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?
Hail, heroes!
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 and island sheets. ༄ GO TO ITCH.IO
All the game rules are here, on this site. To learn how to play, keep on reading!
✧ How to Play →
Welcome to the Skysea
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.
Illustration by Arturo Gómez Martínez of Nerdy Maps.
A Realm Between Death and Dream
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.
Gameplay
A game of When Sky and Sea Were Not Named might be limited to a single island that players explore in a few hours. Or it can be a sprawling adventure spread out over months of play, with heroes steadily gaining more powerful abilities and technology. Some key ideas:
Actions can result in three outcomes—success, struggle, or failure.
Defenses can be worn down by foes—or sacrificed to empower your actions.
Movement is based on open-air terrain and elevation, rather than grid-based positioning.
The system keeps the action spotlight moving rapidly from player to player. Dice rolls are quick to resolve, with little math. Tactical complexity emerges from the risk of lowering your defenses versus the reward of daring actions.
Beyond action scenes and combat, WSSWNN is about your heroic characters and their journeys together. You can learn new lore from other characters—perhaps allies you've rescued, or even foes you've graced with mercy. You can invoke your hero's ideals in dramatic moments, potentially turning failure or struggle into success.
✧ How to Play →
Inspirations
The setting is based on the Bronze Age collapse—loosely of course, there are dragons—and particularly on the history and mythology of the ancient Canaanites, who were later known as the Phoenicians.
The open-air gameplay of The Legend of Zelda: Breath of the Wild, the simple-yet-complex gameplay of Sid Meier's Civilization, and the tactile magic of Avatar: The Last Airbender are also big influences.
WSSWNN also owes many ideas to other tabletop RPGs, including Agon, Dungeons & Dragons 5th edition, Dungeon World, Exalted, and Quest.
The Folks Behind the Game
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.
Thank you, playtesters!
Aaron "ThonkTank" Wüster
AFriendOfJamis
Alessandro Baccarini
Anchoress
Andrew Barlass
A Tian
Ben Kenning
Chamberland
Charles F.
Chris M.
David Fendt
Eric Clarkin
FrostyAssassin
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
Morgan Thomas
Nicholas Diaz
Patrick Schultz
Phredd Groves
Rachole
roboticdragons
Russ Rowlands
Ryan Cook
Sam
Sasquatch
Scalethorn
0Slowk0
Sunrise
Zack Brown
Zane Maddux
Special Thanks
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!
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.
✧ How to Play →