Chapter 3: The Pact Worlds

Three centuries ago, the universal event now known as the Gap erased an entire era from history. Records for this missing time are scrambled or nonexistent, and people who lived through the Gap experienced a collective amnesia about its events. Neither magic nor technology can bridge this broken timeline, and although the gods must have some understanding of what happened, they refuse to divulge any information. The Gap (and the events it no doubt obscures) is the greatest mystery in the history of the galaxy.

During the Gap, civilizations changed and even vanished. The planet Golarion disappeared, and Absalom Station appeared in its place, with the fabled Starstone fused to a reactor at its core. Lives and societies were upended, and in the aftermath of this chaos, all the inhabitants of the galaxy grappled for identity, stability, and hope, banding together for survival or clashing over resources and power. Life endured, and new beliefs, cultures, societies, and governments began to influence the galaxy as a new age of gods and heroes emerged.

A few years after the Gap, the artificial god Triune dispatched the Signal, which gifted civilizations across the galaxy the innovation of hyperspace travel through the mysterious dimension known as the Drift. Triune's church maintains magical infrastructure called Drift beacons that enable ships to navigate the Drift and send messages across the galaxy. Using a Drift engine, people throughout the galaxy can travel vast interstellar distances in a few days or weeks. Journeys to Absalom Station are always swift because of the Starstone. Drift travel has connected the galaxy in ways unimagined in the past and cemented Absalom Station as the center of the known galaxy.

The years after the Signal were an era of galactic exploration, which resulted in rapid exchange of knowledge, culture, religion, and people as well as the exploitation of resources and unclaimed worlds. Conflict inevitably followed, both within and across solar systems. The planets of the Golarion System banded together for mutual protection, forming the Pact Worlds System, after a vicious battle against the Veskarium, an empire from Near Space. Skirmishes between these two powers continued for over two and a half centuries, until peace was brokered in the face of a more powerful threat: the vicious, world-devouring insectile forces of the Swarm. Today, the Swarm ravages a magical republic called the Szandite Collective in Near Space, while the Veskarium is at war with the tyrannical Azlanti Star Empire.

Every Pact World has its own military. A mutual defense force of battle-trained diplomats known as the Stewards protect the Pact Worlds from outside threats and upholds the treaty bonding these worlds together. They recruit from all over the allied planets and protectorates united by the Pact, operating out of their Bastion on Absalom Station.

A few years ago, a galactic catastrophe called the Drift Crisis occurred, shattering the status quo and throwing the galaxy into turmoil as the Drift suddenly malfunctioned, spitting out starships randomly across space and into other planes of existence, then failing completely. While the Drift soon stuttered back to functionality, it remained unstable and incredibly dangerous for nearly a year. During that time, a group of adventures, now revered as folk heroes, rebooted the Drift and stabilized the dimension for continued travel. Hyperspace highways known as Drift lanes emerged because of this event, connecting major ports and making trips even faster.

Peace in the Pact Worlds endures, but with numberless threats in a vast universe, danger and adventure are always possible. It's an exciting time to explore Starfinder!

The Pact Worlds

Image of the Pact Worlds system that shows the orbit of each planet within the system. At the bottom is the sun, followed by Aballon, Triaxus, Castrovel, Absalom Station, Akiton, Verces, the Idari, the Diaspora, Eox, Liavara and its moons, Bretheda and its moons, and Apostae at the top.
The galaxy is full of wonder and peril, advanced technology, magic, meddling gods, and countless new worlds to explore. It's a science-fantasy setting, combining elements of science fiction with those of classic fantasy while taking inspiration from the modern world. Although infinite opportunities for adventure await on other planets, systems, and planes, the Pact Worlds are the focus of the Starfinder campaign setting. With 13 major worlds, dozens of moons, and countless nations, cities, frontiers, wildlands, and strange phenomena, this group of allied planets present a huge range of opportunities for heroism and villainy, drama and disgrace, fame and fortune!

Because Absalom Station is easy to reach from anywhere in the galaxy, the Pact Worlds makes a perfect home base for interstellar explorers and travelers, safe from the horrors and dangers of the wider galaxy. It's the heart of the Starfinder setting and a collection of places worth protecting.

The Pact Worlds' core system is a group of planets, major satellites, and regions orbiting lost Golarion's sun. These united worlds are Aballon, Castrovel, Absalom Station, Akiton, Verces, the Diaspora, Eox, Triaxus, Liavara, Bretheda, and Apostae, plus the Brethedan moons of Dykon, Kalo-Mahoi, and Marata. The Idari—a generation ship built and inhabited by kasathas—is a Pact World, as is Pulonis, a planet in Near Space formerly occupied by the Veskarium. What's left of Aucturn, a planet destroyed by the birth of a god, floats among the field of ice and haunted debris ringing the system's outskirts, called the Gelid Edge. Planets details the planets and regions of the Pact Worlds System, including their people, governments, cultures, and themes. Only a brief overview of each planet is presented here—enough to establish the setting and spark the imagination. If you're interested in exploring the Pact Worlds and the wider galaxy further, see the Starfinder Galaxy Guide, Starfinder Adventures, and Starfinder Society Scenarios.

At time of print, the year in the Pact Worlds is 325 After Gap (AG). As the calendar advances in the real world, time also progresses for the Pact Worlds. Starfinder Player Core was first published in the year 2025, with the Pact Worlds' corresponding year ending in the same two final digits. The Pact Worlds' history is expansive, but four of the most significant events to shape the world occurred in 0 ag, when the Gap erased history and the modern era began; in 3 ag when Triune's Signal led to the discovery of the Drift and Drift travel; 41 ag when the Pact Worlds unified; and 324 ag when the Pact Worlds planet Aucturn hatched, birthing an outer godling dubbed the Newborn into the universe and forming the Gelid Edge at the fringes of the Pact Worlds.

The map image depicts the Pact Worlds System, which features the planets and regions explored on the following pages.

Beyond The Pact Worlds

The Pact System is but a single solar system within the Desna's Path galaxy. Countless other systems are spread across space including the Veskarium and the Szandite Collective in Near Space, and the Azlanti Star Empire in the Vast. Some threats lurk on the fringes of known space, like the Swarm and the shadowy puppeteers inside the Riven Shroud, and realms wait to be discovered beyond charted space.

Near Space

Near Space is a term used by people in the galaxy for all worlds whose nearness to Drift beacons makes travel swift and relatively safe. People in the Pact Worlds refer to places like the Marixah Republic and Daimalko as Near Space, but people on those worlds commonly call the Pact Worlds Near Space.

Communication, trade, and travel between Near Space systems is common, and a journey to a location in Near Space typically takes a week or so (3d6 days). This ease of travel puts all of Near Space within easy reach of explorers, traders, and threats emerging from these regions.

The most prominent force in Near Space is the Veskarium, a mighty interstellar empire of vesk and all the peoples they've conquered. Occupying the entire Ghavaniska System plus a few more distant colonies, the Veskarium is an expansionist empire currently at peace with the Pact Worlds and fighting a war with the more powerful Azlanti Star Empire. The patron deity of the Veskarium is the war god Damoritosh.

Other major powers in Near Space include the Marixah Republic, a democratic federation, and the Gideron Authority, a militarized coalition of worlds. These stellar neighbors both share ancient ties to lost Golarion and frequently quarrel over policy and territory; while they currently maintain a tentative peace, war might be on the horizon. The Szandite Collectiveis a federation of seven worlds spanning four separate star systems, all linked by ancient magical crystals called szandite. The Collective is currently under attack by the Swarm. Notable independent planets in Near Space include colossi-ravaged Daimalko, infernally-bound Embroi, polluted Tabrid Minor, and Preluria, a gas giant concealing numerous anarchic settlements and bickering factions in its orbital rings.

The Vast

The Vast includes everything in the galaxy outside the Drift beacon–dense region of Near Space. The worlds and locations in these regions are dangerous, infrequently traveled, and often uncharted, making the Vast both a hot spot for exploration and a perilous wasteland. Travel to locations in the Vast typically takes a few weeks to a month (5d6 days), and destinations frequently include isolated planets and civilizations, uncharted worlds, fledgling colonies, mining enterprises, ancient ruins, stellar anomalies, and vast unexplored regions of space.

The most prominent force in the Vast is the Azlanti Star Empire, a tyrannical, human-centric regime centered on New Thespera and the Aristia System, that has conquered over 11 other solar systems through expansive conquest and colonization. After a sudden coup toppled the longruling Ixomander dynasty, the Azlanti Star Empire launched a military assault on the world of Kehtaria, sparking war between the Azlanti Star Empire and the Veskarium. The patron god of the Azlanti Star Empire is Lissala, goddess of duty, obedience, and the rewards of service.

Other regions of interest include the Scoured Stars, a trinary system recently explored by the Starfinder Society and under the protective purview of the jealous god Kadrical; the Jinsul Hierocracy, a xenophobic war machine of vicious jinsuls intent on scouring the galaxy of all sentient life not originating in the Scoured Stars; and Kazmurg's Absurdity, a recently opened sector of space where interstellar travel is broken, forcing explorers to rely on old-fashioned maps and star charts to access new locations. Other sites of note include: the planet Elytrio, a radioactive wasteland; Lajok, a world of mysterious ruins orbiting a reborn sun; and the Shadari Confederacy, a coalition of seven planets and haven for criminals near the fringes of the Azlanti Star Empire.

The Galaxy

Desna's Path is a vast galaxy, with a limitless number of locations to visit, discover, and explore. Yet, there are countless other galaxies within the universe, each as expansive and exciting as the Pact Worlds' own. To date, there have been no confirmed instances of intergalactic travel. Whether it's due to the extreme travel times involved, limits of the Drift itself, or dangers encountered en route during such attempts remains unknown. For now, Desna's Path is the only galaxy accessible to the citizens of the Pact Worlds.

The Great Beyond

Countless planets lie beyond Desna's Path, but even these myriad worlds of the Universe are but a fragment compared to what lies in the multiverse beyond. Other planes of existence and strange dimensions wrap this reality in a series of layered, nested spheres, known collectively as the Great Beyond. This model of reality is as much a metaphor for concepts that mortal minds have difficulty grasping as a physical description, for within the Great Beyond, anything is possible. For more information on other planes of existence, including the Drift, see The Planes.

The Planes

Beyond the confines of the Universe lie the vast planes of existence referred to as the Great Beyond. Often alien and dangerous, most of these planes embody some foundational aspect of reality—one of the chief elements that make up the rest of the multiverse or a kind of fundamental energy. Each plane is a reality unto itself, with its own laws of existence and its own native inhabitants who might visit, grant benefits to residents of, or cause havoc on the Universe.

Planar Traits

Each plane, dimension, and demiplane has its own properties and attributes. Planar traits can be broken down into five categories: scope, gravity, time, morphic, and planar essence. Combined, those traits describe the laws and makeup of the plane. These appear in the plane's traits entry, though any trait that matches the Universe (described in the Normal entry in each section below) is omitted.

Scope Trait

Most planes are immeasurable, so immense they're impossible to quantify. Which immeasurable planes, if any, are infinite is a subject of debate among philosophers and scholars alike. Since so many planes are immeasurable, those planes omit a scope trait. Otherwise, the plane likely has either the finite or unbounded trait.

Finite: Finite planes consist of a limited amount of space.

Immeasurable: Immeasurable planes are immeasurably large, perhaps infinite.

Unbounded: Unbounded planes loop back on themselves when a creature reaches the plane's “edge.”

Gravity Traits

Many planes have unusual gravity.

Normal: Bodies of great mass are the centers of gravity, and objects fall toward those centers with a measured amount of force relative to the size of the body.

High Gravity: As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than in the Universe. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell.

Low Gravity: As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than in the Universe. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell.

Microgravity: There's little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane.

Strange Gravity: All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that's as large as or larger than themself.

Subjective Gravity: All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and mindless creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining “down” near their feet. Designating this downward direction is a free action that has the concentrate trait. If suspended in midair, a creature can replicate flight by choosing a “down” direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the Fly action.

Time Traits

Time flows differently on many planes.

Normal: Time passes the same way it does in the Universe. One hour on a plane with normal time equals 1 hour in the Universe.

Erratic: Time slows down and speeds up, so an individual might lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC 11 flat check. Creatures that leave an erratic time plane together share the same result.
SuccessTime passed normally on the erratic time plane.
FailureFor each hour spent on the erratic time plane, 1 day passed on the normal time plane.
Critical FailureFor each round spent on the erratic time plane, 1 day passed on the normal time plane.

Flowing: The flow of time is consistently faster or slower. A creature might travel to one of these planes, spend a year there, and find that only an hour passed in the Universe; alternatively, they might spend a minute on this plane and find out an hour passed in the Universe.

Timeless: Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing might also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another time trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the timeless trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age.

Morphic Traits

This trait describes how easily the physical nature of the plane can be changed. The Universe is considered the norm for its residents, but other planes can warp through the plane's own sentient designs or be manipulated by extremely powerful creatures.

Normal: Objects remain where they are (and what they are) unless affected by physical force or magic. Creatures can change the immediate environment as a result of tangible effort, such as by digging a hole.

Metamorphic: Things change by means other than physical force or magic. Sometimes spells have morphic effects. Other times, the plane's nature is under the control of a deity or power, or the plane simply changes at random.

Sentient: The plane changes based on its own whims.

Static: Visitors can't affect living residents of the plane or objects the denizens carry in any way. Any spells that would affect those on the plane have no effect unless the static trait is somehow removed or suppressed.

Planar Essence Traits

Planar essence traits describe a plane's fundamental nature. For example, many of the Inner Sphere's planes are infused with an element or energy, each of which affects magic on those planes, and the Netherworld is awash with shadow. Outer Planes are fundamentally made up of quintessence, a philosophically aligned material with infinite potential for shape and state that conforms to powerful and prevailing beliefs.

Air: Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there's little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.

Earth: These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don't reach a cavern or some other air pocket within the plane's solid matter. Creatures who can't burrow are entombed in the plane's substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.

Fire: Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don't outright melt in the heat.

Metal: These planes consist of chaotic and shifting structures and oceans of metal. Metal planes tend to exist in a state of change and decay, leaving plentiful pockets of air for visitors to breathe or move within. Creatures unlucky enough to be entombed in the plane's substance risk suffocation if they can't phase through metal. Wood creatures find the lack of stability and soil on a metal plane disconcerting and often fail to thrive in such environments.

Water: Planes with this trait are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. The rules for aquatic combat usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.

Wood: These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren't usually outright hostile to visitors.

Shadow: Planes with this trait are umbral with murky light. In the Netherworld, the radius of all light from light sources and the areas of light spells are halved.

Void: Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead. At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith or other undead creature.

Vitality: These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature's temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.

Planar Stat Blocks

Each of the planes listed in the following pages includes a short stat block of key information. The plane's type—whether it's a plane, dimension, or demiplane—appears in the stat block's heading, followed by the traits that define that plane. The following entries also provide important information about each plane.

Category: This indicates whether the plane is an Inner Plane, Outer Plane, Transitive Plane, or dimension.

Divinities: A list of all of the deities, demigods, and other powers that call this realm their home.

Native Inhabitants: A sample of typical inhabitants of the plane. Also listed are the plane's shades, the souls of dead mortals who have been judged and sent on to whichever plane reflects the life they led.

Inner Sphere Planes

The planes of the Inner Sphere form the heart of the cosmos. They're the home of mortal life, the focus of divine attention, the source of mortal souls, and the origin point of the great cycle of quintessence that fuels the motions and stability of reality itself. Arranged in a nested series of shells, like layers of an onion, the planes of the Inner Sphere include, from outer to inner: the elemental planes of fire, earth, metal, water, wood, and air; the mortal galaxies of the Universe; and at the very core of this cosmological ensemble, the raw forces of creation and destruction of Creation's Forge and the Void overlap the Universe.

Transitive Planes

At a minimum, each Transitive Plane coexists with one or more other planes, a relationship oversimplified by stating that Transitive Planes are just used to get from one plane to another. The Drift has mysterious one-way connections to every plane, though those same planes can't access the Drift except through the same technology necessary by those in the Universe. The mists of the Ethereal Plane overlap the planes of the Inner Sphere, while the Astral Plane borders every other plane in existence like the backstage of the cosmos. Bright and dark mirrors of the Universe, the First World and the Netherworld overlap the mortal world, albeit often in bizarre ways such that a short distance in one might be a vast gulf in the other. The daring, wise, or desperate can utilize these planes to bypass barriers in the Universe or rapidly cross vast distances through much swifter travel.

Outer Spere Planes

The planes of the Outer Sphere are the manifest realms of philosophy: good and evil, order and change, faith, and their admixtures, populated by celestials, fiends, monitors, and others who promote these moral concepts. These planes are the backdrop upon which the mortal afterlife reaches its apparent conclusion, and the end destination of the River of Souls. The Outer Planes are regions of stability adrift in the raw, chaotic quintessence of the primordial Maelstrom, its tides forever gnawing at their edges even as mortal souls sustain them. The Outer Rifts manifest as cracks in the Outer Sphere's fabric. Rising from the metropolitan Axis is the Boneyard's spire, the location where mortal souls are judged and then sent to their final destinations, be they reward, suffering, or oblivion. The Outer Planes are places of majesty, wonder, terror, and danger outstripping anything mortal adventurers might encounter anywhere else.

Dimensions

Existing in the metaphorical space between the Transitive Planes and smaller, finite demiplanes, dimensions are a category unto themselves, defying the neat categorization of planar scholars and adventurers. Seemingly infinite in scale, not necessarily spatial in the same way as a plane, and overlaying every other plane at once—including one another—dimensions and planes are most significantly differentiated in how each of them breaks the commonly held rules of the other.

Religion

Many individuals in the universe pay homage to at least one deity, whether it be one associated directly with their species or a deity with even further reach in the galaxy. Some might worship a local pantheon of deities, such as the elves of Sovyrian, or instead venerate a distinct philosophy like those of the vesk battle saints. Remember that some deities receive worship on countless worlds, sometimes even taking on different identities when interacting with different planets.

Deities

Anyone can worship a deity, but those who do so devoutly should take care to pursue the faith's edicts (behaviors the faith encourages) and avoid its anathemas (actions considered blasphemous). Each deity has a short description, followed by their edicts and anathemas.

The deities described here are considered core deities because people commonly worship them in the Pact Worlds, or because they play an important role in the Starfinder setting. For example, Lissala isn't a popular deity in the Pact Worlds, but every child in New Thespera says their prayers to Lissala, the divine patron of their great empire. Other deities exist in the Universe, including some of the ancient gods of Lost Golarion and deities so alien the peoples of the Desna's Path galaxy aren't able to comprehend their existence.

Faiths and Philosophies

Faith can express itself in more ways than venerating a single deity—or any deity at all. A few examples of popular nondeific religions and philosophies are presented below. These faiths and philosophies don't have an external godhead that offers benefits to devotees.