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When Sky & Sea Were Not Named

First Edition
Bronze-age heroes defend a realm of floating islands as the forces of chaos and death close in
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fantasy
TacticalTheater of the MindResource ManagementFaction PlayLore-HeavyBase-BuildingExploration
✦ Indie Creator Submitted
Languages: English
Diced4–d12
System FamilyStandalone
CostFree
LicenseAll Rights Reserved
PublisherPurple People Games
Year2023
Complexity High
Accessibility Very High
Runnability High

Core Mechanic

Each hero has four action dice, one for each action type (Attack, Brace, Compel, Maneuver), with the die size set from d4 to d12 by the relevant attributes. To act, roll the matching die and read it against two thresholds. Against an obstacle, the Guide sets a failure threshold and a struggle threshold. Against a foe, the target's attribute is the failure threshold and its defense is the struggle threshold. Beating the higher number is a Success, beating only the lower is a Struggle that costs something, and beating neither is a Failure. Attacks deal damage equal to the roll minus the target's Guard and Armor, so one roll settles both the hit and its severity.

Best For

Groups settling in for a multi-session campaign who want combat built on resource trade-offs, spellcasters that each play differently, and a Guide comfortable improvising rulings. The island-hopping rescue-and-rebuild structure rewards tables that enjoy both tactical fights and settlement-scale stakes.

Highlights

Each of the four defenses both resists incoming actions and doubles as the resource a hero spends to power abilities, so every turn weighs guarding against acting. A hero rolls a different die size for each of the four action types, so strengths and weaknesses live in which die they pick up rather than in numeric modifiers. Invoking an Ideal after a roll spends Spirit for an advantage die the Guide sizes to how dramatic the moment is, linking vivid roleplay to a mechanical boost.

Considerations

The three spellcasting callings each run a separate resource economy, creating a real skill gap between players who take a magical calling and those who do not. The Shinarian origin locks Agility at 0, which bars the Wanderer calling and leaves those heroes unable to evade, outflank, or hide effectively. Sizing invoked Ideal dice, setting challenge thresholds, and reading the Dreamshape table all rest on Guide judgment rather than fixed numbers, which favors improvisational Guides over those who want firm procedures.