1. Notes

Campaign Setup



Wildspace... the Final Frontier...


What was once a chaotic, colorful mess of world-spheres and phlog-fog has become a domesticated, organized structure under the mighty boot of the Gwyndalin Federation. New worlds were formed, trade routes were established, and life was relatively peaceful - so long as you weren’t an undesirable. The strange, the elderly, the people left in the cracks of society. All seen as a burden on the Empire and its budget. Some people didn’t take a liking to that. Some of them even tried to do something about it.

8 years ago, a civil war blew open in the far reaches of the Empire. The Rebels wanted autonomy. Freedom from the oppressive boot of the Empire. The Empire demanded complete and total surrender. The war was short and bloody. The Rebels lost, and the Empire stretched their iron gauntlet out just a little further in celebration.

You are a member of a small but respectable crew aboard a ship you’ll get to name as Players of this campaign. What you do is up to you, but making a living outside the Empire’s hands often means a lot of work with shady individuals.

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Session 0 Handout

Campaign Elevator Pitch

8 years ago, a civil war blew open in the far reaches of the Empire. The Rebels wanted autonomy. Freedom from the oppressive boot of the Empire. The Empire demanded complete and total surrender. The war was short and bloody. The Rebels lost, and the Empire stretched their iron gauntlet out just a little further in celebration.

You are a member of a small but respectable crew aboard a ship you’ll get to name as Players of this campaign. What you do is up to you, but making a living outside the Empire’s hands often means a lot of work with shady individuals.

Six Truths of this Campaign

1. Wildspace is made up of four things: planets, stars, crystal spheres, and everything in between those.

2. Whole universes with their own planes, material and otherwise, float in Wildspace in crystal spheres. Crystal Spheres hold entire campaign settings (for example: Middle Earth would be in one crystal sphere, Star Trek would be in another, etc.)

3. To get to those spheres (or the various worlds between them), spacefaring creatures use spacecrafts known as Spelljammers. Named after The Spelljammer, spelljammers are any fly-worthy vessel that can be piloted by a spellcaster using a magical throne known as a helm.

4. The Citadel, capital of the Gwyndalin Federation, and many ruins that are found all throughout Wildspace can be traced back to the Makors - an ancient and long-gone species that are believed to be the first spacefaring creatures of the cosmos. Wordless and mysterious creatures known as Keepers can sometimes be found tending to Makor technology, such as the low level janitors and engineers that help keep the metro-station Citadel running.

5. The Gwyndalin Federation is a fascistic and oppressive regime that wants to be the biggest kingdom in all of Realmspace. It'll have to compete against the xenophobic zealotry of the Holy Elven Empire and the militaristic Lunari Union, and that's not even accounting for the aberrational civilizations like the Neogi and Beholders that can often pose a threat.

6. Thousands of years ago, a mysterious 600-plus year long gap of memories and historical records affected seemingly every planet and species in Wildspace in an event known as The Gap. The Starfinder Society has tasked themselves with uncovering as many details about The Gap as possible.

Character Options and House Rules

Character Creation

Starting at Level 3.

Start with one uncommon or common magic item (with DM approval). If nothing fits quite what you're looking for, the DM is open to brainstorming some ideas.

Any race is available, but I highly encourage at least one PC is one of the Spelljammer-specific ones: Elf, Astral, Hadozee, Plasmoid, Giff, Githyanki, Githzerai, Autognome, Dracon, Dohwar.

All classes and archetypes are allowed, including Artificer.

House Rules

Ammo Dice - instead of tracking individual arrows/bullets/etc., ammo is measured by the Ammo Die that is rolled after each use. Start with a d12. Whenever you use the ammo, roll it. If you get a 1, the dice downgrades from a d12 to a d10. Ammo Die can downgrade all the way to a d4, where upon if you roll a 1 then you have one last bullet/arrow/etc. to work with.

Additionally, special ammo (fire arrows, ghost bullets, silver bolts) does not use Ammo Dice. These are tracked individually like regular DnD.


Patrons and Factions

  • Mirt, a retired adventurer with fingers in a lot of pies. In more recent times he has been known to have many open jobs for any would-be adventurers looking to earn some gold while keeping the Gwyndalin Empire out of it.
  • Hellion 'Many-Hands' Rockseeker, a dreaded pirate captain that collects the severed hand of everyone that wrongs her. Lots of shadier work is available for anyone competent and discrete. High risk, high reward.
  • The Starfinder Society has the ambitious goal of uncovering all the secrets of The Gap, an over 600 year long gap in memories and historical records found all throughout Wildspace. They welcome any and all adventurers willing to crawl dungeons, uncover dig sites, explore new planets, and search for answers to life's greatest mysteries.
  • The Argent Order are basically the Jedi of this setting. Only active during the now-missing years of The Gap, most people think the Order never even existed in the first place. This could be a great choice for anyone that wants a 'become a Jedi when there are no Jedi left' type of story.

Safety Tools

It's important to make sure that everyone is as comfortable as possible with the game and the topics that may come up in the game. To help make sure that we're all comfortable and having fun as much as possible, it's helpful to list out the Lines and Veils of the game.

Lines are topics that WILL NOT come up in any form during the game. This may include

  • Child abuse
  • Queerphobia
  • Sexual assault

Veils are topics that will be handled off screen or abstractly. This may include

  • Sex between PCs or PCs and NPCs
  • Torture, both NPC and PC-driven

Topics that most likely would come up during the course of the game may include

  • Genocide
  • Tyrannical governments
  • State-enforced bigotry, often species-based
  • Poverty
  • Speciesism


Campaign Inspiration

Here is an incomplete list of inspirations for the game. Any of these could be great resources for inspiration on characters, backstories, settings, magic items, etc.

  • Mass Effect, video game series
  • Firefly, TV show
  • Star Wars
  • Star Trek
  • Warframe, video game
  • Treasure Planet, movie
  • Death Stranding, video game
  • Warhammer 40k, tabletop and war game series
  • Starfinder, tabletop series
  • Guardians of the Galaxy, video game
  • All Tomorrows, online book