The Pact Worlds are the beating heart of the Starfinder campaign setting, a solar system full of citizens both familiar and bizarre. From the cosmopolitan corridors of Absalom Station to the carnivorous jungles of Castrovel or the floating cloud-cities of the gas giant Bretheda, this hardcover rulebook is your guide to Starfinder's core worlds and civilizations, and the perfect place to launch any adventure.
Inside, you'll find:
In-depth gazetteers of the system's 14 major worlds, from high-tech Verces and the draconic empires of Triaxus to the necromantic wastleands of Eox or magical bubble cities floating on the surface of the sun. Each gazetteer features a detailed world map, residents and cultures, settlements and adventure locations, a unique theme to customize characters from that world, and more.
New playable alien species, from undead Eoxians to Castrovellian plant-people.
New starships, from the living vessels of the Xenowardens to sinister Hellknight dreadnoughts.
A codex of themed NPC stat blocks to help Game Masters create vivid encounters.
New archetypes for every class, including the Star Knight, Skyfire Centurion, and Divine Champion.
Tons of new weapons, armors, spells, feats, magic items, technological gadgets, and more to help outfit your adventurers.
978-1-64078-022-4
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This splat definitely reflects Joe Pasini's philosophy of "Something for everyone". I especially appreciated the NPC blocks for various soldiers and other factional members, very useful. Wish Near Space had the same!
The only hang-up I have is that there is implied tension in the Pact Worlds, say , between the Hellknights and Iomedaens/Knights of Golarion but it's never really explained how this conflict might play out given that The Stewards enforce a NO FIGHTING rule.
EDIT 6/25/2022:
Okay, that's not the only critique I have. There are a couple other issues with the Hellknights.
First is rather pedantic - the Hellknight armor list should read:
The other thing is this -- the star Knight (Hell Knight) feat grants you heavy armor proficiency at level 2. But every single Hellknight NPC in this book uses D-Suit III's. Light armor! Whyyyyy? I can understand the Signifers, but why would the Hellknight Commander or the Armigers not use the Hellknight Plate?!
If someone were interested in Starfinder, the first three books I'd recommend they buy would be the Core Rulebook, the Alien Archive, and Pact Worlds. The first one gives the rules, the second one gives the adversaries and allies, and the third one gives the setting. Pact Worlds is a 216-page hardcover book primarily intended to provide a detailed overview of each of the planets in the setting's main star system. In addition, the book introduces several new starships, NPC stat blocks, and some player options like new archetypes, playable races, and weapons. The artwork and layout are really pretty, though the book is a bit pricey given its length. Still, I consider it a nearly essential buy for GMs looking to add depth and richness to their Starfinder games.
The book starts with a four-page introduction, "Welcome to the Pact Worlds", that provides a nice, readable summary of the general government, economy, and culture of the system. Some key historical events are put into perspective, which is something I appreciated. For example, the alliance with the Vesk is a relatively recent phenomenon after decades of war, and there are still some tensions there. The description of the Stewards was interesting, and one gets the sense that they're essentially Jedi Knights, roaming the galaxy and settling local disputes. Economy-wise, it seems capitalism runs unbridled, which probably makes for a good setting for adventurers even if it's a bit depressing to imagine.
Chapter 1, "The Worlds", weighs in at 140 pages and is by far the longest chapter. Each of the planets in the Pact Worlds receives ten pages of coverage broken down into the subheadings of Geography, Residents, Society, Conflicts and Threats, and Notable Locations. A one-page map of each planet is provided, but there's something about them that just doesn't look right to me. Each world-entry then concludes with a new character theme suitable for PCs from that planet. Here are the worlds covered:
* The Sun: Far from simply a source of light, heat, and gravity, the Pact World's sun is the home to the "Burning Archipelago", a collection of "force bubble" cities and tunnels of mysterious origin. The various cities are controlled by different groups, and there are several mysteries (such as why the lashunta feel psychic emanations of paranoia, or whether institutions like the "Sun Atlas" or "Deep Cultures Institute" are correct that there may be civilisations within the sun itself). Overall, it's a clever way to make the sun itself an interesting place to have adventures. Now that I'm preparing the Dawn of Flame adventure path, I appreciate it even more. As for the theme: the Solar Disciple has benefits so minor as to be completely forgotten by most players.
* Aballon: A world of megacities inhabited primarily by anacites--sentient robots. Aballon is a major manufacturing center in the Pact Worlds. Although I still don't have a very good picture of what individual anacites are like when encountered as NPCs, there are some surprisingly interesting plot hooks written into this section: the mysteries of the First Ones, the political ramifications of the Machine Court, or the riddle of PreceptumXIII, a megacity constantly built and destroyed. I could actually see a campaign here. The new theme, Roboticist, is one I've actually used for a character and it's reasonably good as far as themes go.
* Castrovel: A planet with an interesting mix of continents occupied by lashunta, formians, and elves, as well as an array of wild, dinosaur-sized beasts. There are some potential political/intrigue plot threads a GM could work with, given that a war between some of the species just ended. Stories involving any sort of wilderness theme could easily be set here, and setting elements like the Green Faith, the Xenowardens, and more are incorporated. I have some fond memories of adventuring on Castrovel with my barathu envoy, and I wouldn't mind heading back. The new theme, Wild Warden, has very useful and fitting abilities. It's a good model for what themes can offer when done well.
* Absalom Station: This is the most crucial location for most GMs and players, as it's a sort of default setting/home base for a lot of adventures (both adventure paths & Starfinder Society games). Unlike some of the other maps, I do like the top-down view we get of the station here. Absalom Station has some important links to setting lore (the Gap, the Starstone, the Drift), but there's also some good discussion here of local politics and problems: everything from income inequality to gerrymandering to a "Strong Absalom" movement with unfortunate real-world analogues. I particularly liked the Eyeswide Agency (providing psychic investigative services) and the Simar Communion (identical clones who work as spies and assassins!). The new theme is Corporate Agent, which is a good concept and executed in an okay way.
* Akiton: This is the Mars or Tattooine analogue, a difficult rocky desert wasteland in decline. It's perfect for some Firefly-style space cowboy adventuring. An interesting mix of 5 species (hylki, ysoki, contemplatives, ikeshti, and shobhads) inhabit the planet. There's a ton of great little adventure hooks littered throughout the section, such as extensive wrecks left sometime during the Gap, a flying tourist attraction called Five Tines Fortress, and (in a shout-out to an early SFS scenario), old thasteron mines. The new theme is Gladiator, which is okay.
* Verces: The most technologically advanced of the Pact Worlds, Verces is a place where human augmentation is extensive. It's also the politically most advanced world, and served as the model for both the Stewards and the Pact Worlds system of government. I didn't quite get a picture on what adventuring on the planet would be like, however. The new theme, Cyberborn, is rarely going to be meaningful in practice.
* Idari: This world-ship was the means by which kasatha came to the Pact Worlds. There's a surprising number of lakes and variety of ecosystems within the vessel. A number of factions are in play in the Idari, which raises several natural story possibilities. I like the feel of the place and there's a lot of material to work with, though there are few obvious adventure hooks. The new theme is Tempered Pilgrim, which is what kasatha are called when they go on a yearlong walkabout to learn about new cultures. It has pretty good features.
* The Diaspora: A huge, lawless asteroid belt full of tons of great adventure hooks. My favourites are the Abattoir and the Hum, both classic science-fiction/horror set ups. If you're interested in pirates, dwarves, or sarcesians, the Diaspora is the place to be. I liked the write-up for Songbird Station and the shout-out to Strawberry Machine Cake. It's nice to see crossover with SFS scenarios. The new Space Pirate theme has some pretty useful abilities.
* Eox: This is a cool concept: a planet ruled entirely by intelligent undead after an apocalypse killed most of the living. There's good places for exploring (like the Lacustria Sea), plenty of opportunity for random encounters (from feral undead), room for political machinations (with the Bone Sages), and the classic reality-t.v. horror of the Halls of the Living (plus Zo!). I've used the Death-Touched theme in a game, and it was fine.
* Triaxus: Triaxus is one of those concepts that sounds interesting at first: a planet that has an erratic orbit, meaning winters last centuries and then summers last centuries). But in practice, PCs are only ever going to encounter the long winter season unless they travel through time or something. The natives are ryphorians, and dragons are a common feature (with dragon-kin sort of in-between). There's frankly not much here that I found exciting or that stuck out at me. The Dragonblood theme looks solid, however.
* Liavara: Formally a protectorate (not an independent member of the Pact Worlds), this gas giant proved more interesting than I expected. Some of its settled moons like Arkanen and Nchak have potential, and the adventure hooks here are solid. The Dream Prophet theme isn't bad, especially the 12th level ability.
* Bretheda: Another gas giant, but this one is home to my favourite floating jellyfish aliens, the barathu. Its moons hold kalo, haan, and some other important species. The "kalo fashionista" pic on page 123 cracks me up. I like the story seed with a creeping, fatal fungal infestation among barathu called the Laoe Araae that threatens to spread to other species. I could see an adventure involving finding a cure for it. I also like the moon Yashu-Indiri, in which monks have built shrines to abandoned, dead, or otherwise forgotten deities--including those that received widespread worship prior to the Gap, like Torag and Cayden Cailean. The new Biotechnician theme is solid.
* Apostae: Drow! This artificial planetoid has a (mostly) inaccessible interior, and there's plenty of story to be had in PCs trying to figure out how to open one of the doors (and then exploring whatever fantastical things it leads to). Special shout-out to Nightarch, site of an epic SFS scenario I ran that lasted until 3 a.m. and led to an 80% TPK. Good times! The new Xenoarchaeologist theme has probably the best special ability of any theme I've seen: Trap Spotter (just like in Pathfinder, a free chance to spot traps just by walking near them).
* Aucturn: This planet is not for tourists. It's a mutating, pulsing, toxic planet that can change to fill whatever needs the GM has for it. The site of battles between the Dominion of the Black and cultists of the Great Old Ones, this is a planet with a clear Lovecraftian theme. Mad recluses, warlords, monstrous things, and more are here. The image of Carsai the King is very cool. I'm not a fan of the new theme, Cultist, as it comes across as very generic.
Chapter 2 is "Starships" and comes in at 16 pages. We get a better explanation of the Drift, though I still find it's a feature under-utilized in the system (and I still wonder whether communication in or out of the Drift is possible). Some new starship options are introduced, such as biomechanical ships (simple but cool), drift shadow projectors (akin to interdictor ships in Star Wars), and more. Overall, I like the new options--some are necessary "bread and butter" ones left out of the Core Rulebook, while others show some good creativity. Stats (and good artwork) are given for new ships for Aballonians, Hellknights, Iomedaeans, Vercites, and Xenowardens.
Chapter 3 is "Supporting Cast" and also weighs in at 16 pages. This is effectively like a mini-NPC Codex. It contains stat blocks (and alteration suggestions) for a variety of NPCs that a GM might need at a moment's notice: Cultists, Free Captains, Hellknights, Mercenaries, Security Forces, and Street Gangs. I find material like this incredibly useful, and I like how it also saves space for writers of SFS scenarios and APs.
Chapter 4 is "Player Options" (35 pages). There's a lot here: new archetypes, feats, weapons, armor, items, spells, and races.
Six new archetypes are introduced here, though (unfortunately, to my mind) no actual affiliation with the related organisation is necessary in order to take them. The six are Arcanimirium Sage (really good, and perhaps most interesting for non-spellcasters), Divine Champion (kind of bland, though Divine Judgement is very useful), Skyfire Centurion (some good abilities, though it seems to demean the bonding process), Star Knight (interesting and I like the variations), Starfinder Data Jockey (bland and makes it easy to use an already overpowered skill, Computers, in place of other skills), and Steward Officer (Demand Surrender is too late and too weak).
Eight new feats are introduced. Some are fairly underwhelming (like the stage magic line), but some of the Divine Blessings (which vary depending on which deity worshipped) are pretty awesome (one lets you overcome immunity to a particular type of energy!).
Regarding the new equipment, there were a few things that stood out to me. Some of them have become almost commonplace in games, like magboots and library chips (way overpowered for their trivial cost). Others just look fun, like magical energy drinks and motospheres. This is the section that allowed my descent thruster-equipped character to *very slowly* fall into a pool of acid and die horribly.
As a preface to the new spells, a little blurb explains who and how they were created (in-game). I loved this, and wish we got more. It really adds to the flavour. Anyway, this section introduces the "junk" line of spells and a few others. One of them, control atmosphere, would definitely have its uses.
Finally, six new playable races are introduced: astrazoans, bantrids (cool origin and flavour), borais, khizars (kind of bland), SROs, and strix. I've actually played two of these.
And that's the book! It's not perfect, but on the whole I think it's an excellent overview of the setting and provides a lot for both GMs and players to take advantage of. I'd definitely recommend it.
I picked this book up in an LGS I play in regularly, and what a great introduction to the Pact Worlds setting. I had played the 'Into The Unknown' introduction adventure, but the lack of exposition made the adventure hard for me to immerse into.
This book makes the setting come alive, and the art compliments the good writing rather than having to make up for any lack in it.
I took away a star for the continuing lack of deckplans for playable ships. In a Sci Fi setting the party's ship fast becomes a character, and the lack of a deckplan is a severe handicap.
A very good, solid, well illustrated, rich... book on the Starfinder setting.
Great as a DM, as a player to flesh out your character's background.
Super nice!
Sadly it looks like i won't be getting the shipping notification this week. Usually get mine right around this time of month.
Same. Is there any rhyme or reason to when people's orders ship? I find it hard to believe it's random when we have some people who almost always have theirs early. Do they prioritize people further away?
Same. Is there any rhyme or reason to when people's orders ship? I find it hard to believe it's random when we have some people who almost always have theirs early. Do they prioritize people further away?
I've asked 4 different people who were shipped early this week where they lived and 3 of them were outside the US. Two of them were in Australia. I'm assuming that shipping times has at least something to do with it.
Looks like I will be waiting ANOTHER week or 2 for mine to ship. Never fails. I wish they didn’t wait till it shipped. I wish they would charge me now give me the PDF, then ship later. Now I will have to build a new character so I can wait and see some of the new themes. My character won’t be able to be rebuilt after next time I play him.
I had no intentions of building a new character yet.
Any details on the Space Pirate theme? You can even PM me. My character is an Outlaw but I’m hoping space pirate will work better.
Has anyone else noticed that the PDF file size is stupidly large, nearly twice the size of the Core rulebook. If this wasn't a varified site, I would be wondering about extraneous coding. It's so large that I can't transfer it to my Ipad, where I prefer to read my PDFs.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
I’m really enjoying this book. The descriptions of each world have TONS of interesting plot hooks (always my favorite kinds of descriptions to read).
It still feels weird to me to have so much of the book taken up by gear/player options/spells/NPC stat blocks in what I think of as a “setting description” book. But I appreciate that it’s better organized than Alien Archive — at least the feats, spells, etc each have their own section, instead of being spread across the entire book. Hopefully the next Alien Archive book will follow suit!
I’m really enjoying this book. The descriptions of each world have TONS of interesting plot hooks (always my favorite kinds of descriptions to read).
It still feels weird to me to have so much of the book taken up by gear/player options/spells/NPC stat blocks in what I think of as a “setting description” book. But I appreciate that it’s better organized than Alien Archive — at least the feats, spells, etc each have their own section, instead of being spread across the entire book. Hopefully the next Alien Archive book will follow suit!
I get why they did it they way they did in the Alien Archive. I think they should have had them consolidated in 1 section also. Or at least what they did in the Adventures Guide with archetypes. A list of weapons, armor, etc and what page they could be found on.
Looks like I will be waiting ANOTHER week or 2 for mine to ship. Never fails. I wish they didn’t wait till it shipped. I wish they would charge me now give me the PDF, then ship later. Now I will have to build a new character so I can wait and see some of the new themes. My character won’t be able to be rebuilt after next time I play him.
I had no intentions of building a new character yet.
Any details on the Space Pirate theme? You can even PM me. My character is an Outlaw but I’m hoping space pirate will work better.
If you like smuggling goods, not getting caught, and have a fighting style using a small arm and one handed weapon. You will like the space pirate.
Looks like I will be waiting ANOTHER week or 2 for mine to ship. Never fails. I wish they didn’t wait till it shipped. I wish they would charge me now give me the PDF, then ship later. Now I will have to build a new character so I can wait and see some of the new themes. My character won’t be able to be rebuilt after next time I play him.
I had no intentions of building a new character yet.
Any details on the Space Pirate theme? You can even PM me. My character is an Outlaw but I’m hoping space pirate will work better.
If you like smuggling goods, not getting caught, and have a fighting style using a small arm and one handed weapon. You will like the space pirate.
That sounds exactly what I want. I just need my PDF or specifics. I am assuming +1 Dex.
Sadly it looks like i won't be getting the shipping notification this week. Usually get mine right around this time of month.
Same. Is there any rhyme or reason to when people's orders ship? I find it hard to believe it's random when we have some people who almost always have theirs early. Do they prioritize people further away?
It's a complicated process - their main goal is to get everything shipped out as efficiently as possible. Equity concerns are high, but second to that I believe. (So for example, they try not to disadvantage non-subscribers too much if they happen to place an order mid-subscription run - nonetheless, it's likely to take a little longer than usual).
As I understand it, a big part of the process is to divide people up into 'cohorts' who are all getting the same thing. So AP subscribers + map subscribers + Pathfinder companion subscribers might go first, then Superscribers and then people just getting the AP. It isn't the same every month (as they don't want to make it easy to game the system, nor to disincentivise subscribing to one line or the other.
Also, there's a separate grouping of 'unusual' orders - people who would fit in the above cohorts but who also have preorders, multiple copies, etcetera etcetera. I believe it's someone else working on this queue while the first batch run is getting processed (so from our side of the screen it's a bit higgledy piggledy).
I've played with it a lot and can't make head nor tail of it. I used to be in the first day nearly every month, then had a year or two of being last nearly every month, now I bounce around all over the place. I'm in Australia and usually get my books prior to streetdate (I choose fast shipping options) but not every month.
The only thing I consider to be genuine intel (never confirmed by a paizo person, despite outright asking them :p) is that when I preorder a non-paizo item and ship it with my subscription it regularly screws things up (and my order sits in limbo or gets pushed past street date for that month). I've taken to ensuring non-paizo preorders are in their own standalone order now.
I've heard that this book introduces a PC race with permanent shapechange, when reptoids in AA have had their shapechange nerfed into the ground compared to PF. Can we have proper reptoid shapechange back now that this new race exists?
Am curious about the Wild Warden Theme - is this connected to Castoval?
Anyone care to spoiler the basics on this one for me :)
That is where you will find the theme in the book. It is the theme for someone who respects animals and plants. It has little perks for life science, survival, and medicine.
I did a quick look for the web footed purple rencrotta thing, i didnt see it. Just humanoid stat blocks.
Sadly it looks like i won't be getting the shipping notification this week. Usually get mine right around this time of month.
Same. Is there any rhyme or reason to when people's orders ship? I find it hard to believe it's random when we have some people who almost always have theirs early. Do they prioritize people further away?
It's a complicated process - their main goal is to get everything shipped out as efficiently as possible. Equity concerns are high, but second to that I believe. (So for example, they try not to disadvantage non-subscribers too much if they happen to place an order mid-subscription run - nonetheless, it's likely to take a little longer than usual).
As I understand it, a big part of the process is to divide people up into 'cohorts' who are all getting the same thing. So AP subscribers + map subscribers + Pathfinder companion subscribers might go first, then Superscribers and then people just getting the AP. It isn't the same every month (as they don't want to make it easy to game the system, nor to disincentivise subscribing to one line or the other.
Also, there's a separate grouping of 'unusual' orders - people who would fit in the above cohorts but who also have preorders, multiple copies, etcetera etcetera. I believe it's someone else working on this queue while the first batch run is getting processed (so from our side of the screen it's a bit higgledy piggledy).
I've played with it a lot and can't make head nor tail of it. I used to be in the first day nearly every month, then had a year or two of being last nearly every month, now I bounce around all over the place. I'm in Australia and usually get my books prior to streetdate (I choose fast shipping options) but not every month.
The only thing I consider to be genuine intel (never confirmed by a paizo person, despite outright asking them :p) is that when I preorder a non-paizo item and ship it with my subscription it regularly screws things up (and my...
A complicated Process? Really if it is truly that complicated then they have some serious issues. I have worked in shipping positions. It is not that complicated to process the orders and pack the shipments. You receive the order, pull the product, pack the product, process the shipment via the paid option is no more than a 10 minute process if that. That is being generous. So 1 person assuming no breaks could easily do 48 shipments non stop in 1 day. Now not every order will take that long and their will be breaks. I know I could easily do 50-75 of these a day no problem.
Now as for the order of how things are done. I always have to wait a 1.5 -2 weeks. I find that to be a bit absurd. The whole process right now is about as absurd as the process for updating the additional resources. So now I am going to have to create a second character just so I can wait to see if I can play a theme and then I have to wait another 3 months before the additional resources to be updated. I really have an issue to continue to support a company that seems to know give a crap about the thing they created. It is clear they don't have their priorities in check.
I really want to continue to support these game systems but Paizo is making this difficult. I had to wait over 100 days just to see if options were available in the Ultimate Wilderness. (Keep in mind my only Pathfinder/Starfinder is Society, which is THEIR OWN CREATED campaign) So I buy books based on what is legal in society. That is why I never GOT in to the Pathfinder Subscriptions. I really like the setting for Starfinder and decided to give it a shot, so for I have been let down.
They should process and charge everyone the first day. Then issue the PDFs. Then once a PDF has been issued there should be no refunds. Also that first day the Additional resources should be updated then. I hope they don't put out the amount of material out for Starfinder as quick as they did for Starfinder or Pathfinder 2nd edition. Focus more on QUALITY and content or just make it a money grab. Make the content worth buying. I have bought several Companions then REGRETTED and wish for a refund do to lack of quality.
I have worked in shipping positions. It is not that complicated to process the orders and pack the shipments. You receive the order, pull the product, pack the product, process the shipment via the paid option is no more than a 10 minute process if that. That is being generous. So 1 person assuming no breaks could easily do 48 shipments non stop in 1 day. Now not every order will take that long and their will be breaks. I know I could easily do 50-75 of these a day no problem.
Given the volume they ship, the limited resources they have and the 'spike' nature of the subscription process. Yes it's complicated and they do a great job. There are thousands of subscribers (there are around a thousand charter subscribers still and that's a minority). There are also hundreds of one-off, non-subscription orders which come in during each subscription run.
They have four or five people listed in the warehouse. At 50-75 packages per day each they're going to take at least a couple of weeks to complete a subscription run if they match your estimated packing rate (I suspect they do better than that and that they utilise casual labour during heavy runs).
FWIW, they aren't allowed to process the orders before they are ready to ship them (it's part of the agreement with Credit Card companies, albeit one that many ignore). Also, early access to the PDFs isn't one of the subscription perks - it's a side effect of their system but not something they are going to implement as it will damage their relationships with brick and mortar stores.
Paizo have to juggle obligations to many, many people. We each have only one relationship we need to consider when crafting our putative solutions to the spike in orders each month.
I just got told by 2 different people that they both just got their shipping notices and now I'm over here trying to crash gmail because I'm compulsively hitting refresh.
Now that the prophesied document is within view, are there any questions about this book left unanswered?
Yes, oh visionary orb. I would love to know if there is at least one archetype that does not replace levels 2, 4 AND 6.
Spoiler:
There are quite a few archetypes that replace things at only 2 of those levels, rather than all 3.
They are the Acanamirium Sage, the Skyfire Centurion, the Starfinder Data Jockey, and the Steward Officer
Now that the prophesied document is within view, are there any questions about this book left unanswered?
I was trying to hold back, but I'm too curious. Could you give a hint as to how the DDoS Attack spell functions?
Since its "directed" and "denial of strength", I'm a little worried its something as simple as a Ray of Fatigue.
Spoiler:
Not quite. The spell isn't particularly mechanically complex, but it is a nice mind-affecting debuff that can hit multiple targets. It would be particularly useful when trying to outrun an angry mob, or when targeting a pack-rat.
Do the Stewards ONLY police the Pact Worlds, or do they have authority to go beyond the solar system?
Spoiler:
The Stewards only police the Pact Worlds' system. Their law-enforcement jurisdiction is limited to space not governed by an individual Pact World, however. When on a planet, they act more as diplomats to maintain the cohesion of the Pact than police.
All-Seeing Orb, is Aucturn a good summer home for my budding Star-Spawn?
Spoiler:
Yes! There's lots to see and do on Aucturn. Unfortunately, if you've awoken from your eons long hibernation expecting to visit The Loving Place, you'll be disappointed to find it's more of a "Fighting" place now. Or perhaps it's just gotten very kinky.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
kaid wrote:
Porridge wrote:
Interestingly, Aballon seems to contain the settlement with the largest human population in the Pact Worlds...
Interesting I was sort of thinking akiton would have the bigger human population.
Yeah, me too!
(To be fair, I'm just going off of the numbers given for the largest city of the respective planets. We're not given numbers for the planet as a whole.)
Got my shipping notification yesterday while I was in class. Started reading last night when I got home. I'm really digging this book. The art is great. I made it through the section on the sun so far. The themes all seem interesting. There's a LOT of stuff to go through, though.
Khadgar,
I think he's referring to a location on Aucturn mentioned in the Starfinder Core Rulebook that releases a pheromone of some sort that causes all sorts of beings to do all sorts of things even Eros wouldn't do. (entendres intended)
It's apparently tied to each of the 'deadly sins' but it goes through a cycle. It's currently on Wrath, but is expected to change soon. Apparently in PF timeline, it was on Lust.
Just got my hard copy this morning, amazingly early , normally I get it near or on the street date. Overseas posting to the UK, with a none paizo item added to the subscription.