
The people of Urth are not alone in their universe. Demons rush forth from the Void, devils torment and nbsp;the wicked in Hell, and the faeries plot and dance in and nbsp;hidden kingdoms and mdash;yet worlds just as strange drift and nbsp;nakedly visible across the night sky. Power radiates and nbsp;from innumerable stars, while traumatic shockwaves and nbsp;pulse across the cosmos, the final screams of entire and nbsp;civilizations consumed by the Demon Lord's shadow. and nbsp;The seeming emptiness is filled with half-thoughts and nbsp;from idiotic star gods, the psychic wails of dying races, and nbsp;and the tremendous bursts of gravity as black holes and nbsp;collide. The prison moon of Tarterus shields the and nbsp;minds of mortals, elementals, and fey alike, but this and nbsp;protection is imperfect, and venturing out to explore and nbsp;and exploit those other worlds comes at great risk.
Madness is all too common among both and nbsp;astronomers and seekers who set foot on alien soils. It and nbsp;has innumerable forms and symptoms, but a common and nbsp;refrain is that and nbsp;something and nbsp;wants to be known. Moons and nbsp;full of the bastard offspring of the genies' insanity, and nbsp;mooncalves born of mortal creatures exposed to and nbsp;the energies of the aether, and artifacts of dreadful and nbsp;knowledge and mdash;all seem to join in a single song. Such whispers of a grand cosmic agenda are dismissed on Urth as paranoid, but it is impossible to deny that those exposed to the cosmos change in specific ways.
The Pull of the Stars details nine worlds orbiting the same sun as Urth, each offering strange locales for adventures, as well as the means of getting to them and nbsp;and elsewhere in the solar system. Here you will find and nbsp;both stories and rules to help you send groups to truly and nbsp;alien locations and face all manner of mysteries and and nbsp;mad threats.
Venture beyond, and be forever changed.