When Sky and Sea Were Not Named
A ROLEPLAYING GAME
Second edition is here! Get the core rulebook:
When Sky and Sea Were Not Named
A ROLEPLAYING GAME
A realm of floating islands drifts precariously through the bottomless Skysea.
From beyond the realm's boundaries, raiders and monsters rally for invasion.
From beneath the clouds, undead spirits in clay bodies rise from a lost kingdom.
The forces of chaos and death are closing in. The Skysea needs heroes. Who will answer the call?
When Sky and Sea Were Not Named (WSSWNN for short) is a fantasy tabletop roleplaying game. To play, you'll need a set of gaming dice, your imagination, and a few friends.
One player, the Guide, narrates the story and sets up challenges for the rest of the group. The other players take on the roles of heroes who set forth upon doomed floating islands, rescue people from their fates, and rebuild civilization.
Get free PDF versions of the rules and adventures, plus printer-friendly hero sheets. ༄ GO TO ITCH.IO ༄ GO TO RPG TRADER
When Sky and Sea Were Not Named takes place in the distant future on the planet Jupiter— although characters wouldn't recognize that name. They call their world the Skysea.
Countless eons ago, the Skysea shifted its orbit around the sun to descend upon and absorb Earth. The remains of Earth—the Shattered Planet—still drift among the Skysea's clouds as floating islands, serving as terra firma for humankind’s descendants.
Only a few sages have any inkling of the true history of their worlds. Earth’s technology, for the most part, is long lost. And a mysterious substance called the Rephaim—which many believe is composed of the undifferentiated souls of the dead—flows along the Skysea's windcurrents, collects in whorls and eddies, and responds to the intentions of those who wield magic.
The game's central setting is Tel-Kanan, a vast cyclone in the Skysea, bordered by the Sea of Death below and the forces of Chaos beyond. A combination of fluid mechanics, magnetism, and the Rephaim's magic has long held the realm’s floating islands aloft—until now. Islands everywhere are drifting out of their once-stable orbits.
Like “levels” or “dungeons” in other games, the floating islands and other strange structures of the Skysea serve as self-contained units of adventure. Each place might hold a mystery for heroes to uncover, a challenge to overcome, denizens to encounter, lore to uncover, and monsters to battle. Some key ideas:
Ask questions like a hero. As you explore the Skysea, your hero’s aspects frame the kinds of questions you should ask about the world, and how the Guide should answer.
Attributes are dynamic. Your four attributes—awareness, spirit, strength, and grace—represent your core qualities, current conditions, and defenses in battle. They wear down as you take risky actions and suffer blows, leaving you more and more vulnerable.
Fluid movement. The game assumes constant motion in battle and doesn’t use exact positioning on a grid. But your height does matter, and finding high ground grants major advantages.
Ideals push you. You can invoke your hero's ideals in dramatic moments, potentially turning failure into success.
Lore goes deep. Lore isn’t just fluff—it’s integrated with the game’s mechanics and scaffolds many interactions with other characters.
✧ Get the free Second Edition Rulebook: itch.io → | RPG Trader →
The game’s setting is based on the history and mythology of the ancient Canaanites—later known as Phoenicians—and their neighbors in the Late Bronze Age. Other influences include the rich worldbuilding of N.K. Jemisin’s Dreamblood and Broken Earth series, the seafaring adventures in Patrick O’Brien’s Master and Commander series, and the science-fantasy sensibilities of Philip Pullman’s His Dark Materials series.
The “multiplicative” gameplay and sense of freedom of The Legend of Zelda: Breath of the Wild was a big inspiration for the game’s design. You’ll also find many ideas from other tabletop roleplaying games, especially Agon, Dungeons & Dragons 5e, Exalted, and Quest.
Call me Daniel. I'm the game's author and designer. This project has been a labor of love for several years now.
I'm excited to offer the game for free, and I'm eager to continue improving it. But I couldn't have gotten this far without a lot of help.
Aaron "ThonkTank" Wüster
AFriendOfJamis
Alessandro Baccarini
Anchoress
Andrew Barlass
Arth
A Tian
Ben Kenning
Cade
catnipcatnip
Chamberland
Charles F.
Chris M.
Collie Petersen
Dan Strokirk
David Fendt
Eric Clarkin
FoundGoop
FrostyAssassin
GuestiKhan
Ian Roberts
Inkwing Loonwise
Iona B
Jacob D. Luuk
Jacob 'Neur0' White
Joe (Keeper of the Ebon Blades)
Jon Cole
Jonathan Pinchuk
Josh Paterson
KazuhiroSamaDesu
Kevin Townshend Piala (RyMarq)
Kimberly
Lawrence Pelo
Marduk
Marin Veloso
MrDMarx
Morgan Thomas
Nicholas Diaz
Patrick Schultz
Phredd Groves
Rachole
roboticdragons
Russ Rowlands
Ryan Aniello
Ryan Cook
Sal
Sam
Sasquatch
Scalethorn
0Slowk0
Sunrise
Zack Brown
Zane Maddux
AFriendofJamis, for providing invaluable feedback continuously from the very beginning of development—your belief in this game's potential has truly kept me going
Ben Kenning, for your wisdom, kindness, and encouragement—and for basically teaching me how to do all this
Eric Clarkin, for your boundless enthusiasm and creativity, both as a hero-player (so many heroes!) and as a Guide
Kevin Piala, for tearing the system apart looking for imbalance and nonsense, and all your ideas for fixing it—if you like wuxia even a little bit, check his game, Path of the Peerless!
Nicholas Diaz, fellow traveler in science fantasy, for sharing so much of your time, ideas, and positivity—if you like skyships and tactical combat, check out his game, Realms of Legacy!
Chris Maheu II for diving into the game and all your ideas for improving it—if you're looking for a narrative system for any setting with an awesome website, check out his game, Volition!
I'd also like to thank the many fine folks on r/RPGDesign and r/RPGCreation who gave me invaluable feedback and encouragement over the years.
✧ Get the free Second Edition Rulebook: itch.io → | RPG Trader →