Dominion)
Once every artifact is gathered or activated, the PCs, their crew, and any other allies they've managed to gather have one last place to go: The Sun. There, as the planets align, in an ancient city of crystal hanging within the burning fires of their home sun, they'll find the ancient remnants and/or remains of the beings born from the Sun and system before the coming of the Dominion. And the Dominion arrives as well.
All out war between the PCs, their allies, and the vanguard of the Dominion(along with their corrupted creations and the spawn of Aucturn) breaks out within the city, all the while with the PCs running towards the final artifact, one that can be used to either attack the heart of the Dominion and drive them out of the system, even if only for a time, or used by the Dominion itself to darken the very sun, and immediately remake the system in its own horrible image.