The stars are not distant suns — they are portals to other worlds, and the space between them is filled with breathable air, bizarre creatures, and wildspace ships powered by magic. Your party takes to the stars aboard a spelljammer vessel, navigating the Astral Sea, trading with alien civilizations, battling space pirates, and discovering that the cosmos is far stranger and more dangerous than anyone on the ground ever imagined.
Story Arcs
To the Stars
The party acquires a spelljammer ship and takes their first voyage into wildspace. They learn the basics of space travel, encounter alien traders, and discover that something is wrong — ships are disappearing along a major trade route.
Pirates and Plagues
The disappearances are the work of space pirates allied with a far more dangerous force. The party must track them down while dealing with a strange affliction spreading through wildspace ports.
The Void Leviathan
The true threat is revealed — an ancient entity from the depths of the Astral Sea is awakening, and the pirates have been feeding it ships and crews. The party must stop the entity before it fully awakens and devours everything in wildspace.
Session Outlines
These outlines are for planning reference only. Actual sessions are not created by the template.
The Ship in the Cave
The party discovers a crashed spelljammer vessel in a cave system. The ship is damaged but repairable. Its dying pilot gasps out a warning about something hunting ships in wildspace. With repairs complete, the party makes their first ascent — breaking through the atmosphere into the wonder of wildspace.
Wildspace Basics
The party learns to navigate wildspace — the air envelope, gravity planes, and the spelljammer helm. They make their first stop at a space station built from an asteroid, where they meet traders, repair their ship, and hear rumors of missing vessels along the Astral Trade Route.
The Derelict
While traveling the trade route, the party encounters a derelict spelljammer drifting without power. Boarding it reveals signs of a violent attack — but no bodies. The cargo is untouched. Strange organic residue coats the walls, and the ship's log ends mid-sentence with a description of something enormous.
Port Stardock
The party docks at Port Stardock, a major wildspace trading hub. They investigate the disappearances and discover a pattern — all missing ships were carrying a specific type of cargo. A local information broker points them toward a pirate fleet operating in the asteroid belt.
Asteroid Belt Ambush
The party sets a trap for the pirates using a decoy cargo ship. The pirates attack with multiple vessels, leading to a ship-to-ship combat. After capturing a pirate, interrogation reveals they don't keep the ships — they deliver them to "the Maw" deep in the asteroid belt.
The Plague Port
A strange affliction is spreading through wildspace ports — victims become lethargic, stare into space, and whisper about "the hunger." The party investigates and discovers the plague is psychic in origin, emanating from somewhere deep in the Astral Sea. It seems connected to whatever the pirates are feeding.
The Pirate Stronghold
The party locates and assaults the pirate base — a hollowed-out asteroid fitted with docking bays and weapons. Inside, they discover the pirates are not acting of their own will — something has dominated their minds and compels them to bring sacrifices to "the Maw."
The Astral Deep
Following coordinates from the pirate base, the party ventures into the deep Astral Sea — a region of eerie calm where the astral current slows to nothing. Here, they find the remains of dozens of ships, stripped clean. Something massive lurks just beyond perception.
The Sleeping God
The party discovers the truth: an immense entity — a dead god or a creature from beyond the known planes — drifts through the Astral Sea. It is not quite dead, and the ships have been feeding it, slowly restoring it to consciousness. It has been psychically controlling the pirates and spreading the plague.
The Fleet Assembles
The party returns to Port Stardock to rally a fleet against the entity. They must convince merchants, military commanders, and even former pirates that the threat is real and existential. Each potential ally has demands and doubts.
Battle in the Deep
The assembled fleet engages the entity's defenses — mind-controlled ships, astral predators, and psychic attacks that try to overwhelm the crews. The party must lead the assault while keeping the fleet coordinated against an enemy that can turn their allies against them.
Into the Maw
While the fleet holds the line, the party takes their ship into the entity itself. Inside is a surreal landscape of alien biology and psychic energy. They must reach the entity's core and either destroy it or put it back to sleep. The interior fights back with psychic projections, parasitic creatures, and reality distortions.
NPCs
Commodore Krux
Giff · Military Commander
A giff (hippo-headed humanoid) military officer obsessed with firearms and proper protocol. Commands the wildspace patrol fleet and takes the pirate problem personally. Bombastic and courageous, he provides military support and comic relief in equal measure.
Tavia Starweaver
Elf · Spelljammer Navigator
An experienced navigator who has traveled wildspace for centuries. She joins the party as a crew member and provides expertise in navigation and ship operations. She lost her previous crew to the entity and seeks both revenge and closure.
Mister Blip
Plasmoid · Information Broker
An amorphous plasmoid who runs an information network from Port Stardock. Communicates by forming words in their translucent body. Knows everything that happens in wildspace — for a price. Their loyalty can be bought permanently with a rare astral gemstone.
Captain Fell
Human · Pirate Captain
The most notorious pirate in the asteroid belt — or so she was before the entity dominated her mind. If freed from its control, she is a formidable captain who knows the deep Astral Sea. Her ship, the Black Nebula, is the fastest in wildspace.
Skraxis
Neogi · Slaver and Opportunist
A neogi (spider-eel hybrid) merchant who traffics in slaves and stolen goods. Repulsive and untrustworthy, he nonetheless has information about the entity that no one else possesses — his species has encountered similar beings before. His price for sharing is always too high.
Astra
Autognome · Ship's Mechanic
A clockwork gnome who was the original ship's engineer. Reactivated when the party finds the ship, she has centuries-old knowledge of spelljammer technology but gaps in her memory from damage sustained in the crash. Literal-minded but endlessly helpful.
Locations
Port Stardock
A massive space station built from a hollowed-out asteroid, serving as the primary trading hub for this region of wildspace. Ships from dozens of worlds dock here. The interior is a chaotic bazaar of alien goods, exotic foods, and dubious services. Multiple levels with different atmospheres cater to various species.
The Asteroid Belt
A dense field of tumbling rocks ranging from pebbles to mountain-sized chunks. Navigating requires skill and nerve. Pirates hide in the larger asteroids, and valuable minerals draw prospectors despite the danger. The deeper regions hide ancient ruins.
The Pirate Asteroid
A massive asteroid hollowed out and converted into a pirate base. Multiple docking bays, armories, crew quarters, and a fortified command center. The walls are lined with trophies from captured ships. Deep in the core, a psychic beacon transmits the entity's dominating signal.
The Deep Astral
The vast, empty reaches of the Astral Sea far from any world. The silvery void stretches in all directions, dotted with the corpses of dead gods and drifting debris. Time moves strangely here, and the silence is oppressive. The entity dwells in this emptiness.
The Leviathan's Interior
The inside of the slumbering entity — a living dungeon of immense scale. Walls pulse with bioluminescence, corridors contract and expand like breathing, and psychic projections create illusory environments. Parasitic creatures serve as the entity's immune system, attacking anything foreign.
Quests
Repair the Spelljammer
The crashed ship needs repairs before it can fly. Gather parts from the wreckage, find a spelljammer helm, and figure out how to operate it. Astra the autognome can guide the process.
Investigate the Disappearances
Ships are vanishing along the Astral Trade Route. Find out what is taking them and why. Follow the trail from derelict ships to pirate bases to the terrifying truth.
Cure the Astral Plague
A psychic affliction is spreading through wildspace ports. Find its source and stop it before entire populations succumb to the entity's influence.
Free Captain Fell
The pirate captain is under the entity's mental domination. Break the control to gain a powerful ally — and access to the fastest ship in wildspace for the final battle.
Destroy the Void Leviathan
The slumbering entity in the deep Astral must be destroyed or put back to sleep before it fully awakens. Rally a fleet, breach its defenses, and reach the core.
Encounters
Derelict Ship Horrors
While boarding the derelict ship, the party encounters creatures that were spawned from the entity's psychic residue. They phase through walls and attack from unexpected angles.
Pirate Ambush
Multiple pirate vessels attack the party's ship in the asteroid belt. Ship-to-ship combat with boarding actions, cannon fire, and desperate maneuvering through tumbling rocks.
Pirate Stronghold Assault
Storming the pirate asteroid base. The defenders are mind-controlled and fight without self-preservation. The psychic beacon must be destroyed to free them.
Astral Predators
Creatures native to the deep Astral Sea attack the fleet. These predators feed on psychic energy and are drawn to the concentration of minds in the fleet.
The Entity's Core
Inside the entity, the party fights their way to the core through psychic projections and parasitic defenders. The core itself fights back with overwhelming psychic force.
Factions
The Wildspace Patrol
Lawful Good
A multinational military force that polices the trade routes. Commanded by Commodore Krux, they are spread thin and desperate for help. Well-armed but undermanned, they provide the backbone of any fleet assembled against the entity.
The Merchant Consortium
True Neutral
An alliance of trading companies that operates out of Port Stardock. Profit-motivated but pragmatic — they will fund military action if it reopens trade routes. Their resources are considerable but their courage is limited.
The Mind-Bound
Chaotic Evil
Ships and crews under the entity's psychic domination. They attack on its behalf, deliver sacrifices to "the Maw," and spread the astral plague. Many were once innocent traders and can be freed if the entity's influence is broken.
Recommended Characters
Pre-built characters designed for this campaign setting. Create them separately from the character templates page.
Whiskers Stardust
Tabaxi · Rogue · Level 4
A tabaxi star pirate who plunders spelljammer vessels across wildspace with acrobatic flair and a disarming grin. Whiskers lives for the thrill of the heist and the infinite freedom of the void between worlds.
Fizzwick Astrolabe
Gnome · Wizard · Level 4
A gnome evoker and wildspace cartographer who has mapped more crystal spheres than any living scholar. Fizzwick approaches the cosmos with insatiable curiosity, treating every uncharted system as a puzzle waiting to be solved — ideally with explosions.
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