Aventi Star Empire
Aventi Star Empire
Headquarters New Thespera
Years active -
Founder -
Notable members -
Major activities -
Rivals -

The Aventi Star Empire is a multi-system government near the Hydra Nebula, founded by humans that originally came from Aventus, the first great human empire on Adnas. They are driven by the belief that pureblooded Aventi humans are the most perfect species and seeks to bring all others beneath their rule.


The actual history of the Aventi Star Empire is largely unknown to outsiders.

Scholars estimate that the first expansion into the stars occured around 4,000 PI. Most likely first occuring through magical mishap, travel could soon become regular with interstellar stepgates. This allowed them to create sophisticated Fold Gates for further travels.


The Star Empire controls twelve star systems, including: aristia-system (the capital),Thenekral, Irdinang, Gjor, Croban, Danskon, Disaj, Eusilid, Nadeghey, Nys, Oyoya and Quinander. Outside of the empire's official borders, the Aventi have also established colonies and outposts on 20 planets.

The Azlanti Star Empire occupies an expansive territory in the Vast, in a region beyond the Hydra Nebula largely unexplored by anyone in the Pact Worlds. It encompasses 12 star systems and their planets within its borders, and billions of those worlds’ inhabitants are claimed as its subjects. The following are the major star systems in the empire.

The Aristia system was the first place the Azlanti settled and is now the heart of the Star Empire. Aristia’s third planet, New Thespera, is the empire’s throne world and the site of the original Azlanti colony, now the capital city, Eronesse. The Azlanti renamed the other seven planets of the system when the empire conquered them. Notable are temperate and mountainous Iuclairus, home to the massive and slow-moving filsoks, and Eostrillon, whose white sands are the origins of the unctuous screedreeps, one of the first civilizations to submit to Azlanti rule. The Star Imperators and their underlings directly rule this system.
The massive Croban system boasts 10 planets, many of which are covered with various forms of vegetation. Croban III through Croban VI are considered to be the Star Empire’s breadbasket, providing much of the sustenance shipped to the other systems. The only sentients in the Croban system are the fungoid hortuses of Croban V, whom the Azlanti enslaved. Arcidux Holtinus Vedivon (NE male Azlanti mystic) treats the system as his personal genetic laboratory, where he attempts to engineer the perfect foodstuff.
The star Danskon has seven planets in orbit, including the volcanic world of Duren, home planet of the gosclaws. This system is rich in hydrocarbons and industrial metals. Therefore, a number of the Star Empire’s shipyards and fleet repair facilities are located here alongside Azlanti colonies. The presence of these shipyards makes Danskon a strategic site, so it is one of two star systems in the empire to be ruled by a military governor, called an exarch, rather than a hereditary arcidux. The current exarch is Gorokoya the Hammer (LE female vesk soldier), an orphaned and enslaved vesk who worked her way up through the ranks of the Alien Cohort to become a highly decorated general and

Once a thriving coalition of planets before the Gap, the Disaj system was devastated when the magic-hungry shatoris unleashed a daemonic invasion upon themselves, destroying most of their people and several worlds. Some survived by retreating into a demiplane for protection, but when they emerged, they discovered the planar energies had made them immortal but infertile. When the Azlanti discovered the Disaj system, the shatoris offered their mystical services to avoid conflict. The two remaining planets—Perdure and Prevail—now serve as sites for technomagical laboratories under the watchful eye of the system’s arcidux Elavir Numoni (LE female Azlanti technomancer).
Arcidux Caeiphus Myrrevenar (NE male Azlanti envoy) controls Eusilid, one of the largest systems in the Star Empire. With 11 planets, Eusilid features worlds of numerous types and multitudes of people. These include the adaptable iztheptars of Brigin, who readily fell in line with Azlanti subjugation, and the mysterious elanayas of Shorixx, who are little more than curiosities to the Azlanti. Caeiphus gained his position thanks to his silver tongue, but rumors persist that he holds damaging information on the Ixomander family. The arcidux is on the verge of gaining the secrets of elemental power from the elanayas, and even though treating with these mere subjects of the Star Empire has caused him to lose face, he believes the rewards will be well worth any political consequences.
The Gjor system has eight planets, but most are inhospitable to life due to mysterious radiation or constant, violent storms. The exception is Gjor III, which is similar to New Thespera and lost Golarion in many ways. Gjor III is the home world of the arboreal neskintis, the crustacean slivaras, and the reptilian tromlins. While the neskintis and slivaras have been granted second-class citizenship in the Star Empire, many tromlins have submitted to being slave soldiers in the Alien Cohort. Tasked with keeping the remaining tromlins docile and finding uses for Gjor’s other worlds, Arcidux Lonerai Rigallius (LN female Azlanti operative) spends much of her time in the field.
A young star, Irdinang has no planets, only a few lifeless planetoids and vast swaths of asteroid debris in orbit around it. However, the abundant resources of Irdinang are vital to the empire’s war efforts, and several military bases are located in the system. Admiral Erioch Ourevest (LN male Azlanti soldier) is exarch of Irdinang, and the entire star system is considered a military installation with restricted entry. Reports speak of a cell of android revolutionaries fomenting rebellion among the slaves in Irdinang, but the exarch has been unable to ferret out the culprits.
Azlanti scientists believe the dimming star of Nadeghey might grow cold within the next few centuries. However, the rich mineral resources found on the system’s three planets of Dimmet, Eventide, and Gloaming have kept the Star Empire from abandoning it altogether. Arcidux Sidonia Icillius (LE female Azlanti mechanic) oversees the various mining operations and closely watches the ethereal natives known as volotins for any sign of trouble.
The Nys system is the periphery of the Azlanti Star Empire, and as such, it holds a maximum-security prison on the moon of Gulta and a few secret research bases. Outpost Zed, a space station outside the Star Empire’s control, and Koshoria, the home world of the insectile dessamars (whom the Azlanti mostly ignore), are also found in the system. Arcidux Xibia Ulklasstin (LN female Azlanti) considers her appointment to this system to be an insult and rarely spends much time here.
The vilderaros of the Oyoya system are one of the more useful civilizations the Star Empire has absorbed. From the ocean world Oyojii, one of Oyoya’s three planets, the vilderaros are capable navigators and pilots, and many Azlanti nobles consider it a luxury to have one as a personal chauffeur. From his sprawling yacht-mansion on Oyojii, Arcidux Tethin Placaria (NE male Azlanti envoy) hosts regattas for amusement and grants favors to the winners.
The five planets of the Quinander system are oddities. All have minor connections to the First World, making them bright and colorful, with vibrant flora and larger-than-life fauna. Given free rein to maintain these worlds as stable, law-abiding colonies of the Star Empire however she can, Arcidux Allame Liviniu (LE female Azlanti technomancer) has her hands full with geographical shifts, as well as the impulsive mercoys, who are scattered throughout the system.
The first solar system the Azlanti explored and colonized after the discovery of Drift travel, Thenekral is the most populated system in the Star Empire after Aristia. Arcidux Besserill Ixomander (LE female Azlanti mystic) rules Thenekral, and her status as cousin of the Star Imperators offers her considerable power and influence in imperial politics. Four lush planets orbit Thenekral, all habitable by humans. Dezenev is rich in resources, magical and mountainous Ghaggath is the home world of the gathols, and watery Parin was the stelliferas’ home before the Azlanti claimed it. Beautiful Clasoon, however, is most famous throughout the Star Empire. A verdant, pristine jewel, Clasoon is also Besserill’s personal property.

She strictly controls access to the world, allowing only the wealthiest Azlanti to settle there. The fees for a short visit or vacation to Clasoon’s famed resorts are beyond the means of all but the richest nobility. Many Aeon Guards have retired to Clasoon, leading to some rumors that Besserill might be building a private army on her personal estate.

Unaligned space station with a complex network of pipes
Diameter: 1 mile; Mass: less than ×1/100
Gravity: ×1 (artificial)
Location: The Vast
Atmosphere: Normal
Day: 46 hours (artificial); Year: 96 years
Outpost Zed is an independent space station located on the
fringes of Azlanti space that is home to outlaws, refugees,
and smugglers of all shapes and sizes. The site was formerly
a mobile Azlanti asteroid-mining platform until it was
decommissioned almost a century ago. Though the Azlanti
removed all of their advanced mining equipment when they
abandoned the area, they didn’t see the need to destroy the
shell, allowing local drifters and pirates to move in. Though
Outpost Zed came from humble beginnings as the literal
refuse of the Azlanti Star Empire, it proved an advantageous
location for smugglers and other criminals. The Azlanti
Star Empire’s harsh restrictions on what citizens can and
can’t own provide a ripe market for these bootleggers, and
Outpost Zed wound up becoming a moderately bustling
marketplace—not only diverse enough to attract traders
from all over Azlanti space but wealthy enough to buy off
any Azlanti authorities who might threaten the safety of the
station’s merchants and clientele.
Outpost Zed is effectively split into two major sections,
although these sections intersect and intertwine. The first
section of the base is the platform’s abandoned chambers,
where most human-sized creatures do business. The second
section consists of the station’s labyrinthine network of
pipes and ducts, which runs through every part of the station
and has proven a convenient way for smaller creatures to
get around; the allure of having paths and corridors difficult
for larger beings to intrude upon, as opposed to most
other space stations (which have the opposite issue), has
attracted a great many tiny creatures to this unusual safe
haven. These two communities coexist but are disconnected
enough to practically count as two separate settlements,
with contact between the two societies limited to specific
trading grounds.
Though the outpost has something of an anarchic nature to
it, with no official police force or authority, the trading
post is not entirely lawless. To most of the permanent
residents of Outpost Zed, the space station
represents a respite from the oppressive rule
of the Azlanti Star Empire and a community
of like-minded individuals with no love for
the empire’s authority. While the inhabitants
of the station usually let creatures
settle personal matters between
each other without interference,
all of Outpost Zed’s residents—
including smugglers and
other outlaws who are just
passing through—have a
vested interest in the base
remaining a trustworthy
marketplace and a
bastion free from
imperial rule. Even
the most evil and
nihilistic creatures living on
the space station, such as the several
clusters of draeliks who have taken up
residence in various nooks and crannies over the last
few decades, will intervene against creatures that attack
or steal from the local merchants.

The Azlanti Star Empire has established colonies and outposts on over 20 planets outside the empire’s official borders, including a station on Bortan II that watches over the war-torn planet, occasionally dispatching teams to search for remnants of military technology the Star Empire can reverse-engineer. The Azlanti ignore the native brakims, except when they cause trouble for the troops.


The Star Empire is governed from New Thespera, home of the Aeon Throne that serves as the seat of power. The empire's supreme leader is the Star Imperator, a role filled for the last two millennia by the Ixomander dynasty. The current Star Imperators are the twin siblings Iorian and Yridela.

Each star system in the Star Empire, except for the Aristia system (which is under the direct rule of the Aeon Throne), is governed by either an arcidux, a hereditary noble, or an exarch, a high-ranking admiral whose title can't be inherited. Most arciduxes have ancestral lands on New Thespera as well as a planet or two as their personal fiefdoms.

A duxillar is the hereditary ruler of one (or rarely multiple) planets. Lower-ranking noble titles are sardat, each of whom rules over a moon, major space station or large province on a planet; and dominus, rulers of even smaller territories.

The Aventi commoners make up the illustar class, which is also sometimes considered the lowest noble title. This is the highest social position which a non-human citizen of the Star Empire could reach.[2]


The Aventi, despite being the founders and ruling class of the Star Empire, only make up a minority. They consider themselves the only true humans in the galaxy and deserve to rule over the entire universe, conquering anyone who disagrees and accepting those who would willingly serve them. Even the Aventi commoners, despite their hard and mundane work, believe and act as if they were the master race.

Among the non-human species officially designated as sentient aliens, the gathols, gosclaws, neskintis, screedreeps, shatoris, slivaras and vilderaros are considered to be second-class citizens; the brakims, dessamars, elanayas, filsoks, mercoys, stelliferas and volotins are tolerated or ignored by the Aventi and not considered to be citizens; androids, hortuses, iztheptars and tromlins are enslaved; and others are not recognised as sentient at all.

From their enemies, the Aventi have learnt that their ancestral homeworld has disappeared, and their cousins on Adnas have interbred and assimilated with other humans. Because of this, they consider the humans of the Pact Worlds as much of an inferior race as aliens.

The Aventi Star Empire is a vast, rigid monoculture exalting absolutism. Successful imperial expansion relies on disparate species, yet the Aventi relegate non-humans to second-class status at best. Despite this misuse of power in the empire, the following aliens endure within it.

Androids: Within the Aventi Star Empire, androids serve as slaves and slave soldiers in the Alien Cohort.

Brakims: Azlanti ignore the inhabitants of Bortan II, the
brakims, while the Aeon Guard scours the war-torn planet for
salvageable tech. Brakims are detailed further on page 48.

Dessamars: The insectile dessamars come from Koshoria,
a planet bathed in perpetual purple twilight. After a larval
stage, dessamars wrap themselves in magical cocoons and
emerge as butterfly-like beings with colorful wings, a humanoid
exoskeleton, four arms, two legs, and compound eyes. Their
civilization is built around the worship of Desna and the study
of their planet’s magical auras. Azlanti view dessamars as
curiosities while simultaneously harvesting Koshoria’s resources.

Elanayas: Shorixx, home world of the humanoid elanayas,
has numerous portals connected to Elemental Planes that
only the elanayas can use, much to the Azlanti’s frustration.
Most elanayas bond with an elemental during adolescence. The
Star Empire has been unable to subjugate the elanayas, who
slip through their portals in times of crisis. However, elanayas
haven’t driven the Azlanti off Shorixx, resulting in a stalemate.

Filsoks: When the Azlanti invaded Iuclairus, they mistook
the native filsoks for enormous boulders. Filsoks are sentient
creatures that dutifully serve as hosts for nonsapient species
living in the tunnels that honeycomb the filsoks’ gargantuan
bodies. Filsoks communicate very slowly in grinding tones
that travel in all directions for hundreds of miles through
stone and earth. Azlanti treat filsoks more like scenery than
creatures. It’s uncertain whether the filsoks have even noticed
the Azlanti incursion.

Gathols: A hulking, bipedal mammalian species that evolved
on the mountainous planet of Ghaggath, gathols have a
bellicose nature. The furry creatures grow rocky plates that
serve as armor, which occasionally molts. The Azlanti fought a
long war against the gathols until a clever general offered them
the chance to test their mettle against opponents across the
galaxy. Gathols are now citizens within the empire, serving in
the Alien Cohort or as gladiators.

Gosclaws: The Star Empire has put gosclaws to work
as engineers and special operations forces in exchange for
citizenship rights. Gosclaws are detailed further on page 49.

Hortuses: Lethargic and peaceful, the fungal hortuses of
Croban V can alter the chemical composition of an atmosphere
by emitting the right spores and chemicals. The Azlanti enslaved
them to take advantage of this ability. Similar in appearance to
mushrooms, hortuses have distinct caps in countless hues and
shapes. These fungal creatures live in collective groups, and it’s
rare to find a hortus acting alone.

Humans: Humans are a minority, and most are of the Azlanti
blood required to hold power within the Star Empire.

Iztheptars: From Brigin, a desert world of scarce resources,
iztheptars are adaptable and exhibit the ability to employ
biotechnology on an instinctive level. The Azlanti enslaved the
physically and mentally malleable iztheptars and put them to
use in many ways, including in high-risk vocations. Iztheptars
are detailed further on page 57.

Mercoys: In the Quinander system, home to the mercoys,
the barriers between the Material Plane and the First World are
thin. Mercoys are humanoids. Each has a narrow body and tufts
of feather, fur, or hair growing from the head and shoulders.
However, exposure to fey energies has made mercoys masters
of illusory disguises. After conquering the system, the Azlanti
established an agency that tracks mercoy identities so these
non-citizens can’t flout imperial laws.

Neskintis: The Azlanti consider the arboreal neskintis of
Gjor III to be primitive. Since the species acquiesced to rule, the
Azlanti have given them positions as gardeners and botanists.
Neskintis are detailed further on page 50.

Screedreeps: The obsequious screedreeps exhibit a fierce
loyalty to the Star Empire and have been rewarded with
administrative posts throughout imperial space. Screedreeps
are detailed further on page 51.

Shatoris: Shatoris, a tall race of magic-users, once ruled
the Disaj system, but nearly went extinct when a daemonic
army attacked them. Desperate to live, the most powerful
among them sought refuge in a demiplane, but they returned
irrevocably changed. Planar energies caused their bones to be
visible through their skin and made them immortal but unable
to reproduce. Shatoris joined the empire and work to make
themselves essential as a matter of survival.

Slivaras: Although they have crab-like exteriors, the slivaras
are intelligent slimes that use the shells of giant crustaceans
as a form of powered armor. From the swamps of Gjor III, the
slivaras negotiated favorable working terms as productive
citizens of the Star Empire, often as masters of applied
biotechnology like that found in their armor.

Stelliferas: The Star Empire’s pollution of the oceans on the
planet Parin nearly wiped out the native stelliferas, tiny aquatic
creatures detailed further on page 52.

Tromlins: The reptilian tromlins of Gjor III consist of two
subspecies, the bloodseekers and hardshells. A bloodseeker
tromlin is bipedal with a long tail, sharp fangs, and clawed
hands, while a hardshell tromlin is quadrupedal with thick,
powerful legs and a horned head. The Azlanti settled the feud
between the two subspecies by enslaving both.

Vilderaros: Natives of Oyojii, the vilderaros are obsessed
with geometry. They work as designers, navigators, and pilots
in the Star Empire. Vilderaros are detailed further on page 53.

Volotins: Ethereal and telepathic, all the volotins are trapped
within exquisite crystalline towers on the three planets of
the Nadeghey system. The Azlanti acknowledge that these
aliens are sentient, but the Star Empire has yet to funnel any
resources into aiding the volotins or discovering the reasons
behind their imprisonment.


The Azlanti Star Empire's military is divided into two major branches: the Imperial Fleet and the Aeon Guard, as well as an auxiliary paramilitary made up of non-humans called the Alien Cohort. The Imperial Fleet, the space navy of the Star Empire, consists of both humans and non-humans, with the officers being predominantly Azlanti. Its size and strength rival those of the combined navies of the Pact Worlds and Veskarium. The Aeon Guard, issued aeon stone-enhanced equipment, serves as the elite infantry with the purpose of protecting and expanding the empire and quelling insurrections; only pure-blooded Azlanti are accepted into the ranks of the Aeon Guard. The Alien Cohort, which accepts recruits from all non-human species, is the smallest arm of the Azlanti military. Despite being treated as expendable, the Alien Cohort isn't lacking in recruits, as it is one of the few ways for a non-human to gain status in the Star Empire.[2]


When they first colonised New Thespera, the Azlanti brought their gods from Golarion with them. One of them now stands above all others: Lissala, goddess of duty and obedience. She teaches that those that follow the empire's authoritarian rule will be rewarded, and because of her widespread worship most Azlanti citizens are content with being part of the Star Empire.[2]

Brakims +2 DEX, +2 CON, -2 CHA 6 HP Medium Humanoid (Brakim) AT02 p.48
Gosclaws +2 DEX, +2 INT, -2 WIS 4 HP Medium Humanoid (Gosclaw) AT02 p.49
Humans + 2 TO ANY 1 ABILITY 4 HP Medium Humanoid (Human) CRB p.44
Neskintis +2 DEX, +2 WIS, -2 STR 4 HP Medium Humanoid (Neskinti) AT02 p.50
Screedreeps +2 WIS, +2 CHA, -2 STR 4 HP Small Humanoid (Screedreep) AT02 p.51
Stelliferas +2 WIS, +2 CHA, -4 STR, -2 CON 2 HP Diminutive Magical Beast (Aquatic) AT02 p.52
Vilderaros +2 INT 4 HP Medium Monstrous Humanoid (Aquatic) AT02 p.53

Among the non-human species officially designated as sentient aliens, the gathols, gosclaws, neskintis, screedreeps, shatoris, slivaras and vilderaros are considered to be second-class citizens; the brakims, dessamars, elanayas, filsoks, mercoys, stelliferas and volotins are tolerated or ignored by the Azlanti and not considered to be citizens; androids, hortuses, iztheptars and tromlins are enslaved; and others are not recognised as sentient at all.[2]

I must admit I was a bit wary of the Azlanti when I first read about them. What little information I got from the CRB left me with the impression that they were a generic Imperium of Man expy; something else to throw into the kitchen sink of the setting for GMs who want an evil human empire. However, I have a theory as to their origins that makes them a bit more interesting, which I'll probably use if I ever get around to running a game.

So, let's go over the facts: They appear to be normal humans but have developed completely independently from those on Golarion. This seems to suggest that they were a colony or an exploration fleet abandoned during the Gap, or magical portal-colonists from even earlier. This is probably true in the official fluff, but I chose to interpret it differently.
If I remember correctly, one official Pathfinder adventure has the PCs follow Baba Yaga to Earth. As in Terra, keystone Earth, Earth 616, whatever. The one that you are currently standing on. So we know that Golarion isn't in an alternate dimension or a completely secondary fantasy world, it exists in our universe. I suspect that the Azlanti originate from earth, and are the future of our civilization. The Alien Archive tells us that the Star Empire makes use of magic gems in their armor, so we must have discovered magic at some point. This raises some interesting questions: how did we become so warlike? What did the discovery of magic do to our culture?

Anyway, I doubt I have the skill to pull this off, but the ideal scenario is that I supply just enough information for my PCs to come to this conclusion on their own.

I suggest you look more into the Azlanti empire of Golarion to better understand the Azlanti of Starfinder. The Azlanti were always a relatively xenophobic and magically inclined society ever since the aboleth raised them from primitive humanity. The Thassilonian empire was founded in large part due to the idea that Azlanti born humans should coexist with other ethnicities of human as well as other races.

So the Azlanti empire (or the primitive human tribes that would become the Azlanti empire) was the event that marked the time known as the Age of Legends. The age before that, the Age of Serpents, was a time in which the dominant force on Golarion was the Serpentfolk. The serpentfolk were one of the first (if not the first) mortal race to gain control of large parts of the world. Serpentfolk liked to keep the other mortal races as slaves, and many ancient serpentfolk ruins depict cave-dwelling humans used as cattle or beasts of burden. Eventually the aboleth (think ancient evil catfish masterminds) decided to secretly raise the humans up from the mud. It was the aboleth that taught the azlanti magic, and that allowed humanity to expand and push the serpentfolk underground. Even in the Age of Legends, the Azlanti managed to visit and sometimes even colonize other worlds in their own solar system… and since the release of Starfinder, it appears they managed to travel a lot farther than Aucturn.

Wait for part two when I talk about Alzanti xenophobia, and the ancient Azlanti worship of the primordial aeons, the fall of the Alzanti on Golarion, and anything else I start rambling on about.

Azlanti Xenophobia

Azlant is a bit of a contradiction. The people of Azlant were a people, unknown to them, raise from the ashes by another more powerful society. Yet, in the minds of the Azlanti, they were the pinnacle of mortal life. The azlanti were a proud society. And although many of their accomplishments were handed to them by the aboleth, from their perspective they had every reason to be. From this attitude, and the xenophobia that accompanied it, rose a counter-movement. The leader of this movement, a great azlanti wizard and master of rune magic named Xin, believed that the Azlanti could learn something from and should cooperate with the other races of Golarion, and for this he and his followers were exiled. Xin went on to become the Emperor of what would become Azlants rival empire, Thassilon.

Azlanti Aeon Worship

I'll keep this one shorter as not a lot is known on this specific topic. Before the Azlanti came to worship the gods, the azlanti worshipped a race of celestial architects known as the aeons. The most ancient of azlanti believed the Aeons created the material plane. Ancient azlanti believed that the "ioun stones" or "aeon stones" were originally used by the Aeons to create the world. It is from the Azlanti that these stones originate.

The Fall of Azlant

While the Azlanti may have survived offworld, their home on Golarion didn't fair so well. The Azlanti became too arrogant for their hidden masters to control, and like any GM that had had it with their players, they used ancient arcane magics to call down a meteor destroying almost any civilization that had existed at the time. This brought the Age of Legends to a close, and plunged Golarion into the Age of Darkness.

If I may I disagree abit. Its true that the Aboleth aided the Azlanti, partially by lietrally breeding them in some kind of eugenucs program (hence why they have +2 to all abiltiy scores). But most of their accomplishments were their own. They created and invented stuff, but the Aboleth controlled and directed them sometimes as well. But there are plenty of things they figured out own. In the latest AP they created weapons far more powerful and out of the scope or intentions of the Aboleth. And thats what I mean when I say they created their own stuff as well. The Aboleth set the ball running and occasionally controlled its direction but the Azlanti made it roll faster and kept it rolling (until the Aboleth felt they lost control and stopped the stone).

I made Azlanti to be somehow like Tau empire. Of course, there are some big notable differences, especially - xenophobia (as Tau was absolutely other-way), or race of humans (tau look different). So, in total, it is big empire, highly technologically advanced, xenophobic, and they don't travel through gap drives as Pact worlds. (Just like Tau can't travel through warp). also, nice to mention, that art of Tau helps to shape what players might see or hear 'bout Azlanti, as art of Tau is consistent and understandable.

Thousands of years ago, adventurers and scholars from Azlant, humanity’s first great empire on Golarion, began tentatively exploring planets beyond their own. Most of these undertakings ended in disaster, and Azlant itself was destroyed in a planet-shaking cataclysm, but one outpost survived on a distant world called New Thespera. Cut off from their original home world by the failure of their magical portals, Azlanti colonists used their mastery of magic and high technology to settle their new planet and its neighbors over the course of millennia, until the discovery of the Drift enabled them to conquer nearby star systems and their inhabitants, giving rise to the Azlanti Star Empire.

The Azlanti Star Empire now claims a dozen star systems under its hegemony, from the lush inhabited worlds of Thenekral to the lifeless but resource-rich planetoids of Irdinang. All are subject to the Star Empire’s laws and dominance, and all must offer to the Aeon Throne their tribute—tribute that the empire greedily consumes as it expands. Likewise, every one of the empire’s 17 officially designated “sentient alien species,” from the arboreal Neskinti of Gjor III to the trilateral Vilderaro of oceanic Oyojii, are second-class citizens, subordinate to the pureblood humans descended from the original Azlanti pioneers who form the empire’s aristocracy. Slavery is a venerable and established institution in the Star Empire, and androids, who are considered neither citizens nor truly sentient, comprise the majority of the empire’s vast enslaved underclass.

The Star Empire’s throne world is the original Azlanti colony of New Thespera, orbiting the star Aristia. It is the seat of the Star Imperator—a title that is currently shared by twin scions of the Ixomander dynasty, which is believed to have ruled the Star Empire for nearly 2,000 years. The cities of New Thespera provide shining examples of high Azlanti architecture, culture, and learning, but they are also symbols of the empire’s oppression, with the plundered relics of those worlds and cultures annexed by the Star Empire on display.

Azlanti are a bipedal species that largely resemble humans to the untrained eye.

The Azlanti Star Empire is a multi-system government near the Hydra Nebula of the Vast that also somehow has ancient ties to Golarion. A Starfinder Society scout ship exploring the Vast made first contact with the Star Empire in 269 AG, and the Star Empire promptly destroyed it.

Every interaction between the known galaxy and the Star Empire since then has ended in similarly efficient and overwhelming violence – no ship has survived direct contact with the Star Empire, including two Pact Worlds diplomatic envoys. The Pact Worlds and the Veskarium now keep their distance from the Star Empire.

To the Azlanti, the humans of the Pact Worlds are so far removed from their origins – which to the Azlanti means Ancient Azlant – that they aren’t really human at all compared to pure-blooded Azlanti. For the moment, the Azlanti Star Empire has decided to ignore the Pact Worlds unless they become a competitor or a military threat.

Well, I was thinking of the Azlanti Star Empire as "Ancient Rome" or "Klingon" rather than "Nazi Germany" or "the Dominion." Flipping the script, its the Pact Worlds that are "evil" either in turning a blind eye to border violations of its people or worse, sending them.

I mean, the whole adventure path "Against the Aeon Throne" starts with the premise of stealing Azlanti technology. I mean, who's the villain here?

Thus, the Azlanti Star Empire has became militant over its development out of necessity to survive against threats on their borders (requiring constant vigilance). Who those threats are, I don't know yet (I'll have to invent some).

This whole "the Azlanti Star Empire is evil" thing is just pure, Pact World propaganda. ;)

Except it really isn't. Like, not remotely. The Azlanti have been pretty seriously coded as expansionist authoritarians with a taste for impressively discriminatory policies and vicious suppression of anything that doesn't play into the image of the Azlanti ubermensch. I forget if they've actually committed genocide yet in setting but I would frankly be surprised if they hadn't.

While propaganda certainly exists in-game, out of game, all material we have on them is unambiguous. There is a distinct difference between how information is presented for player consumption and for character consumption. We have to trust authorial intent there and so far most mysteries and ambiguities have been called out by the authors.

I'm not saying don't play an evil campaign from the perspective of the Azlanti but if you do, you gotta own up to what they are.

I feel like the Dominion is a really apt comparison here. There are a lot of similar vibes with their role as a distant, authoritarian and incredibly powerful empire.

I definitely would like to see them fleshed out and explored a bit more though for sure. Maybe with a little more nuance because that's generally more interesting anyways.

One thing I don't want to see is what PF1 did where the Azlanti in that game were NPC only superhumans.

As for playing as one, I've got a player interested in playing one in a game I'm setting up, but more from the angle of someone fleeing the empire rather than someone complicit in its actions.

We're hung up on how feasible that may or may not actually be and a few other things like appearance (seems like they're just regular humans and as a star empire would be reasonably diverse, but they have their own subtype and the CRB suggests there are unique qualities to them and and the Azlanti I've seen from Aeon Throne all seem to share some physical traits so maybe not).

The Aeon guard ability modifiers do not suggest they are ordinary humans. Between Aboleth influence on the original stock and potentially thousands of years of eugenic breeding and genetic engineering for desired traits, plus their demonstrated superior technology and ability to keep a vastly greater population under their thumb the superhuman hypothesis has some supporting evidence.

They definitely wouldn’t be diverse, they presumably had a relatively tiny founding population and certainly they wouldn’t be trying to diversify given their culture and Lissalan influences. And they only have three hundred years of spreading beyond their own system.

Not extremely diverse, no, but the Golarion Azlanti was a continent spanning empire and the Star Empire is a millenia old multi planet (and now multi system) one.

Which makes me wonder if things like all of the major Azlanti in Aeon Throne having black hair is supposed to be a common trait among them or not.

I also remember a post from a Paizo contributor that said something to the effect of Azlanti not having any unique alternate stats/racial traits because they're just humans. Though I could be misremembering the context of it.

In Pathfinder, Azlant was, as would be suggested by the name, the Atlantis analogue. It was the first great civilization of humans - though propped up by aboleths. It reached great heights of magical power and, as has been mentioned already in this thread, using magical portals and teleportation, colonized other worlds.

Eventually Azlant was destroyed in an event known as Earthfall when the Aboleths brought down the Starstone upon the Empire's home continent on Golarion. With their seat of power destroyed the off world colonies collapsed, except for the one that would eventually spawn the Azlanti Star Empire.

That was similar to Roman Imperial rules. Only Roman citizens could serve as soldiers. However, there was the auxiliary which could be made up of non-citizens to fight for the Empire. The Auxilia "were mainly recruited from the peregrini, free provincial subjects who did not hold Roman citizenship" (see https://en.wikipedia.org/wiki/Auxilia). So if the Azlanti Star Empire was similar, it would make sense to have a "foreign legion" fighting for them (in addition to their massive Aeon Guard) that were not necessarily full-blooded Azlanti humans. Perhaps even as a way for members to obtaining their freedom or simply just obtaining "card carrying citizenship" (like a "green card" and work permit with limited, foreign rights).

"The smallest arm of the imperial military is the Alien Cohort, an auxiliary force made up of non-humans, many of whom are conscripts or slaves of the empire. Any non-human has the right to enlist in the Alien Cohort, which also accepts recruits from species not officially recognized as sentient alien species or citizens of the empire. Soldiers of the Alien Cohort serve as shock troops and expendable assets in the empire’s wars of expansion. Nevertheless, the Alien Cohort has no shortage of recruits, since military service is one of the few ways a non-human can gain status, renown, and respect in imperial society, such as officer status in the Imperial Fleet."—pg 43 of Escape from the Prison Moon

Sounds like it.

That AP book has a fair amount of information on the Azlanti Star Empire and can be bought on PDF. If you are looking into running or having run an Azlanti focused game, I'd very much suggest picking it up.

Another good resource (assuming you want to keep diving into Pathfinder) is the Inner Sea Races pathfinder book (which I THINK is where the Azlanti PC stats are) also the Ruins of Old Azlant AP and the Return of the Rune Lords AP (The country of New Thassilon is populated by people descended from ethnic Azlanti and that AP deals directly with the worship of Aroden, Nocticula and Lissala).

the thassilonians are exiled azlanti that followed Xin due to his different approach in magic, thassilon died 10k years before the pathfinder setting so it´s super old and quite possible that (as elves did) they managed to open portals to another worlds (the 8 runelords of thassilon knew of the earthfall and made epic magic plans to survive/escape it)

When you mention playing 'from the Azlanti point of view,' I'm reminded of something that came up in my campaign, which may be useful to other GMs who want to use the Star Empire in their games.

We (as players) know that nobody knows why Golarion was "edited out" of the SF universe. But the Azlanti, from their human supremacist point of view, probably regard the removal of Golarion as an attempt by aliens (of some kind) to destroy humanity - basically a second, bigger, more successful Earthfall. From that point of view, it's only a matter of time before these secret enemies try to hit the Azlanti Star Empire too.

If you as a GM go with that, the Azlanti won't just be some threat off in the Vast: they'll have secret agents all over the Pact Worlds, trying to identify the destroyers of Golarion. They'll have spy drones, human agents, carefully 'conditioned' androids, hired guns, etc.

If you decide the Azlanti aren't the main threat in your campaign, they might be red herrings, or allies of convenience. Or they might claim neutrality and wait for the perfect moment to double-cross both sides.

Millennia before the Gap, thousands of colonists from Azlant followed the governor Eronestria through magical portals to New Thespera, a distant planet orbiting the star Aristia. Just after a few months, the portals failed, stranding the pioneers on New Thespera and rendering their home forever inaccessible.[2]

Eronestria was determined to see her colony thrive in this distant planet and founded a new Azlanti empire for the Great Purpose of carrying on the Azlanti traditions, culture, learning and philosophy, eventually spreading to the stars. Her vision was acclaimed by the colonists, and she became the first imperator of the Azlanti Star Empire.[2]

With their advanced magic and technology, the colonists settled across New Thespera and established a new bastion of Azlanti civilisation. Eronestria extended her lifespan far beyond the human average, but she died before the Star Empire could expand to other plants, and her successors continued her work and created their own destiny without the malignant influence of the alghollthus like on Azlant.[2]

Over millennia, the Azlanti slowly spread from New Thespera, eventually conquering all worlds in the Aristia system. Their scientists tried to develop starships and engines that could traverse to other solar systems, but no experiment succeeded, the other stars remained out of reach and the Star Empire confined to a single star.[2]

According to official history, the Aeon Throne was created by Ixomander I, founder of the current Ixomander dynasty, when he became Star Imperator in -1460 AG, but this part of history is lost to the Gap and cannot be confirmed by historical records.[2]

After the Drift was revealed to them, the Azlanti Star Empire turned their might to creating Drift engines to fulfil their Great Purpose. The Azlanti conquered every habitable or resource-rich world they found, enslaving, subjugating or exterminating any other sentient species.[3][2]

In 259 AG, the Veskarium colony of Najin-Korozayas, unknowingly built near Star Empire-controlled space, was easily conquered, its entire population enslaved or slaughtered. A Starfinder Society scout ship exploring the Vast made first contact with the Star Empire in 269 AG, and the Star Empire promptly destroyed it. Every interaction between the Pact Worlds or the Veskarium and the Star Empire since then has ended in similarly efficient and overwhelming violence — no ship has survived direct contact with the Star Empire, including two Pact Worlds diplomatic envoys.[1][2]

In addition to the Pact Worlds and Veskarium, the Azlanti have also learnt about the Shadari Confederacy and the wrikreechees, but none have been deemed threats or targets for war yet. High-ranking Azlanti officers are aware of the Swarm, though they haven't yet gone to war either.[2]


The Star Empire is governed from New Thespera, home of the Aeon Throne that serves as the seat of power. The empire's supreme leader is called the Star Imperator, a role filled for the last two millennia by the Ixomander dynasty. The current Star Imperators are the twin siblings Iorian and Yridela.[2]

Each star system in the Star Empire, except for the Aristia system (which is under the direct rule of the Aeon Throne), is governed by either an arcidux, a hereditary noble, or an exarch, a high-ranking admiral whose title can't be inherited. Most arciduxes have ancestral lands on New Thespera as well as a planet or two as their personal fiefdoms.[2]

A duxillar is the hereditary ruler of one (or rarely multiple) planets. Lower-ranking noble titles are sardat, each of whom rules over a moon, major space station or large province on a planet; and dominus, rulers of even smaller territories.[2]

The Azlanti commoners make up the illustar class, which is also sometimes considered the lowest noble title. This is the highest social position which a non-human citizen of the Star Empire could reach.[2]

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