Space fantasy at its most imaginative. Wooden sailing ships equipped with magical helms cruise through the shimmering Wildspace between crystal spheres, each containing an entire solar system. The crew must navigate asteroid fields, alien ports, and the silvery void of the Phlogiston while contending with githyanki raiders, neogi slavers, and the vast unknowable entities that drift between the stars.
Story Arcs
Acquiring the Ship
The adventurers find themselves marooned on the Rock of Bral, a bustling asteroid city in Wildspace, after the merchant vessel carrying them is destroyed by space pirates. To escape and pursue their goals, they must acquire a spelljamming vessel of their own — whether by earning one through a patron's favor, salvaging a derelict in the nearby asteroid field, or seizing one from the very pirates who stranded them. Along the way, they learn the basics of spelljamming: helms, gravity planes, air envelopes, and the strange physics of Wildspace.
The Wildspace Run
With a ship under their command, the adventurers accept a lucrative but dangerous contract to transport a sealed cargo across Wildspace to a distant crystal sphere. The voyage takes them through uncharted regions of the Phlogiston, past dead-god carcasses drifting in the void, and into the territorial waters of hostile alien civilizations. A githyanki war fleet prowls the route, and a neogi deathspider shadows the party's vessel, waiting for the right moment to strike. The sealed cargo proves to be far more valuable — and dangerous — than anyone disclosed.
The Shattered Sphere
The cargo leads the adventurers to a dying crystal sphere whose inner surface has begun to crack, leaking the raw chaos of the Phlogiston into the system within. An elder evil — a cosmic entity from the space between spheres — is forcing its way through the fractures. The party must rally the fractious inhabitants of the sphere's worlds, seal the breaches using ancient spelljamming technology hidden in a fortress-ship graveyard, and confront the entity's vanguard before the entire sphere collapses and takes several worlds with it.
Session Outlines
These outlines are for planning reference only. Actual sessions are not created by the template.
Marooned on the Rock of Bral
Open with the party aboard a merchant spelljammer that is ambushed and destroyed by space pirates. The party escapes in a lifeboat and drifts to the Rock of Bral. Introduce the asteroid city: its gravity plane, the docks district, the taverns carved into stone, the marketplace selling alien wares. Establish key NPCs: Captain Ozamata at the Laughing Beholder tavern, and the giff mercenary Major Dorek who is hiring crew. Let the party explore and pick up rumors about a derelict ship in the nearby asteroid field.
The Derelict in the Asteroids
The party ventures into the asteroid field to investigate the derelict. They must navigate tumbling rocks and micro-gravity environments. The derelict is a damaged nautiloid — an illithid vessel — abandoned after a battle with githyanki. Its helm still functions but the ship is infested with intellect devourers left behind by the mind flayer crew. After clearing the ship, the party must decide whether to claim the sinister-looking nautiloid or strip its helm and install it in a more conventional hull. The githyanki may have left sentries nearby.
First Voyage and the Contract
The party takes their new ship on a shakedown cruise around the Rock of Bral. Teach the mechanics of spelljamming: the helm drains spell slots, speed depends on the helmsman's power, the ship generates its own gravity and air. Captain Ozamata approaches with a contract: deliver a sealed adamantine chest to a contact in Greyspace. The pay is exceptional — suspiciously so. If the party investigates, they learn only that the chest was recovered from a dead god's corpse drifting in the Phlogiston.
Pirates of the Phlogiston
Traveling through the rainbow-colored Phlogiston between crystal spheres, the party encounters the same pirate fleet that destroyed their original transport. The pirates fly a hammership and two mosquito fighters. A ship-to-ship battle ensues, with boarding actions, catapult fire, and the risk of igniting the flammable Phlogiston with any fire-based magic. If the party captures the pirate captain, they learn the pirates were hired by someone who wants the adamantine chest — someone with connections to the neogi.
The Neogi Deathspider
A neogi deathspider — a massive spider-shaped vessel crewed by the spider-eel slavers and their umber hulk thralls — has been tracking the party since the Rock of Bral. The neogi lord wants the chest and is willing to negotiate, threaten, or simply take it by force. The neogi offer information in trade: the chest contains a crystallized fragment of a dead god's power, and there are others who seek it. The encounter can be resolved through combat, negotiation, or deception, but the neogi are treacherous in any scenario.
Arrival at Greyspace
The party pierces the crystal sphere wall of Greyspace and enters the system. They pass the familiar worlds of Oerth and its moons before heading to an orbital station — a hollowed-out asteroid serving as a trading hub. The contact for the delivery, an arcane sage named Stellavera, examines the chest and is alarmed: the fragment inside resonates with a growing instability she has detected in a distant sphere. She refuses to simply take it and instead hires the party to investigate the Shattered Sphere, paying them double the original contract.
Into the Shattered Sphere
The party travels to the dying sphere and finds its outer shell cracked like an egg, Phlogiston leaking in through glowing fissures. Inside, the system is in chaos: tidal forces fling debris, worlds experience unnatural storms, and strange aberrations drift through Wildspace. The first world they encounter — a jungle planet — is overrun with mutated creatures warped by the Phlogiston exposure. The local population, a civilization of hadozee, desperately needs help evacuating before the next fissure opens above their continent.
The Fortress-Ship Graveyard
Stellavera's research points to an ancient graveyard of fortress-ships — enormous spelljamming vessels from a long-dead civilization — orbiting the sphere's dying sun. These ships contain the technology to seal crystal sphere fractures. Navigating the graveyard is treacherous: automated defenses still function, and scavengers have set traps. The party must locate the sealing device in the flagship while fighting through modrons gone rogue, animated ship components, and a beholder that has claimed the graveyard as its lair.
Rallying the Sphere
With the sealing device in hand, the party must rally the sphere's remaining inhabitants for a coordinated effort. The hadozee provide warriors, but a militant githyanki outpost in the sphere demands tribute for their aid. The party must negotiate, fight, or outwit the githyanki knight commander. Meanwhile, the fractures worsen — tentacles of the elder entity probe through the cracks, and its psychic presence drives weaker minds to madness. Time is running out.
Sealing the Breach
The climactic finale. The party must fly their ship to the largest fracture in the crystal sphere while the allied fleet holds off the elder entity's vanguard — astral dreadnought-scale tentacles, aberrant spawn, and reality-warped space. The sealing device requires the god-fragment from the adamantine chest as a power source. The party must activate the device while fighting off the entity's avatar, which manifests as a massive aberration trying to force the breach wider. Successfully sealing the sphere saves millions of lives across multiple worlds. The god-fragment is consumed, the sphere stabilizes, and the party are hailed as heroes of Wildspace.
NPCs
Captain Ozamata
Human · Spelljammer Broker
A wiry, sun-weathered woman who runs contracts out of the Laughing Beholder tavern on the Rock of Bral. She has sailed every major Wildspace route and knows the crystal spheres like the back of her hand. She never captains a ship anymore — a run-in with neogi slavers decades ago left her with a deep psychological scar she hides behind a mercenary pragmatism.
Major Dorek
Giff · Mercenary Commander
A seven-foot-tall hippo-headed giff who commands a small mercenary company on the Rock of Bral. He is obsessed with firearms and explosives, speaks in a booming baritone, and is unfailingly polite in a military fashion. He owes Ozamata a life debt and will assist the party if she vouches for them, bringing his platoon of giff soldiers with muskets and bombards.
Stellavera
Elf · Arcane Cosmologist
An elven sage who studies the structure of crystal spheres and the nature of the Phlogiston from her orbital observatory in Greyspace. Centuries of research have given her unparalleled knowledge of Wildspace physics, but she is frail and reclusive, preferring her instruments to people. The growing instability of the Shattered Sphere terrifies her — it confirms her worst theoretical predictions about what happens when a sphere dies.
Vrazix the Chainlord
Neogi · Neogi Lord
The spider-eel captain of the deathspider that stalks the party. Vrazix is cunning, patient, and utterly amoral — viewing all other creatures as potential slaves or merchandise. He speaks in a high, wheedling voice and makes constant offers to "trade" that always favor him. He wants the god-fragment to sell to a mind flayer elder brain, and he will betray any alliance the moment it serves his interests.
Knight Commander Yal'thek
Githyanki · Githyanki Outpost Commander
The imperious commander of a githyanki military outpost inside the Shattered Sphere. She leads a squadron of red dragon-mounted knights and views all non-githyanki as inferior. However, even she recognizes the existential threat of the elder entity — githyanki cannot survive in the Phlogiston. She will ally with the party, but only on terms that affirm githyanki supremacy, and she expects tribute in magic items.
Chief Navigator Whistle
Hadozee · Hadozee Clan Leader
The elderly leader of the hadozee civilization on the jungle world inside the Shattered Sphere. Whistle earned his name from a distinctive whistle in his breathing caused by an old battle wound. He is pragmatic and resourceful, willing to ally with anyone who can save his people. His clan's gliding scouts provide invaluable reconnaissance during the final battle.
Locations
The Rock of Bral
A city built on and inside an enormous asteroid tumbling slowly through Wildspace. The topside is a bustling port city with docks, taverns, markets, and embassies from a dozen spacefaring races. The underside is a lawless warren of smuggler tunnels and black market dens. Gravity pulls toward the asteroid's center, creating two distinct surfaces separated by a thin zone of weightlessness.
The Phlogiston
The rainbow-colored, flammable ether that fills the space between crystal spheres. It flows in vast rivers and currents that spelljammers ride like ocean vessels ride trade winds. The Phlogiston is hauntingly beautiful — swirling curtains of color — but deadly. Any open flame, including fire magic, causes catastrophic explosions. Strange creatures and lost vessels drift in its currents, some for centuries.
The Derelict Nautiloid
An abandoned mind flayer vessel drifting in the asteroid field near the Rock of Bral. The ship is organic and disturbing — its corridors pulse like veins, its walls are damp and fleshy, and the helm is a brain-shaped device that responds to psionic energy. The illithid crew is gone, but their intellect devourer pets remain, hiding in the shadows and waiting for fresh brains to inhabit.
Stellavera's Observatory
A hollowed-out asteroid in orbit around Oerth, converted into a magical observatory. Crystal domes allow viewing of Wildspace in multiple spectra, and massive orreries track the movements of worlds within the crystal sphere. The interior is a cluttered warren of star charts, arcane instruments, and half-eaten meals, reflecting its occupant's obsessive focus on research over housekeeping.
The Jungle World of Kar'thari
A lush, tropical world inside the Shattered Sphere, home to the hadozee civilization. Massive trees stretch miles into the sky, and the hadozee build their cities among the canopy. The Phlogiston leaking through the sphere's fractures has begun mutating the jungle's wildlife into aggressive, unnatural forms. Storms of raw chaos energy rake the surface.
The Fortress-Ship Graveyard
A vast debris field orbiting the Shattered Sphere's dying sun, composed of dozens of enormous spelljamming vessels from a civilization that predates recorded history. The ships are miles long, their hulls fused with crystal growths and trailing frozen atmosphere. Automated defenses still function sporadically, and scavengers have picked through the outer hulls, but the deep interiors remain unexplored — and guarded.
Quests
Acquire a Spelljamming Vessel
Stranded on the Rock of Bral after their transport was destroyed, the party needs a ship of their own. Options include salvaging the derelict nautiloid in the asteroid field, earning one through a patron's favor, or taking one by force from those who have wronged them. A ship means freedom in Wildspace.
Deliver the Adamantine Chest
Captain Ozamata's contract is simple on paper: transport a sealed adamantine chest from the Rock of Bral to a contact in Greyspace. The pay is three times the normal rate. The catch is everything else — pirates, neogi, and the unsettling warmth radiating from within the chest itself.
Investigate the Shattered Sphere
Stellavera's research indicates a crystal sphere is dying — its shell cracking and leaking the raw Phlogiston into the worlds within. The god-fragment in the adamantine chest may hold the key to sealing the fractures. Travel to the Shattered Sphere, find the means to repair it, and prevent a cosmic catastrophe.
Deal with the Neogi Threat
Vrazix the Chainlord and his deathspider crew are relentless in their pursuit of the god-fragment. The neogi lord will not stop until he has what he wants. The party must find a way to neutralize this threat — through combat, cunning negotiation, or turning Vrazix's own treacherous nature against him.
Encounters
Intellect Devourer Ambush
The derelict nautiloid's former passengers left behind a nest of intellect devourers — brain-shaped aberrations that hide in the organic walls of the ship and leap at intruders, attempting to devour their brains and puppet their bodies. The cramped, fleshy corridors limit movement, and the devourers use hit-and-run tactics.
Pirate Boarding Action
The pirate fleet attacks in the Phlogiston with a hammership and two mosquito fighters. Catapult stones slam into the party's hull while pirates swing across on grappling lines, cutlasses in teeth. No fire magic is possible in the flammable Phlogiston — a serious limitation for most spellcasters. The pirate captain fights from the quarterdeck of his hammership.
Neogi Slaver Attack
Vrazix's deathspider launches a coordinated assault, deploying umber hulk boarding parties through the party's hull while neogi officers direct from behind, using their psychic enslavement abilities to turn crew members against each other. The neogi fight dirty — poison, traps, and hostages.
Beholder of the Graveyard
Deep in the fortress-ship graveyard, a beholder has made its lair in the flagship's command center, surrounded by the treasures it has hoarded from the ancient vessels. Its eye rays blast through corridors as the party tries to reach the sealing device. The beholder has modified the ship's automated defenses to serve as additional security, creating a layered gauntlet of antimagic and disintegration.
Factions
The Rock of Bral Merchant Council
Lawful Neutral
The governing body of the Rock of Bral, composed of wealthy merchants, ship captains, and guild masters who regulate trade and maintain order on the asteroid city. They are primarily motivated by profit and stability, and they hire adventurers to deal with threats to trade routes.
The Neogi Slavers
Neutral Evil
A loose confederation of neogi clans that prey on shipping lanes across Wildspace. They deal in slaves, stolen cargo, and forbidden knowledge. Their deathspider vessels are feared throughout the spheres. Vrazix's clan is particularly aggressive and well-connected, with buyers among the mind flayers and drow.
The Githyanki Expeditionary Fleet
Lawful Evil
A military force of githyanki warriors aboard astral vessels, led by Knight Commander Yal'thek. They patrol Wildspace routes, enforce githyanki territorial claims, and hunt mind flayers. They are haughty and martial, demanding tribute from lesser races, but they are implacable enemies of aberrations and will ally against existential threats.
Recommended Characters
Pre-built characters designed for this campaign setting. Create them separately from the character templates page.
Captain Zar'thex
Githyanki · Fighter · Level 5
A githyanki eldritch knight who commands a stolen spelljammer vessel through the crystal spheres of Wildspace. Zar'thex abandoned the githyanki crusade against the mind flayers to chart her own course among the stars.
Fizzwick Cogsprocket
Gnome · Wizard · Level 5
A gnome abjuration wizard who serves as navigator and spelljammer helm operator aboard a wildspace vessel. Fizzwick's brilliant mind for spatial mathematics and protective magic makes him invaluable to any crew brave enough to sail the stars.
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