Pathfinder Campaign Setting: Distant Worlds (PFRPG)

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Pathfinder Campaign Setting: Distant Worlds (PFRPG)
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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:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Lost Omens Subscription.

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More, please!

5/5

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!


Indispensable if Your PCs are Headed to the Stars

4/5

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.


A great spark for extreme fantasy

5/5

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.


Possibilities for the future!

5/5

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).


A Good Start

3/5

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.


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Just in time for when my pcs should have interplanetary teleport.

RPG Superstar 2010 Top 32

Volume 1 of a (very large number) set. Right guys? Guys?

Dark Archive

WANT


This went right to my wish list. I will get it at some point.

Dark Archive

Path Jamming? seriously? bleh. But on a side note i do like the fact that not only are you detailing the elf world, and the dead world, but worlds normally devoid of life, like the gas giant. Now that realyl gets my interest. However that being said.

Please no path jammer, i dont want the world to become silly and out of control, with space goblins, and crap like that...just out of control, becomes like some goofy marvel alternative, alternative, seperate parallel world and ughh...I rant, i am sorry.

Paizo Employee Creative Director

DragonBelow wrote:
So, how does one get Paizo to agree to do something about certain topics, which deserve more than mere 64 pages?

Basically, when a 64 page book does incredibly well AND we think that there's a lot more to say on the topic AND we have the resources and time to expand on that topic AND we think that there's enough customers who want an expanded book on that topic AND certain other eldritch convergenes occur...

THEN we do the "expand a 64 page book up to a hardcover" thing.

So far, we've done this once in the past 5 or so years: with the Gazetteer (and then we did it twice, going to the 256 page version and then, most recently, the 320 page version).

In other words... we don't do something like that often, and when we do, it's pretty much because we have to because it's our primary campaign setting and is the product on which every other book is based.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Nos wrote:

Path Jamming? seriously? bleh. But on a side note i do like the fact that not only are you detailing the elf world, and the dead world, but worlds normally devoid of life, like the gas giant. Now that realyl gets my interest. However that being said.

Please no path jammer, i dont want the world to become silly and out of control, with space goblins, and crap like that...just out of control, becomes like some goofy marvel alternative, alternative, seperate parallel world and ughh...I rant, i am sorry.

I don't think that there will be directly be path jamming in this book, although it will likely be useful for those who still use spell jammer. Probably the default mode of transport will be gates, with interplanetary teleport as a backup.


3 people marked this as a favorite.

Asian themes, firearms, airships, daemons, medusa articles, continued Lovecraftian themes, armor piece rules, pirates, and now space...Pathfinder just gets better by the year.


Necromancer wrote:
Asian themes, firearms, airships, daemons, medusa articles, continued Lovecraftian themes, armor piece rules, pirates, and now space...Pathfinder just gets better by the year.

That's for sure! Really looking forward to this one!

+1

-- C.


Necromancer wrote:
Asian themes, firearms, airships, daemons, medusa articles, continued Lovecraftian themes, armor piece rules, pirates, and now space...Pathfinder just gets better by the year.

Which, really, suggests that we're still looking at terrestrial adventuring, as opposed to 'adventures in space'. It's about the alien environments of the other planets, not the spaces between them or wierd asteroid cities and interplanetary trade. Not that that's bad - this is shaping up to be one of my favourite releases for next year - it's just maybe not what some people are seeing when they read 'Distant Worlds.'

My guess, anyway.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I've always toyed with the idea of running a space fantasy Freeport campaign where Freeport is a space station akin to Babylon 5. This could provide some of the groundwork, maybe to set this in the future, when the races of Golarion have expanded beyond the boundaries of their solar system and perhaps encountered other alien species not indigenous to that solar system. Hmmm. The old idea was to put that into its own universe and use elves and dwarves and so on as those aliens. Hmmm.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Zaister wrote:
I've always toyed with the idea of running a space fantasy Freeport campaign where Freeport is a space station akin to Babylon 5. This could provide some of the groundwork, maybe to set this in the future, when the races of Golarion have expanded beyond the boundaries of their solar system and perhaps encountered other alien species not indigenous to that solar system. Hmmm. The old idea was to put that into its own universe and use elves and dwarves and so on as those aliens. Hmmm.

Look up Spelljammer's Rock of Bral. The idea has seen print in fantasy RPGs before.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Kvantum wrote:
Look up Spelljammer's Rock of Bral. The idea has seen print in fantasy RPGs before.

I know that, and I have Rock of Bral, too. I'm not claiming the idea is an original creation of mine. It's just that a treatment like this seems to fit Freeport so well.


1 person marked this as a favorite.
Nos wrote:

Path Jamming? seriously? bleh. But on a side note i do like the fact that not only are you detailing the elf world, and the dead world, but worlds normally devoid of life, like the gas giant. Now that realyl gets my interest. However that being said.

Please no path jammer, i dont want the world to become silly and out of control, with space goblins, and crap like that...just out of control, becomes like some goofy marvel alternative, alternative, seperate parallel world and ughh...I rant, i am sorry.

I share your dislike for many of the aspects of the original SJ. It got way silly in places. It doesn't have to go there. Having ways to fly around space doesn't mean you have to run into giant space hamsters and such. I prefer it to be strange and deadly serious.


Pathfinder Roleplaying Game Charter Superscriber
Benicio Del Espada wrote:
I prefer it to be strange and deadly serious.

+1

Contributor

12 people marked this as a favorite.

Hey everyone! I just wanted to pop in and say that I'm really glad folks are excited about Distant Worlds. Like City of Strangers, this was a total labor of love for me, and while obviously a 64-page book means you have to go pretty quickly over the dozen-plus different settings, I hope that there's enough in here to get everybody excited about Golarion's sister worlds.

And yeah, while Spelljammer is fun, I think you'll find the overall feel of this book to be very much in keeping with the rest of the campaign setting. (That means no space hippos in admiral outfits. Sorry, Bulmahn.)

Also:

Spoiler:

Spaaaaaaaaaaaaaaaace!

Dark Archive

just as long as we get more Eox its all good! :P


And some more stuff about Aucturn...hopefully some mention of the Dominion of the Black as well!

Contributor

Don't worry, each of the planets gets a significant entry. In general, if you read about it in the solar system article in Pathfinder 14, or the Inner Sea World Guide, you can rest assured that it's expanded on in this book!


Necromancer wrote:
Asian themes, firearms, airships, daemons, medusa articles, continued Lovecraftian themes, armor piece rules, pirates, and now space...Pathfinder just gets better by the year.

You mean week.

Liberty's Edge

1 person marked this as a favorite.
James Sutter wrote:
(That means no space hippos in admiral outfits. Sorry, Bulmahn.)

Oh yeah? OH YEAH?

TRY AND STOP ME, SUTTER! YOU JUST TRY AND STOP ME FROM ADDING VICTORIAN SPACE HIPPOS.

And hamsters. Giant space hamsters.

::gleeful cackle::

Oh yes, they will all suffer.

::ahem::

What were we talking about?

Clockwork Gnome Publishing

James Sutter wrote:

Hey everyone! I just wanted to pop in and say that I'm really glad folks are excited about Distant Worlds. Like City of Strangers, this was a total labor of love for me, and while obviously a 64-page book means you have to go pretty quickly over the dozen-plus different settings, I hope that there's enough in here to get everybody excited about Golarion's sister worlds.

And yeah, while Spelljammer is fun, I think you'll find the overall feel of this book to be very much in keeping with the rest of the campaign setting. (That means no space hippos in admiral outfits. Sorry, Bulmahn.)

Also:

** spoiler omitted **

I know you cannot speak too much about this book yet, but I am curious how you will be handling deep space travel. Will you be going for a spaceship kind of theme or will travel be more magical?

I ask partly as a big fan of the Golarion solar system and partly as a third party publisher doing a product on space fantasy that inadvertently appears to be releasing roughly the same time frame. I want to try to avoid stepping on toes and remain as complimentary as possible.

Like I said, I know you cannot say much. My curiosity is very much piqued.

Did I mention I am a big fan? :) This book has me very excited and I am happy to see you working on it. I loved City of Strangers, by the way.


Allen Taliesin wrote:


I know you cannot speak too much about this book yet, but I am curious how you will be handling deep space travel. Will you be going for a spaceship kind of theme or will travel be more magical?

I guess it's mostly portals and Interplanetary Teleport. I think all those Desnan stargazers would have noticed spaceships.

It's not that they don't exist (Numeria is basically one big crash site full of interstellar wrecks), but it seems that those are from really far away, and that whatever lives on the planets in Golarion's solar system hasn't done spaceships.

Dark Archive

1 person marked this as a favorite.

Holy Mother of the Gods! This shall be mine!

The Exchange

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Planet Adventures: Check
Numbria Guide: Waiting
Psionics: Waiting

1/3 ain't bad!

Clockwork Gnome Publishing

KaeYoss wrote:
Allen Taliesin wrote:


I know you cannot speak too much about this book yet, but I am curious how you will be handling deep space travel. Will you be going for a spaceship kind of theme or will travel be more magical?

I guess it's mostly portals and Interplanetary Teleport. I think all those Desnan stargazers would have noticed spaceships.

It's not that they don't exist (Numeria is basically one big crash site full of interstellar wrecks), but it seems that those are from really far away, and that whatever lives on the planets in Golarion's solar system hasn't done spaceships.

I generally figure that is the case, but I thought I would ask. While starships do not necessarily need to be technological to work, they would still be kind of obvious to observers, certainly. Unless, of course, there is something the Desnans are not telling everyone else. But that seems unlikely. Numeria is also one of my favorite regions of Golarion.


KaeYoss wrote:


I guess it's mostly portals and Interplanetary Teleport. I think all those Desnan stargazers would have noticed spaceships.

It's not that they don't exist (Numeria is basically one big crash site full of interstellar wrecks), but it seems that those are from really far away, and that whatever lives on the planets in Golarion's solar system hasn't done spaceships.

To quote: "this book includes guidelines for traveling from world to world and exploring the dark depths of outer space." Key on the last part of the quote. This kind of shouts space ship to me. It could be about gates / teleportation, but it sounds more like ship travel. You don't explore what you skip / teleport through...

*edit* And as James Sutter said above: "Spaaaaaaaaaaaaaaaace!"


Ever since I GM'd a certain Pathfinder Society module set on Akiton I've been hankering for an AP there. So much so, that I've even jotted down notes for the event that one day I'll be able to find the time to write an AP set there.

I'll definitely be getting this the day it comes out :D


Meh. Can't honestly say I'm too excited about this book. More interested in the stuff that's actually on the main planet itself.


I'm more interested in how these other planets affect Golarion.

Sovereign Court

What's on the moon? Temples of Groetus?


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
GeraintElberion wrote:
What's on the moon? Temples of Groetus?

This! We do know that Golarion has a moon, but we have more information on the other planets of its solar system than its little satellite. Hopefully this volume will change that.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

That's no moon...

Dark Archive

it probably means also much more Lovecraft (hey we might see the Golarion equivalent of the Mi-go infested Pluto!)


Knoq Nixoy wrote:
I'm more interested in how these other planets affect Golarion.

Not too much I guess. Certainly not enough to crash into Golarion any time soon (only sister-planets that never existed before do that).

Dark Archive

KaeYoss wrote:
Knoq Nixoy wrote:
I'm more interested in how these other planets affect Golarion.
Not too much I guess. Certainly not enough to crash into Golarion any time soon (only sister-planets that never existed before do that).

I always thought it would be cool if every 2000 years or so a planet/moon/asteroid got close enough to Golarion and mayhem/adventure would ensue.


Wow, now I realise this is by James I'm even more excited. If this is half the book Kaer Maga was, well... fantastic.


Just what I've been waiting for!

But do I have to wait until February next year? Argh!

Scarab Sages

2 people marked this as a favorite.

Would there be any ship rules as well?

A small sample of them, as well as rules for creating your own, and handling travel and combat?


looks otherworldly!


This announcement renders me virtually unintelligible.

Contributor

Allen Taliesin wrote:
KaeYoss wrote:
Allen Taliesin wrote:


I know you cannot speak too much about this book yet, but I am curious how you will be handling deep space travel. Will you be going for a spaceship kind of theme or will travel be more magical?

I guess it's mostly portals and Interplanetary Teleport. I think all those Desnan stargazers would have noticed spaceships.

It's not that they don't exist (Numeria is basically one big crash site full of interstellar wrecks), but it seems that those are from really far away, and that whatever lives on the planets in Golarion's solar system hasn't done spaceships.

I generally figure that is the case, but I thought I would ask. While starships do not necessarily need to be technological to work, they would still be kind of obvious to observers, certainly. Unless, of course, there is something the Desnans are not telling everyone else. But that seems unlikely. Numeria is also one of my favorite regions of Golarion.

Since this is mostly a setting book rather than a How to Adventure in Space book (which would be more of an RPG line product), the rules on traveling and adventuring in the vacuum of space are rather light. That said, I do try to cover all the major ways you can travel between the worlds, and give a bit of guidance on rules corner cases that space adventuring highlights.

Of course, with all of my comments, it should be noted that the book hasn't been developed yet. Erik could still nuke it from orbit. :D

Contributor

3 people marked this as a favorite.

Golarion's moon definitely gets covered. Also the sun.

Dark Archive

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Giant whale monters swiming in the sun?


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James Sutter wrote:
Golarion's moon definitely gets covered. Also the sun.

Whalers on the moon?

Clockwork Gnome Publishing

James Sutter wrote:
Allen Taliesin wrote:
KaeYoss wrote:
Allen Taliesin wrote:


I know you cannot speak too much about this book yet, but I am curious how you will be handling deep space travel. Will you be going for a spaceship kind of theme or will travel be more magical?

I guess it's mostly portals and Interplanetary Teleport. I think all those Desnan stargazers would have noticed spaceships.

It's not that they don't exist (Numeria is basically one big crash site full of interstellar wrecks), but it seems that those are from really far away, and that whatever lives on the planets in Golarion's solar system hasn't done spaceships.

I generally figure that is the case, but I thought I would ask. While starships do not necessarily need to be technological to work, they would still be kind of obvious to observers, certainly. Unless, of course, there is something the Desnans are not telling everyone else. But that seems unlikely. Numeria is also one of my favorite regions of Golarion.

Since this is mostly a setting book rather than a How to Adventure in Space book (which would be more of an RPG line product), the rules on traveling and adventuring in the vacuum of space are rather light. That said, I do try to cover all the major ways you can travel between the worlds, and give a bit of guidance on rules corner cases that space adventuring highlights.

Of course, with all of my comments, it should be noted that the book hasn't been developed yet. Erik could still nuke it from orbit. :D

Thanks for responding James. I really appreciate the info. Sounds great.

This book is something I am very excited to see.

Scarab Sages

Even if a hardcover would be great, I would be happy with just a larger page count, 96 pages? 128? :)

Sovereign Court

Jonathon Vining wrote:
This announcement renders me virtually unintelligible.

You expressed that pretty clearly.

Does that make your post an oxymoron or a paradox? I'm going with paradox.

Silver Crusade

So want.

Quote:
alien races

This is the element I am most excited about. Please go nuts here. I know some circles complain about the "Cantina Effect" from 3.5's player races, but some of us actually rather enjoyed it sometimes. And Tolkien purism doesn't have any place in space. :)

Also hoping alien species get tagged as animals and plants more often than aberrations, regardless of whether or not they have five eyes that shed acid tears.

Dark Archive

immune to fire and blindess creatures in Aballon that have solar powered abilities/technologies!

strange lovecraftian monsters in Aucturn!

ooze men in the moons of Bretheda!

the battle between monsters of light and darkness in Verces!

or whatever you guys had in mind...

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