
Creating Your Own Wildspace System - Article 1
Creating Your Own Wildspace System - Article 1
The Spelljammer box set came out recently and I thought it would be a good idea to create some form of Wildspace system generation guide.
This guide will span multiple articles (maybe 4 or 5) and I’ll post another article after they are all done with links to each of the articles (and possibly a PDF download).
Here are the contents of this article with links to each section:
Table of Contents
- Habitable or Not?
- Your Wildest Imagination
- Naming your Wildspace System
- First Coming Into a Wildspace System
- System Composition
- Central Star
- Next time: Planet Creation
Habitable or Not?
Your Wildest Imagination
In the below sections, and the rest of the articles to come, take everything as a suggestion. If you feel something doesn’t fit within your game, then change it. If you want to pick and choose which options to use for your Wildspace system, then do so instead of rolling.
Your imagination is the limit! You can even use these tables as templates for your own tables.
Let’s take the below table as an example:
Dice | Composition |
---|---|
1 | Gas |
2 | Ice |
3 | Crystal |
4 | Fire |
5 | Earth/Rock |
6 | Space Station/Citadel |
7 | Water |
8 | Metal |
This table consists of potential planet compositions (I.E. what the planet is made of).
What if you think it would be fun to have a planet made of bubblegum? Do it! You can insert items into these tables as you think of alternatives.
If things listed in these tables don’t fit your vision, look around you and see if you can find inspiration. Look to images of space and other artist renditions of planets and solar systems. There is no limit to what you can create.
Naming your Wildspace System
Wildspace systems have been generally named after their most prominent planet/campaign setting. Krynnspace (Krynn) for the Dragonlance setting, Greyspace (Greyhawk) for the Greyhawk setting, Realmspace (Abeir-Toril) for the Forgotten Realms setting, and so on.
We’ll get into planetary creation in a later blog post, however it’s good to have a general idea for a name as you develop the system. You can always change the name at any time.
There’s no set science for creating a name for a system. You could use an online name generator, pick a name randomly from a book, or create something with your own mind. Just make sure to add “space” at the end, or don’t if you feel it doesn’t fit!
Below is a table to get you started using the Fantasy Name Generator website.
Dice | Wildspace System Name |
---|---|
1 | Kogroruspace |
2 | Xienerispace |
3 | Aisteaspace |
4 | Nachenidespace |
5 | Sacarrospace |
6 | Ucarthispace |
7 | Vabrosispace |
8 | Luhirispace |
9 | Vobosispace |
10 | Senitispace |
First Coming Into a Wildspace System
Entering a Wildspace system for the first time provides you with many avenues for quests, foreshadowing, or setting the scene.
In this first moment, we’re thinking about the system as a whole (even if it’s only used for a scene or two). You’ll want to have a general idea of what you want this system to be or to be used for.
For example, is this Wildspace system fraught with wars? If so, maybe there’s a ferocious battle between fleets of spelljamming ships near a planet. The flash of laser cannons, spells exploding on the sides of ships, and debris littering the battlefield can be seen.
Perhaps there is more of an air of mystery to this system. There’s a secret that is being hidden here that the players must uncover. In that case, your players might come across a space station. The space station seems to be abandoned, and the only evidence you can find of previous inhabitants is a short message logged on the computer systems of the station.
As a DM, work with your players to see what overall themes they would like to see. And if you’re a player, talk with your DM if you want to add in certain themes or ideas. At the end of the day, both the DM and the players should be having a good time.
Below is a table of possible events that could happen as the party enters into a new wildspace system. Use this as a hook into a quest, something to guide players to a planet, as a way to let your players know how dangerous or peaceful a system is, and much more.
d20 | event |
---|---|
1 | A Nautiloid ship chasing another Spelljammer ship |
2 | A planet explodes |
3 | A pod of kindori swim by |
4 | The party is attacked by Space Clowns |
5 | The party can see an Armada of Spelljammer ships in the distance |
6 | The debris of hundreds of Spelljammer ships |
7 | The central star glowing with an eerie color |
8 | The party encounters a random deity |
9 | Lights sparkling on a planet with cities that span the globe |
10 | Dead bodies scattered throughout the system in space |
11 | A friendly Spelljamming ship that could provide advice or warning |
12 | A tree resting on top of one of the worlds |
13 | The outermost space station of the wildspace system |
14 | Strange creatures roaming the system (possibly Cosmic Horrors) |
15 | Another crystal sphere, inside of the crystal sphere for this wildspace system |
16 | A star that goes supernova |
17 | An asteroid sphere (think asteroid belt, but surrounding the entire Wildspace system) |
18 | A cosmic being with reality warping powers appears and puts the players on trial. |
19 | A thick mist in all directions that could be a lead in to Ravenloft |
20 | A large stone head floating in space. |
System Composition
At this point, we are starting to zoom in closer to our Wildspace system. We don’t need to know exactly what each celestial body (planets/star/etc) is made out of. We just want to get an idea of how many of them there are. I’ll go over creating a central star in the next section, and planets in the next article.
You could place as many planets, etc, as you want in your Wildspace system. However, too many planets can be distracting. Aside from that, more planets means more content for the DM to prepare. Keeping your planets to a manageable number is ideal.
However, don’t let this stop you from using more planets for a dramatic effect. It’s possible that you could have a system with 20 planets, and all but one is habitable due to apocalyptic wars between warring factions.
Side note: I also can’t physically stop you from making a 20 planet system with different, vibrant cultures on each. So you do you!
As a suggestion, start by rolling either a d4 or d6 to see how many planets are in your Wildspace system. If you don’t like the number, you can always reroll!
Central Star
This is the centerpiece of our Wildspace system. It is what all the other celestial bodies rotate around.
What lies at the center of your Wildspace system can determine how habitable the planets surrounding it are. If you have a black hole at the center of your system, it’s not going to emit heat throughout the system. Instead, you’d have fairly frigid and desolate planets. That is unless there were magical or other means sustaining life on those planets.
I’ve taken a lot of the below types from actual types of stars. You can look them up on Wikepedia to get a sense of what effects they might have on your Wildspace system.
Get an idea of how your central star/celestial body works and how that influences life and other things within the system. I’ve provided some examples/inspiration below!
Central Body Table
Dice | Star/Central Body Type |
---|---|
1 | White Dwarf |
2 | Black Hole |
3 | Protostar (early stage star) |
4 | Yellow |
5 | Blue |
6 | Yellow Dwarf |
7 | Red Dwarf |
8 | Red Giant |
9 | Blue Giant |
10 | Red Supergiant |
11 | Blue Supergiant |
12 | Neutron Star |
13 | Black Dwarf |
14 | Brown Dwarf |
15 | Binary Star |
16 | X-Ray Binary Star |
17 | Magic-made star (artificial) |
18 | No central object (planets revolve around a central point) |
19 | Artifact Star (magical artifact) |
20 | Cepheid Variable |
Icy Star
This is a star that is made of an icy plasma material and it emits rays of cold sunlight. This could either mean that life on the planets are sustained through magic (or other means), or life on these planets needs the cold temperatures to survive (Think Mr. Freeze from Batman).
Trapped Planetar
In this case, a Planetar has been trapped inside some form of spell that steals power from the Planetar to emit heat and light. This would be an otherwise normal system with no ill effects, unless you want there to be.
The Planetar could be dying from the energy drain, and so the “sun” is growing dimmer with each passing day.
Either that, or one of the planets could be responsible for trapping the Planetar. The players would then need to decide between freeing the celestial or keeping the status quo. Think of consequences for both!
Shadowfell Star
It’s also possible that your central star could be suffused with the energy of the Shadowfell. Which could create nasty effects for the party as they travel throughout. The Dungeon Master’s Guide has an optional rule for “Shadowfell Despair” on page 52. Your players would need to meet a DC 10 (higher or lower depending on your preference) or else they are affected by despair. Page 52 has a table with various effects that could happen to players affected by despair.
Shadowfell Despair
Dice | Effect |
---|---|
1-3 | Apathy: The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: “I don’t believe I can make a difference to anyone or anything.” |
4-5 | Dread: The character has disadvantage on all saving throws and gains the following flaw: “I am convinced that this place is going to kill me.” |
6 | Madness: The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: “I can’t tell what’s real anymore.” |