TEXT: TM
  
  The secrets of Théah are yours!
  This compilation of rules, updates and player information contains details on
  every aspect of 7th Sea. For new players, it provides an introductory guide to
  an exciting world of swordsmen and swashbucklers. For experienced players, it
  contains all the new material from the 7th Sea second printing, allowing you
  to stay caught up on everything. Whether you’re a bright-eyed newbie or a
  grizzled veteran, a salty pirate or a gallant musketeer, this book has what
  you’re looking for. 
  The 7th Sea Compendium contains:
  • An updated history, expanded details on the Secret Societies, and new
  information on Objectionism and the Inquisition.
  • Expanded details on the mysterious Syrneth, including rules for creating your
  own artifacts.
  • A ship-building system, allowing your players to create new vessels for their
  Heroes.
  • A quick-start Hero creation guide, compiled lists of character abilities,
  pictures of the powerful Lærdom runes, and more!
  This book is free for any 7th Sea player who owns
  the first printing of the 7th Sea Player’s Guide
  or Game Master’s Guide.
  AEG 7004
  TM
  
  7th Sea, Avalon, Castille, Eisen, Inismore, Highland Marches, Montaigne, Ussura, Vodacce, Vendel, Vestenmannavnjar, Knights of the Rose and Cross, Invisible College, Rilasciare, Novus Ordum Mundi,
  Vaticine Church of the Prophets, Explorer’s Society, die Kreuzritter, El Vago and all other related marks are © and ™ 2000 by Alderac Entertainment Group, Inc. All rights reserved.
  Compendium
  Being a Collection of New and Revised Information
  of Especial Interest to Players and Game Masters
  of the Seventh Sea Role-Playing Game
  TM
  
  Credits
  Written by
  Jennifer Wick & John Wick, Kevin Wilson, Rob Vaux
  Based on a Game System Designed by
  Dave Williams and John Wick
  Cover Art
  William O’Connor
  Cover Prepress
  Brendon Goodyear
  Graphic Design
  Cris Dornaus and Steve Hough
  Interior Art
  Cris Dornaus, Scott James, Raven Mimura
  Artwork Prepress
  Brendon Goodyear
  Editors
  D.J. Trindle, Janice Sellers, Rob Vaux
  7th Sea
  2
  
  Table of Contents
  3
  Introduction  . . . . . . . . . . . . . . . 4
  What’s Changed . . . . . . . . . . . . 5
  Rules Changes  . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  System Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Wealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Swordsman Schools  . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Skills  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Advantages  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Hubrises  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Experience  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Sorcery  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Text Changes  . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Players’ Guide  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Game Masters’ Guide  . . . . . . . . . . . . . . . . . . . . . . . 7
  Player’s Section  . . . . . . . . . . . . 8
  Théah . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Nations  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Secret Societies  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  History  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Current Events  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Calendar  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Knowledge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Pirates and Privateers . . . . . . . . . . . . . . . . . . . . . 19
  Types of Sailors  . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Secret Societies . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Los Vagos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Sophia’s Daughters  . . . . . . . . . . . . . . . . . . . . . . . . . 21
  The Church  . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  The Inquisition  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  The Objectionist Reform  . . . . . . . . . . . . . . . . . . . . 24
  Equipment and Starting Wealth . . . . . . . . . . . . . 25
  New Advantage: Specialty  . . . . . . . . . . . . . . . . . 25
  Ship Design  . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Ship Maximums  . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Modification List . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Ship Flaws  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  Sample Ships  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  The Syrneth  . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Speculation on the Setines  . . . . . . . . . . . . . . . . . . . 34
  The Syrneth Isles  . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  The Thalusian Isles . . . . . . . . . . . . . . . . . . . . . . . . . 39
  The Home Front . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Black Market Artifacts . . . . . . . . . . . . . . . . . . . . . . . 44
  New Prospects and Conclusion  . . . . . . . . . . . . . . . . 45
  GM’s Section  . . . . . . . . . . . . 47
  The Inquisition  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
  The Invisible College  . . . . . . . . . . . . . . . . . . . . . . . 47
  Sophia’s Daughters  . . . . . . . . . . . . . . . . . . . . . . . . . 47
  The Syrneth  . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
  Artifacts  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Artifact Creation Rules  . . . . . . . . . . . . . . . . . . . 53
  Sailor Speech  . . . . . . . . . . . . . 58
  Lærdom Runes . . . . . . . . . . . . 60
  Charts . . . . . . . . . . . . . . . . . . . 61
  Character Creation Chart . . . . . 64
  
  Welcome to the 7th Sea Compendium, a companion volume
  to the 7th Sea basic rules. This book sums up a few
  modifications we’ve made to the game so that 7th Sea
  players can make the most of the product. 
  You might be asking yourself why a compendium is needed
  or even desired. During 7th Sea’s initial publication, time
  constraints and space factors prohibited us from doing
  everything we would have liked. Certain sections needed
  developing, while others could have been more smoothly
  integrated with the rest of the game. While we weren’t
  happy with these gaps, we simply didn’t have the option to
  address them as well as we would like. 
  Fortunately, the gaming public loved 7th Sea enough to
  overlook the shortcomings. The game became a big hit and
  the rulebooks quickly sold out, which necessitated a second
  print run. As we sat down to prepare the printing, we
  realized that we had a chance to improve upon what we had
  done — correct some of the oversights, develop certain
  background sections, and make the product better. It was
  not a “second edition”: our problems were fairly minor, and
  we didn’t want to make any wholesale changes to such a
  new world. It was merely a tidying up of certain loose ends
  — adjusting the books more to our satisfaction. 
  The problem was that so many players had already bought
  the first printing, and none of them would be able to use
  the changes without buying another set of books. We didn’t
  want to gouge the readers who had helped make 7th Sea a
  success in the first place, but we couldn’t just reprint the
  same oversights without doing something to correct them. 
  After debating the problem, we decided to compile all the
  changes, refinements and cuts made between the first
  publication and the second into a single volume. Any player
  who asked for it would receive it for free; that way, everyone
  would have access to the complete 7th Sea rules without
  have to purchase two copies of the basic books. What you
  hold in your hands is the result of that decision: a “version
  1.5” covering all of the changes we have made. It includes
  revised material on the world of Théah, rules modifications,
  and material only found on the 7th Sea website. 
  The first section notes all of the minor rules which have
  been changed or modified between the first and second
  printing. It also cites the textual changes which have been
  made, such as additional world development and sections
  which have been moved.
  The next section is designed for players and GMs alike. It
  contains all of the text added to the second printing,
  subtracted from the first, or otherwise unavailable in either
  edition. With them, experienced players won’t have to
  purchase another copy of the basic rules, regardless of
  which one you have. It also includes information on the
  mysterious Syrne which first appeared in portions of  the
  Erebus Cross adventure series.
  The third section contains information for GMs only. It
  includes a brief discussion of the Inquisition and a pair of
  Secret Societies, and an in-depth look at the Syrne and their
  powerful artifacts. The Syrne section contains a
  comprehensive chart for creating your own artifacts, as well
  as some suggestions on how to give them a personal touch.
  Finally, we’ve included some extra odds and ends: sailor
  slang cut from the Players’ Guide, images of the Lærdom
  runes, and a fast-start Hero creation section, including lists
  of all the Swordsman Schools, Sorcery types, Skills, Knacks,
  Advantages, and Backgrounds — all compiled in one
  location.
  The Compendium is not a “stand alone” product. You still
  need the 7th Sea basic books to play the game. But for
  7th Sea
  4
  Introduction
  
  What’s Changed
  5
  completists who wish to have every aspect of the game —
  and first edition players who want to know more about
  Théah and its people — it gives you everything you need for
  no additional charge. We hope you find it useful during
  your adventures in the world of 7th Sea.
  Rules Changes
  The following changes have been made to the 7th Sea
  system. They are all minor and do not affect the overall
  mechanics of the game. As with all the rules, you may keep,
  change, or discard them as you see fit. The GM has the final
  say as to which rules he or she will use.
  System Rules
  • Free Raises now add 5 to your roll, instead of subtracting
  5 from your TN.
  • When you take a number of Dramatic Wounds equal to
  your Resolve, instead of suffering a –2 penalty to all rolls,
  none of your dice (except Drama dice) explode.
  • Missile Weapon Ranges are in yards, not feet.
  • Firearms suffer no Short Range Modifier when fired at a
  target less than 10 feet away.
  •You are surprised for one entire Round, not one Phase.
  NPC Wounds
  • Henchmen can take a number of Dramatic Wounds
  equal to their Resolve before being Knocked Out.
  Rules for Perception Checks
  The GM will call for a Perception Check whenever he wants
  to see if your Heroes spot something that isn’t readily visible,
  such as a hidden catch, a far-off ship, or a dust-obscured
  hieroglyph. A Perception Check is a straight Wits roll, only
  adding dice for Advantages such as Keen Senses which
  specifically add to Perception Checks.
  The Repartee System
  If you successfully Intimidate your target, he or she has a
  penalty when acting directly against you of one unkept die
  + one additional die for each Raise you made. This penalty
  lasts until the end of the Scene.
  What’s Changed
  
  Wealth
  • Every Hero who doesn’t have a ready means of income
  begins the game with one die of Guilders.
  Servant Rules
  For every Rank in their highest Servant Basic Knack,
  Servants receive one Guilder per month. During character
  creation they receive ten times their monthly income
  instead of the usual three times monthly income, since they
  don’t have much to spend their money on.
  Swordsman Schools
  • All Swordsman Schools now give 1 free Rank in all four
  Swordsman Knacks when purchased. 
  Mastery Level
  When mastery level is referred to, the following conversion
  to dice should be used:
  Apprentice = 1
  Journeyman = 2 
  Master = 3
  Aldana School
  Apprentice: The Apprentice may roll one unkept die for
  Initiative for each Mastery level you have in Aldana
  (Apprentice = 1, Journeyman = 2, Master = 3).
  Ambrogia School
  Apprentice: Learning the Ambrogia style of fighting negates
  the off-hand penalty when using a dagger or main gauche,
  and gives the Hero the Left-Handed Advantage for free.
  Apprentices among Veronica’s Boys are also trained to
  think quickly and take advantage of every opportunity they
  get. You may twist your dagger or fencing weapon slightly
  when you hit, which automatically adds 2 to the damage
  you inflict (increasing a Damage Roll of 18 to 20, for
  instance).
  Swordsman Knacks
  Beat Knack: Roll Finesse + Beat, not Attack Roll as usual.
  Feint Knack: Roll Finesse + Feint, not Attack Roll as usual.
  Double-parry Knack: You do not need to make two Raises.
  Skills
  Criminal and Doctor: Quack is an Advanced Knack.
  Buckler Attack Knack: A buckler’s Damage Rating is 1k1
  when used as a weapon.
  Dirty Fighting — Kick Knack: A Kick inflicts 0k2.
  Athlete: The Throwing Knack may not be used to attack.
  Advantages
  Toughness
  All of your Wound Checks have an extra Kept die, not an
  unkept die.
  Hubrises
  Loyal
  Your GM can activate your Hubris in order to get you to go
  back for (or stay with) a fallen comrade, or to prevent you
  from betraying an employer.
  Experience
  • 1 HP is worth 3 XP, not 18.
  • With your GM’s permission, you may join a new
  Swordsman School. You must already possess both Skills in
  its Basic Curriculum and find a Master of the style who’s
  willing to teach you. Then you must pay an additional 50
  XP. Your GM may also demand other payments, such as
  time and money spent training.
  7th Sea
  6
  
  What’s Changed
  7
  Sorcery
  • You cannot purchase additional Sorcery Points during
  Hero creation, but you can purchase them during game
  play with Experience Points.
  Mastery Level
  When mastery level is referred to, the following conversion
  to dice should be used:
  Apprentice = 1
  Journeyman = 2 
  Master = 3
  Pyeryem
  Hold Breath Boon: Roll your Resolve instead of your
  Brawn.
  Text Changes
  The following sections of text have been changed or
  modified. All of the changed text is included in this
  compendium.
  Players’ Guide
  • The introduction to Théah in the Primer Chapter has
  been revised. The sample Heroes have been cut and the
  Equipment list has moved to the Hero chapter.
  • The History section on pages 52–57 has been revised and
  streamlined.
  • The description of the Vendel League has been folded
  into the Vendel nation section.
  • A Théan calendar has been added to the Sourcebook
  section.
  • The Most Recent Discoveries section on pages 90–91 has
  been folded into the Knowledge section. A Natural
  Philosophy entry has been added.
  • Additions have been made to the Pirates and Privateers
  section, including a discussion of ships and shipping in
  Théah and a list of different types of sailors. 
  • The sailor slang section has been cut. You can find it on
  pages 58–59 in this book.
  • The Guild Chairs box on page 72 has been eliminated.
  You can find another copy of the box in the Game Masters’
  Guide, page 95.
  • The Sophia’s Daughters and Los Vagos have been added
  to the Secret Societies section.
  • The Vaticine Church: The Big Questions section has been
  moved to the Game Masters’ Guide. An Inquisition section
  has been added, and Objectionism has been expanded and
  explained. The tenets and organization of Objectionism are
  defined.
  • The Hero chapter has been completely reorganized.
  Several tables and charts have been added to help you find
  the information you need.
  • A Ship Construction section has been added to the
  Drama chapter.
  Game Masters’ Guide
  • The Church Organization section on pages 121–123 has
  been moved to the Players’ Guide, the Heresies section has
  been eliminated, and small sections have been added on the
  Inquisition and Objectionism.
  • Small sections have been added on the Invisible College
  and Sophia’s Daughters.
  
  Théah
  Théah is the continent where all the action of 7th Sea takes
  place — a continent with many similarities to 17th century
  Europe. She’s ruled by a series of nation-states, which bear
  cultural and historical similarities to particular European
  nations on Earth. While she isn’t Europe’s twin sister, she is
  certainly a distant cousin, which should make Théah more
  familiar and learning about her culture and history easier.
  There are some important differences, however.
  Sorcery
  Sorcery is a very real power in Théah. Almost every noble
  family has the dark gift running in its veins, although two
  nations — Castille and Eisen — are exceptions to the rule.
  Their sorcery is powerful and dangerous, each type
  demanding its own unique cost. It is a discipline that not all
  can, or should, attempt to master, but when its power is
  harnessed, it can change the fate of nations.
  The Vaticine Church
  Théah’s principal religion — the Church of the Prophets, or
  Vaticine Church — has many elements similar to European
  Catholicism, but also some key philosophical differences.
  Aside from a slightly different iconography, the Church
  embraces science as a means of understanding the Creator’s
  world, and encourages the proliferation of knowledge
  through schools and universities. Because of its efforts,
  Théans have made several scientific breakthroughs that
  would not occur on Earth until centuries later. 
  Unfortunately, the Church has a darker side as well. Théah
  has only just emerged from the thirty year long “War of the
  Cross,” a struggle between traditional Vaticines and a
  reform movement known as Objectionism. The war
  involved every nation on the continent, and left the country
  of Eisen in shattered pieces. As if this weren’t bad enough,
  a sinister Inquisition has recently seized power within the
  Church, threatening to transform it into an instrument of
  terror. Only time will tell if they succeed. 
  The Seventh Sea
  There are six seas surrounding Théah. The mythical
  “seventh sea” is considered little more than a sailor’s story,
  a tale to frighten cabin boys on their first voyage. It is said
  that when a ship enters the seventh sea, the stars move
  backwards, the sun and moon share the same horizon and
  strange cries can be heard from beneath the waves. While
  scholars dispute the veracity of the sailors’ stories, too many
  have surfaced to be ignored.
  The Syrneth
  The ruins of a society far older than man’s lie scattered
  across Théah. Some sit in ruined cities beneath the earth,
  while others lie on an extensive string of islands in the
  western seas. The race which built them — known as the
  Syrne — has remained unknown, but it is clear that they
  were not human. While their origins remain a mystery, the
  ruins are a treasure haven for daring men and women.
  Strange artifacts and wondrous inventions have been pulled
  from their depths, resulting in a great amount of puzzling…
  and an even greater amount of wealth. 
  7th Sea
  8
  Players’ Section
  
  Player’s Section
  9
  Nations
  The current nations of Théah — seven in all — currently
  represent the whole of the civilized world. A more detailed
  description of each can be found in the Théah chapter of
  the two core books.
  Avalon: Green and enchanted, this union of three
  kingdoms has recently risen to the forefront of Théan
  politics.
  Castille: Headquarters of the Vaticine church, this fertile
  nation has recently fallen under attack from the Montaigne
  to the north.
  Eisen: A once-proud country now struggling to recover
  from the War of the Cross.
  Montaigne: One of Théah’s most powerful nations,
  leading the world in art and culture even as its Emperor
  crushes the populace beneath his thumb.
  Ussura: A vast and wild country, whose people still live as
  their ancestors did centuries ago.
  Vendel/Vestenmannavnjar:
  This collection of
  islands is divided between wealthy Guilds seeking to
  dominate Théah’s economy and the fierce raiders who
  refuse to surrender their heritage.
  Vodacce: The former cradle of civilization, now split
  between seven merchant Princes whose complex schemes
  reach every corner of the world.
  Two other nation-states exist as well — The Empire of the
  Crescent Moon and the land of Cathay — but they are
  isolated from the rest of Théah by a combination of cultural
  differences and physical barriers. Other continents may
  exist, far beyond the western oceans, but no Théan has yet
  discovered them. 
  Secret Societies
  The Nations are not the only powers influencing Théah.
  There are many more clandestine organizations — not
  beholden to nationality or religion — that move Théan
  politics, some unnoticed by even the most observant
  scholars and statesmen. More details on these groups can
  be found in the Théah chapter.
  The Explorer’s Society: One of the most prominent
  “gentleman’s clubs” in Théah, a multinational organization
  
  dedicated to studying the past and discovering her
  geography. 
  The Invisible College: A secretive band of academics
  who work to protect scientific progress from the fires of the
  Inquisition. 
  The Knights of the Rose and Cross: An ancient
  order of adventurers, seeking to bring justice to the unjust
  and to protect those who cannot protect themselves.
  Die Kreuzritter: A group of holy Vaticine Knights,
  wiped out centuries ago by a traitorous political ruler.
  Los Vagos: Led by a mysterious masked man, these
  hidden crusaders protect the people of Castille from
  enemies both within and without.
  The Rilasciare: Best known as the Free Thinkers, the
  Rilasciare promote free will and self-determination through
  a range of extremely unorthodox tactics. 
  Sophia’s Daughters: A union of Vodacce women
  seeking equality and political power by covert means.
  History
  This small treatise is by no means complete, but it does give
  you a brief look at Théah’s history, from the founding of its
  first great Empire to the current year. “AUC” and “AV” are
  abbreviations for Théan phrases meaning “The Year of the
  Founding of the First City” and “The Year of Truth”,
  respectively. AUC dates are before the appearance of the
  First Prophet (the founder of the Vaticine Church) and AV
  dates are those after.
  Rise of the Old Republic (AUC 1 – AUC 340)
  Théan recorded history originally dated from the founding
  of the First City, called Numa, in the lands now known as
  Vodacce. In the Early Age, a republic rose from Numa
  which grew to encompass most of Théah. For centuries, the
  republic thrived, creating a golden age of heroes,
  philosophy and science that would inspire Théan scholars
  for the rest of time. Ruled by a Senate elected from noble
  families, the Old Republic also gave Théah its first formal
  religion, a pantheistic faith inspired by the visible planets.
  Republic’s Fall, Empire’s Rise (700 AUC – 724
  AUC)
  But the Republic grew old and corrupt and eventually it
  was reborn as an Empire. Imperator Gaius Philippus Macer,
  nephew of a popular Senator, took control through a
  military coup. In an attempt to wrest power back from him,
  the Senators used knowledge gained from Syrneth artifacts
  to become the world’s first sorcerers. The power base
  shifted once again and the Imperator became nothing more
  than a puppet ruler. The Empire expanded its influence and
  the Senators claimed the fertile border lands.
  The First Prophet (1 AV – 200 AV)
  The beginning of the “modern age” (Anno Veritas) began
  with the appearance of the First Prophet. Fifty years after
  the Senators took control of the Empire, a stranger
  appeared in the Senate. He claimed to be the prophet of a
  god called “Theus” and spoke against those who had taken
  up sorcery, claiming it was an abomination in the eyes of
  the Creator. He asserted that mankind’s highest virtues were
  his intelligence and his free will, two gifts that no other
  creature in Creation had. It was humanity’s duty to use these
  tools and to encourage and educate others in their use. 
  The Prophet had gained a cult following in the Empire
  before his appearance on the Senate floor and the Senators
  recognized him as a threat to their authority. Almost as soon
  as he had left the chambers, they declared him a criminal
  and a traitor. As the Book of the Prophets records, the night
  before his arrest warrant was signed, the Prophet turned
  himself in to the authorities for punishment. Before he was
  put to death, however, he predicted that three Prophets
  would follow him, each with his own message and duty.
  Unfortunately for the Senators, the cult did not die with the
  Prophet, but rather grew in strength and numbers as the
  years went by. Two centuries later, in a political maneuver
  7th Sea
  10
  
  Player’s Section
  11
  that would change the world forever, the Imperator declared
  the faith the Prophet taught to be the only true faith, making
  his teachings the official Church of the Empire. He declared
  that anyone who joined the Church would be a full citizen
  of the Empire. The Imperator’s action stole power from the
  Senators and they fled from the Empire’s core to border
  states, far from the Church of the Prophet.
  East and West Empires (100 AV – 300 AV)
  Over the next two hundred years, the Empire grew too
  large to manage and split into two distinct political entities:
  the Eastern Empire and the Western Empire. The two
  Empires suffered from barbarian attacks, political infighting
  and border skirmishes. Soon enough, the whole structure
  fell, throwing Théah into its “dark age.” The descendants of
  the exiled Senators had become local rulers in the outlying
  territories, and they fought against each other in an effort to
  gain more power. Political boundaries blurred and petty
  conflict spread to every corner of the continent.
  The Second Prophet (305 AV – 306 AV)
  The Second Prophet, foretold by the First, arrived from the
  East, which was now called the Empire of the Crescent
  Moon. Like his predecessor, he spoke against sorcery, but
  instead of using words of
  peace, he used words of
  departure. He said that
  society had become too
  corrupt and the faithful
  needed to leave it behind
  them. He gathered a
  massive flock and moved
  them into the Eastern
  Empire 
  on 
  a 
  great
  pilgrimage, leaving a small
  band of followers behind
  to spread his message. 
  Unfortunately, he and
  many of his followers were
  killed within the borders
  of the Crescent Empire,
  causing 
  a 
  series 
  of
  crusades against the murderers of Theus’ Prophet. The
  crusades lasted for years and continued across the Crescent
  borders. For a while, Théans held a large portion of
  Crescent territory, but were eventually thrown out by the
  combined might of the Empire’s armies.
  Imperator Corantine (312 AV – 376 AV)
  After the Crusades, many kings sought to reunite Théah
  under a new Empire. The greatest of these men, Corantine,
  conquered most of western Théah, uniting hundreds of tiny
  kingdoms under his crown. Corantine’s realm was the
  largest since the fall of the Old Empire. In 312 AV, he
  declared that the faith of the Prophets would be his
  Empire’s official church, but there were so many Prophet
  cults that one faith could not be declared. Corantine
  ordered a single Credo be determined, thus creating the
  Vaticine Church. The home of the Church was to be the
  site where the First Prophet spoke — Numa — and a
  Hierophant was chosen to serve at its head. A council of
  Cardinals, representing every part of Corantine’s kingdom,
  would elect the Hierophant who would then serve for life.
  The unprecedented move gave the Church great power, for
  
  even the Emperor could not dictate spiritual matters without
  their permission.
  Corantine’s empire was great, but it did not last long after
  his death. The Emperor divided the land between his three
  sons, none of whom possessed the political acumen of their
  father. Once more, everything fell apart, the world was
  thrown into chaos, and the only voice of authority for nearly
  three centuries was the Vaticine Church.
  Imperator Carleman (600 AV)
  In the seventh century, another conqueror arose and united
  almost all of Théah under a single crown. His name was
  Carleman, and his kingdom grew to stretch across the lands
  that would later become Montaigne, Eisen and Vodacce.
  He was declared the High Imperator of Théah by the
  Vaticine Church, which had gained incredible political
  power by that time. It had also become the stronghold of
  science and learning; almost all progress was due to the
  research and experimentation of Church scholars.
  Again, Carleman’s kingdom did not long outlast his death.
  However, the rough political boundaries he set within his
  realm grew in importance, planting the seeds of Théah’s
  nations. For the first time, Montaigne, Eisen, and Vodacce
  thought of themselves as single states, not just a collection
  of tiny baronies bound by a common language. 
  For the next three hundred years, the Dark Ages continued.
  Bands of fierce raiders from the Vesten Isles preyed upon
  coastal communities, sending fear up and down the
  continent. A terrible disease called the “White Plague”
  arose in the tenth century, spread by rats and ultimately
  destroying nearly a third of its population. But through these
  nightmares, Théans persevered, looking to the Church for
  guidance and living their lives as best they could.
  The Third Prophet (1000 AV)
  The Third Prophet’s arrival in Castille may be the most
  violent moment in the history of the Vaticine Church. He
  changed the tone and voice of the Church: he did not speak
  of peace or separation, but of fire and blood. He arranged
  a political coup that removed the sorcerous nobility from
  power, replacing them with families whose blood was pure
  and uncorrupted. For centuries, Castille and the Crescent
  Empire shared amicable trade relations, greatly influencing
  Castille’s culture. The Castillians and Crescents had traded
  and mingled blood and culture, but the Third Prophet
  called the Crescents infidels and declared another crusade
  against the murderers of the Second Prophet. 
  At first, the crusades went well. The Crescents retreated
  from their borders into the desert and the Crusaders
  claimed great swaths of borderland for the Church. But as
  before, the Crescents counterattacked, driving the crusaders
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  back. A long and bloody struggle ensued, ebbing and
  flowing for over three hundred years.
  Following his declaration of the crusade, the Prophet
  announced that Castille was the new center of the faith, an
  assertion that spilled more blood over the Church’s altars.
  A bloody war broke out between the Prophet in Castille
  and the Hierophant in Vodacce. “The Hierophant War”
  ended with Castille victorious and the Church’s capital city
  moving west. However, almost all real Vaticine political
  power remained in Vodacce hands; Vodacce controlled the
  majority of Cardinals and could still elect the Hierophant. 
  With his power now based in Castille, the Third Prophet
  restructured the Church, emphasizing research above all
  else. “Our need to understand the Enemy,” he once said, “is
  second only to our need to understand Creation.” He also
  created an order of the Church called the Inquisition,
  answerable only to the Hierophant. The Inquisition’s duty
  was to seek and destroy all those who practiced the dark art
  of sorcery. The creation of such an order was a direct
  challenge to the nobility of Théah, putting the Church at
  odds with almost every nation. Consequently, sorcery was
  not openly practiced for over five hundred years.
  The Invasion of Avalon (1028 AV)
  The tiny island of Avalon had long remained out of Théan
  politics, living under the influence of a strange race called
  Sidhe. In 1028, however, the King of Montaigne sent an
  invasion fleet to conquer the island, along with its neighbors
  Inismore and the Highland Marches. The Sidhe fled
  Avalon, taking their peculiar form of magic with them and
  leaving the Montaigne as rulers. Eventually, the invaders
  assimilated with the local culture, allowing Avalon a quasi-
  independent status, but fierce enmity remained between the
  two countries. The occupation stoked the fires of
  nationalism among both peoples, catalyzing their sense of
  identity and slowly pushing Théah away from feudalism.
  The Rise and Fall of the Crusaders (fl. 1100 AV
  – 1312 AV)
  For centuries, the Church promoted a holy war against the
  Crescent Empire, pushing its influence further into the East.
  That came to an end when an order of knights — the Poor
  Knights of the Prophet — who had participated in the
  crusade were condemned as heretics. Their trial revealed
  evidence of unspeakable crimes, crimes blamed on their
  proximity to the Crescent infidels. The Poor Knights were
  executed, and the Church declared the Crescent borders
  closed to all faithful. A single Vodacce prince was permitted
  to maintain trade with them, but the Crusades themselves
  died with the Poor Knights. Three hundred years of conflict
  was finally at an end.
  Renaissance (ca. 1300 AV – present)
  From the fall of the Old Empire, the land of Vodacce had
  gradually developed into a consortium of merchant princes.
  Their proximity to the Crescent Empire, coupled with their
  devotion to the Vaticine (and its scientific development),
  allowed art and culture to slowly flourish there. Painters and
  other artists discovered new forms of expression, while
  wondrous scientific inventions came from the Vaticine
  Universities. Through the Princes’ fleets, the renaissance
  spread across Théah, prompting a revitalization of
  knowledge and a gradual emergence from the long years of
  darkness. It also gave the Vodacce unquestioned economic
  power, which the princes used mainly to compete against
  each other. Vodacce also become known not only as a
  beacon of culture, but also as a treacherous land of subtle
  and deadly political games. 
  The Objectionist Movement (1517 AV –
  present)
  For centuries, the Church held steady control of Théah’s
  destiny. Like its secular counterparts, it began to decay from
  within. Church officials took advantage of the power they
  held, condemning those who objected to their credo. That
  continued until 1517 when the actions of Mattias Lieber, an
  Eisen monk, created what has become known as “the
  Objectionist Movement.” He denounced Church authority
  and declared that only Theus Himself could intercede on
  behalf of a human soul. Those who had grown
  disenchanted with the Church’s excesses were quick to join
  the movement, and within the span of a decade the Vaticine
  Church lost almost a third of its flock. It responded with
  
  fire. For decades, Objectionists were burned all across
  Théah until the early 1600s, when Eisen declared that its
  borders were safe for “Liebers.” Tolerance grew, but
  tensions between Vaticines and Objectionists remain high to
  this day.
  The War of the Cross (1636 AV – 1666 AV)
  Eisen’s acceptance of Objectionism would ultimately cost it
  dearly. Eisen’s Imperator was an open-minded and tolerant
  man, but when he died in 1636, he was replaced by
  Reifenstahl, a fanatical Vaticine. Tension between the two
  faiths would soon explode into war.
  The new Imperator demanded all Objectionists renounce
  their faith and affirm their belief in the Credo of the
  Vaticine Church. It didn’t happen. Soon, Eisen Vaticines
  were fighting Eisen Objectionists in the street, priests called
  for a holy war against the “infidels,” and devout believers
  on both sides were forming military units to destroy their
  enemies. Civil war ensued. Nearly every nation in Théah
  contributed forces to one side or the other, but Eisen bore
  the brunt of the fighting. The surrounding nations grew rich
  selling arms and supplies, while suffering none of the
  devastating damage the battles inflicted. The War of the
  Cross lasted thirty years and ended more through sheer
  exhaustion than anything else. Eisen was left bloody and
  broken, with nearly a third of its population dead and
  nothing to show for it. The surrounding nations swooped in
  to divide the spoils 
  The war also stole power away from the Vaticine Church,
  severely damaging its influence. Thirty years of bloodshed
  was enough to turn the Théans away from proselytizing.
  More nations declared independence from the Church of
  the Prophets, and even faithful Vaticines took a tolerant
  view of Objectionism. For all the damage it caused, the
  War’s lessons were not lost on Théah — cold comfort to the
  surviving Eisen, however.
  Current Events
  While the events above form the background of modern
  Théah, the last century has had a profound effect on current
  affairs. Listed below is a brief description of Théah’s most
  recent — and sometimes tragic — events.
  The Rise of Avalon and the Castillian Armada
  The three Kingdoms of Avalon — including Inismore and
  the Highland Marches — have recently united under the
  crown of Queen Elaine in 1658. Throwing off all traces of
  the Montaigne occupation, the High Queen of Avalon has
  done much to gain power for her tiny kingdom. She
  declared religious independence from the Vaticine Church
  and created a new rung in the Avalon social structure: the
  sailor. All who sail in Avalon’s navy are considered the
  same social rank as gentleman knights. These “gentleman
  sailors” have plundered from Castillian galleons, Vodacce
  merchantmen and Montaigne vessels. Elaine publicly
  condemns their actions, but it is no secret that Avalon’s
  coffers bulge with loot from their actions.
  In 1659, the King of Castille decided to make the upstart
  island nation pay for its insolence. He ordered the
  construction of a great fleet to sail against Avalon. It would
  prove to be an exercise in errors. Avalon spies discovered
  the construction and pirates sabotaged production from the
  beginning. The man placed in charge of the armada was
  completely unfit to command a navy. When the Armada
  finally set sail, it ran into a storm that sank a third of the
  ships. Off the coast of Avalon, the Castillians discovered
  their ships were too big to sail in such shallow waters. The
  smaller Avalon ships were not. After another third of her
  number were sunk by Avalon fire, the fleet turned back
  from Avalon’s shores and Queen Elaine claimed a naval
  victory over the largest and most powerful fleet in Théah,
  an act that would propel her tiny union onto the world
  stage.
  The Return of the White Plague (1665 AV –
  1666 AV)
  A few years ago, the White Plague — unseen since the
  Middle Ages — reared its ugly head once more in Avalon,
  Castille and parts of Montaigne. Richard Kailean (the
  scholar most responsible for what little knowledge the
  Church does have) meticulously observed and cataloged its
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  symptoms and speculated on possible causes. As he was
  beginning to formulate a plan for fighting the disease,
  however, it disappeared as quickly as it began. There has
  been little chance for observation since, but scholars are
  now waiting with a mixture of anticipation and dread for
  another opportunity.
  The Vendel-Vodacce Merchant War
  The Vestenmannavnjar had long been thought of as
  bloodthirsty barbarians, but as Théah emerged from the
  Dark Ages, a new trend developed among its people. The
  farming caste grew into a merchant caste, developing
  political skills and displacing the warriors who were away
  from home for so long. They began using Vesten ships,
  which could move cargo quickly, to trade with other
  nations, which increased both their wealth and prestige.
  Within a few decades they had seized
  political control of their country, leaving
  the warriors in disenfranchised bands on
  the fringes of their country. Now calling
  themselves 
  “Vendel,” 
  they 
  began
  building powerful economic empire. By
  1600, they had established a league of
  Guilds to control their assets, which
  stretched across northern Théah; the
  league served as the de facto rulers of the
  nation. The War of the Cross only
  increased their influence, and when Eisen
  splintered, the Vendel quickly stepped in
  to fill the vacuum. In the space of a few
  decades, they had become one of the
  most powerful nations in the world.
  The Vodacce, of course, did not take the
  threat lying down. As Vendel money —
  the Guilder — became a common
  currency and Vendel merchants began
  appearing in every port, the Vodacce
  began a quiet trading war against their
  rivals. They raised prices, closed ports,
  and used their trade monopoly with the
  Crescent Empire to drive the Vendel
  back. The outcome of this conflict is still
  unclear: as things currently stand, Vendel
  controls the north and Vodacce controls
  the south. Very soon, something is going
  to break.
  
  Montegue’s Stand and the Montaigne-Castille
  War
  In 1664, the King of Montaigne broke five hundred years of
  silence by openly admitting his practice of sorcery. Other
  Montaigne nobles soon followed his example, sending the
  Church into an ecclesiastic rage. In 1666, High Inquisitor
  Verdugo raised an army composed mainly of Castillians to
  attack the kingdom’s capital. The Inquisition demanded the
  King surrender himself to be tried for heresy. The King
  refused. Most of his army was diverted in the Montaigne
  countryside, but he threw what meager
  forces he had against the Church. They
  were no match for the Castillians; the
  Montaignes were decimated and only a
  handful of soldiers and the King’s
  personal guard were left to face the
  Vaticine’s might.
  As the army advanced on the capital, the
  Montaigne command crumbled, leaving a
  young corporal named Montegue in
  charge. He moved the soldiers and
  musketeers to the palace walls and
  ordered them to line up before the gate.
  Then he ordered his two best
  sharpshooters to take flanking
  positions and shoot down any
  enemy officers they could see.
  As the army approached, the
  first row of Montaigne
  started firing, then fell back
  and reloaded as the second
  line stepped forward to fire.
  Meanwhile, the sharpshooters
  shot at any officer they saw.
  The Castillian advance broke
  down 
  with 
  alarming
  rapidity and Montegue’s
  relentless musket line caught
  the Church army completely off
  guard. They retreated; Montegue followed and let no man
  escape alive.
  Since that day, Montegue has been made High General of
  the Montaigne army and the King has declared himself
  Emperor. In retaliation for the attack, l’Empereur ordered his
  new General to invade Castille. Currently, the High
  General’s armies are in the western half of that devout
  nation, increasing the Emperor’s holdings and freeing the
  people from the tyranny of the Vaticine Church.
  The Death of the Hierophant
  Soon after Montegue’s Stand, the Vaticine
  Hierophant went to Montaigne in an effort to
  repair relations with l’Empereur. During his
  stay, he suddenly grew ill and died in the space
  of a few days. The Montaigne claimed he died
  of the Plague and burned his body to keep the
  disease from spreading. While suspicious in the
  extreme, the Church has been unable to act —
  his death has thrown the Vaticine into
  chaos.
  According to Church tradition,
  another Hierophant must be
  unanimously chosen by the
  high council of cardinals. For
  two years the council has
  been unable to come to a
  unanimous decision, and so for
  two years there has been no
  Hierophant at the head of the Church.
  The lack of leadership has caused great
  distress to the flock; more importantly, it has
  freed the hands of the Inquisition. The
  organization was answerable only to the
  Hierophant, and now there is nothing to hold
  it back. The most important change has been
  the swift reversal in the Church’s attitude
  towards its scholars.
  It began when an Avalon scholar named
  Jeremy Cook published a paper denouncing
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  alchemy, the backbone of Church metaphysical theory
  since the time of the Third Prophet. Instead, he proposed a
  method of observation he called “Empiricism.” Cook’s
  paper caused so much controversy among his
  contemporaries that it attracted the attention of the
  Inquisition. In a clerical court, he was found guilty of heresy
  and put to death. Since that day, scholarly research in the
  Church has come to a near standstill. Secular scholars
  continue to work, but for the first time in its history the
  Vaticine Church is no longer the spearhead of science in
  Théah.
  Knowledge
  With the help of the Vaticine Church, Théans are a little
  ahead of where our own technological progress was in the
  mid-17th century. The last ten years of Théan history have
  produced an impressive array of scientific advancements:
  the microscope, the reflecting telescope, knowledge of
  human anatomy, and astounding discoveries in astronomy,
  physics and chemistry. 
  Unfortunately, with the Inquisition’s rise to power, these
  advancements are in danger of being destroyed. The
  Inquisition claims that the time of knowledge is past, and
  that Théans should prepare for the end of the world rather
  than dabble in scientific heresy. The secret society known as
  the Invisible College has managed to thwart their efforts,
  but without a Hierophant in place, no one can truly keep
  them in check. Countless advancement may be lost to the
  flames if the Inquisitors are not stopped. 
  Here is a short summation of Théah’s current technological
  development and knowledge:
  Archæology
  Currently, archæological technology is restricted to shovels,
  brushes, historical investigations and notepads. The Théans
  are perfectly capable of sketching the things they discover
  in the archaeological digs across Théah, but they often don’t
  understand the purpose of these objects. Worse, important
  artifacts often get destroyed accidentally, or stolen to hang
  on some private collector’s wall.
  Architecture and Construction
  The Théans are capable of some very impressive
  architectural feats. While they couldn’t construct a highway,
  a suspension bridge, or a skyscraper, they’ve built beautiful
  cities and enormous cathedrals that stretch up to 400 feet in
  the air. They possess the secret of making concrete, but they
  lack the mass production facilities necessary to use it on a
  large scale. Their roads are cobbled, their roofs are often
  covered with sheets of tin, and their windows, at least in the
  bigger cities, are usually made of glass.
  Astronomy
  The Théans understand that their world, Terra, is a sphere
  that orbits their sun (which is called Solas), and their moon
  orbits their world. In addition, they’ve discovered five other
  planets that orbit their sun in the same way. There may be
  more, but their telescopes are too primitive to see them.
  The names of the six known planets, starting with the
  closest to the sun, are: Velme, Amora, Terra (the Théan
  Calendar 
  All Théan months use the following calendar:
  Soldi
  Veldi
  Amordi
  Terdi
  Guerdi
  Redi
  Voltadi
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  The feasting days of the 15th and 30th are not “real” days and not
  considered part of the week.
  
  homeworld), Guer, Re, and Volta. The planets were all
  named after the gods of the Old Republic.
  Théans know how big Terra is within a 1% degree of error,
  and they can predict eclipses of both the sun and the moon.
  Telescopes have been around in Théah for a century, but a
  few months ago (1668), a Castillian astronomer named
  Alvara Arciniega constructed the first reflecting telescope. It
  has allowed Théans to see further into the skies than ever
  before. With the help of the Invisible College, he has
  revealed his invention to the scientific community and
  hopes to further refine it in the future. 
  Chemistry
  Chemistry has recently emerged from its mystical roots in
  alchemy (although in Théah there could be some truth to
  alchemy). An Avalon named Jeremy Cook wrote The
  Rational Chemist in 1661, which established a more rigorous
  discipline based on the scientific method. Now only a few
  practicing alchemists are left, most having turned to the new
  science of chemistry. In 1662 Cook created the first air pump,
  an act which should have proven the existence of air.
  Unfortunately, by that time, the Inquisition was coming to
  power, and Cook was shot for his heretical research. His work
  survived only because of the efforts of the Invisible College.
  Mathematics
  Théan mathematicians have worked out the mysteries of
  algebra, trigonometry, geometry, and the zero. They do not
  yet possess calculus, but it won’t be long in coming.
  Probability is not yet a rigorous discipline, and, as Verdugo
  himself said, “Only gamblers would be interested in its
  results.”
  Medicine
  Théan doctors are significantly more advanced than our
  own doctors were in the 17th century. The humor theory,
  which states that the body is governed by four humors
  (blood, phlegm, bile, and black bile) was denounced by
  Vendel physician Franz Deleboe in 1661. The Inquisition
  carried him off in the night, but word of his revelation
  leaked, and other physicians have been able to capitalize on
  his work, although with less success than they might like. 
  The Théans understand that careful hygiene during
  operations leads to a higher survival rate, but they aren’t
  sure why. To treat a gunshot wound, they know to remove
  the bullet and stitch the wound closed afterwards. They also
  know to change the bandages on a wound every so often
  and to boil the bandages to make sure they’re clean. They
  believe that it’s very bad to mix the blood of two people
  together, but they don’t yet know why. They are aware that
  diseases are spread by sick people, so they keep them
  quarantined. Unfortunately, they don’t know about bacteria
  and viruses yet, so the causes of disease are still a mystery.
  In 1610, scholars completed a map of the interior of the
  human body, which has greatly aided future medical
  studies. 
  On a more tangential note, Avalon scholars have recently
  begun to study air pollution at the urging of Lord Ryefellow,
  a noble with a lung condition aggravated by the Avalon
  practice of burning peat and coal for heat. The study, while
  medical, is one of the first instances of environmentalism in
  Théah.
  It should also be mentioned that the microscope has been
  around in Théah since 1608. Its inventor, a Vendel whose
  name is not recorded, used it to view blood corpuscles, as
  well as insects and small plants. In addition to its aid in
  medicine, it has greatly enhanced the fields of biology,
  botany and entomology.
  Natural Philosophy (Physics)
  The field of physics has witnessed some startling
  breakthroughs in the past few years, despite the efforts of
  the Inquisition. Static electricity was harnessed in 1662 with
  a small device using a rotating globe of sulphur. Maria
  Alverado, a Castillian scholar, invented the device as part of
  her university studies; it was the first practical demonstration
  of static electricity on a large scale.
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  The Inquisition was not powerful enough at the time to stop
  Alverado’s experiment (she was prominent and well-
  respected), but they came close to wiping out another
  physics breakthrough just four years later. The Castillian
  Alvara Arciniega discovered the light spectrum with a series
  of homemade prisms. The Inquisition, upon learning of this
  theory, attempted to hang him, but Arciniega was a skilled
  swordsman and killed three Inquisitors before escaping to
  the country. (It was there that he first perfected the
  reflecting telescope, detailed in the Astronomy section.)
  Navigation
  The Théans possess magnetic compasses and astrolabes, but
  do not yet possess a chronometer that is accurate enough
  and resistant enough to the moist sea air to allow them to
  measure longitude. The Montaigne have a method that
  works, but it requires a noble gifted with Porté magic to
  teleport home and look at a clock there, then return.
  Obviously, this method doesn’t see much use, but it does
  give the Montaigne navy the best maps of Théah. Most
  mapmakers realize that Théah comprises only a small part
  of the globe, but they believe the rest contains only oceans
  and the occasional island
  chain like those in the
  western seas.
  Weapons and
  Warfare
  Currently, muskets are the
  weapon of choice in
  warfare, 
  typically
  supported by a line of
  pikemen. The Théans do
  not yet have rifles, so the
  accuracy of these guns is
  less than it could be. They
  have developed cannons
  as well, but do not yet
  possess 
  the 
  ballistic
  knowledge necessary to
  create mortars. The Montaigne have also developed
  primitive grenades, but the weapons have proven so
  unreliable that only peasant levies (grenadiers) carry them
  into battle. The average lifespan of a grenadier is three
  battles.
  In duels of honor, rapiers or other fencing weapons are
  commonly used, with the saber reserved for the brave
  cavalrymen of the day.
  Pirates and Privateers
  It took only five days at sea for him to learn why the sailors sang
  songs about going home.
  — Two Years on the Waves by Eliza Cunningsworth
  A pirate hunts all colors; a buccaneer all but his own; and a
  privateer only those he is told.
  — Sea proverb
  
  Ships and shipping have played a large role in Théah’s
  history despite the lack of a New World (which spurred
  their development on our own planet). With the continent
  surrounded by seas and bisected by a huge river, ships have
  always proven a more viable means of transportation than
  long and treacherous journeys overland. Théah’s economic
  lifeblood literally travels over the waves. The two foremost
  economic powers — Vendel and Vodacce — depend on
  merchant shipping, and Avalon has used the Sea Dogs to
  similar (if more brutal) effect. An array of outlying islands
  in the far west have produced troves of riches from the
  Syrneth ruins, and the Crescent Empire can generally only
  be accessed by the water. Because of this, Théah has a
  thriving shipping industry, fueling its economy and giving
  rise to an entire subculture of sailors. And where gold and
  trade goods travel by sea, there are always pirates willing to
  plunder them… 
  The seas of Théah are almost a world unto themselves.
  Here, there are no nations, no borders, no towns or cities;
  just ships and the men who sail them. Each vessel is like a
  nation unto itself: a self-contained community with its own
  rules and customs. The simplicity and freedom of such a life
  can be remarkably tempting.
  Théah’s shipping lanes and ports of call form a subculture
  all their own: an exotic world with riches and dangers to stir
  the soul. Seamen talk about the thrill of spotting another
  sail, not knowing whether it’s friend or foe; of colorful
  characters lurking in the back of seedy bars; and of untold
  treasures hiding behind loaded cannons. A life at sea can be
  both blessing and a curse, but it’s never boring.
  Every Théan nation maintains a navy, although Ussura’s is
  more of a fishing fleet and Vodacce’s is divided among its
  seven Princes. They guard important shipments, patrol
  trade routes for pirates, and spar with other navies if they
  can get away with it. The seas are large, however, and no
  navy can be everywhere at once. Merchant vessels often
  carry extra weapons, and countless mercenary ships sell
  protection to the highest bidder. Then there are the pirates:
  sharks searching for prey wherever they can be found, using
  terror and chain shot to send their victims to the bottom.
  While the regular shipping lanes form the crux of Théah’s
  naval activities, the western islands hold equal excitement.
  Besides exploration and the dangerous promise of the
  Syrneth ruins, the absence of civilization makes for tempting
  territory. Here, pirates can bury their booty, wanted men
  can vanish into an island paradise, and the great nations can
  hide all manner of secrets. Rival buccaneers fight personal
  wars amid these unexplored archipelagoes, while the
  Explorer’s Society risks life and limb to bring secret Syrneth
  knowledge back. Here at the untamed edges of the sea,
  Théah’s buccaneers can live as free as they choose… and die
  just as easily. 
  Types of Sailors
  Sailors in Théah fall into four basic categories.
  Merchants are those who use their ships for trading or other
  commercial activities. They include businessmen hauling
  cargo from one port to another as well as fishermen,
  whalers, and explorers of the western seas. They also
  include less savory professions such as smuggling and
  bootlegging. More sailors belong to this class than any
  other.
  Naval Recruits belong to a nation’s official navy, serving as
  officers or seamen aboard a military vessel. They patrol the
  waters around their country, protect important convoys,
  hunt pirates, and do battle with other navies. Life on a naval
  vessel is notoriously bad, although there are exceptions
  (usually under competent captains). 
  Privateers form a nebulous category of mercenaries and
  ne’er-do-wells. They’re essentially “pirates for hire,” granted
  official sanction from a government to patrol the seas. They
  prey on their employer’s enemies, stealing booty from rival
  nations while keeping the more formal navies from dirtying
  their hands. Privateers also engage in escort duties and
  other specific missions. The Sea Dogs, under the sanction of
  Queen Elaine of Avalon, are the most notorious privateers
  on the seas today. 
  Pirates are the wolves of the sea — outlaws who ride the
  waves in search of cargo to plunder. They answer to no one
  7th Sea
  20
  
  Player’s Section
  21
  save themselves and most feel obligated only to the profits
  they steal from their victims. The dangers of a pirate’s
  lifestyle are beyond counting, but they have more freedom
  than any other class in Théah. Because they are usually after
  the goods in their targets’ holds, they rarely attack to sink
  ships, preferring instead to close and board them. Their
  bloodthirsty reputation has earned them few friends:
  military vessels have orders to sink all pirate craft on sight,
  and captured pirates are usually hanged without trial.
  Despite that, not all of them are malevolent. The famous
  pirate Gosse, for example, was renowned for his
  gentlemanly behavior, and the Brotherhood of the Coast,
  while ruthless, has brought a rough sense of honor — and
  the first stirrings of democracy — to the Théan seas. 
  Secret Societies
  Los Vagos
  “Live for Castille. Bleed for her people. Die in their name.”
  — El Vago
  Castille has never been in such dire straits as it is today.
  Foreign invaders control nearly a third of the country, the
  Inquisition moves openly through the streets, and the
  crowned head is a young boy with no experience in worldly
  matters. In these dark times, the people cry out for a
  protector. Los Vagos have answered their call.
  Led by the mysterious vigilante known as the Vagabond,
  this clandestine organization of Castillian patriots works to
  protect their country from all enemies. Their mission is
  simple… defend King Sandoval from corruption, save the
  people from the oppression of the Inquisition, and liberate
  the western territories from the occupying Montaigne. They
  work in secrecy and never reveal their true identity, for
  Castille is awash in potential enemies. Their numbers are
  small, but prominently placed; they have sympathizers in
  the highest avenues of power. 
  The actions of Los Vagos have reverberated far beyond
  their immediate scope, restoring hope to a nation on the
  verge of despair. They rescue helpless citizens from the
  Inquisition’s flames, and sabotage the war efforts of the
  invading Montaigne. They have prevented at least three
  assassination attempts on Good King Sandoval, and rumor
  has it that one of the King’s advisors belongs to the order.
  With each new rescue, with each thwarted plot, they
  encourage other Castillians to stand up for themselves. As
  the nation braces itself for an ever darkening future, its
  people look to the rooftops — and the shadowy form of El
  Vago — to see them through.
  Sophia’s Daughters
  “The puppet never sees the strings that make it dance.”
  — Duchess Anne Shallott
  Ostensibly, Sophia’s Daughters exists to bring equal rights
  to Théah’s “fairer sex.” In practice, however, they are far
  more than that — a veiled political machine maneuvering
  important men in directions they could never hope to
  perceive. Using boarding and finishing schools, they train
  young women in matters covert and clandestine, then place
  them near men in powerful positions — to point them in the
  “proper” direction. Through their actions, they have slowly
  The seal of Los Vagos
  
  gained strength. Eventually, they hope to move in public
  rather than in secret, taking their agenda to the streets of
  Théah.
  When not engaging in such activities, they make efforts to
  keep women safe from abusive fathers and husbands. They
  also help lower-class women better themselves through
  earnest work and diligence. The merchant guilds (especially
  the Jenny’s Guild) has been particularly useful in this
  matter, as have Vodacce’s courtesans, who form the
  Daughters’ largest bloc. 
  The Daughters have used magical as well as political means
  to further their goals. Glamour serves to beguile the weak-
  willed, while Porté allows them to pass secret orders and
  Sorte can manipulate the strands of fate to their advantage.
  An abnormally high number of the Daughters are sorcerers;
  it is even rumored that they have rejuvenating potions to
  extend their members’ lives. The Daughters’ leadership
  hotly denies such rumors, of course.
  Each member of the society is required to keep a detailed
  journal, sending copies to Daughter-controlled nunneries
  where they are organized into a great library. Hundreds of
  Daughters compile and catalogue these journals, which
  comprise one of the most accurate recordings of history in
  the world. The Rilasciare makes use of the records from
  time to time in exchange for other secrets.
  The Church
  The Inquisition
  The Inquisition is a secretive order within the Church,
  created by the Third Prophet following his rise to power. He
  charged it with seeking out and destroying sorcery in
  whatever form it took. Inquisitors were answerable only to
  the Hierophant, and had vast authority over Church
  procedure. Vaticines were expected to assist them in any
  way they could. Thanks to their efforts, sorcery in civilized
  Théah remained underground for many centuries. 
  Luckily, they were always kept in check by the Hierophant.
  Each successive leader kept a close eye on the Inquisition,
  limiting its membership and ensuring that its power never
  grew beyond control. Overly ambitious Inquisitors would
  be quietly removed from their positions, which kept the
  order focused on its duties instead of seeking to control the
  Church.
  Recently, however, that has begun to change. Over the
  centuries, the Church has gradually grown more
  conservative, giving the Inquisition greater leeway in
  carrying out its duties. That rising tide crested when the
  current Hierophant disappeared. Now, the Inquisition is
  answerable to no one and cannot be stemmed until a new
  Hierophant is chosen. Cardinal Ésteban Verdugo has
  moved quickly to seize power, expanding the Inquisition’s
  goals and filling its ranks with devout fanatics. They
  declared war on Théah’s universities: burning books and
  hanging professors who oppose them. Their enemies are
  kidnapped and executed as heretics; many who might
  oppose them are too frightened to act. In the space of a
  decade, they have come to dominate the Church’s affairs. 
  The Inquisition’s stated goals are the destruction of heresy
  and saving souls from Legion’s flames. In practical terms,
  that translates into a ruthless campaign against sorcery,
  Objectionism and all forms of learning. Théah’s universities
  in particular have suffered; Cardinal Verdugo has declared
  7th Sea
  22
  The seal of Sophia’s Daughters
  
  Player’s Section
  23
  that the time for learning is past, and that humanity must
  prepare their souls for the Fourth Coming. He has cut
  university budgets, bullied professors into abandoning
  experiments, and killed those who persist in “unholy”
  studies. Most believe that his actions are a naked grab for
  power, but Verdugo insists that he is merely saving as many
  souls as he can. With the vast control he currently exercises,
  the argument is moot.
  Organization and Methods
  The Inquisition is organized around a small group of “High
  Inquisitors” — priests and Bishops charged with fulfilling the
  Third Prophet’s edicts. They answer to Cardinal Verdugo,
  the Grand High Inquisitor who controls the entire
  organization. Beneath them is a bewildering array of
  assistants, lackeys and contacts, which they control through
  loyalty, fear or blackmail. Those willingly involved in the
  Inquisition’s affairs may hold the title of “Inquisitor” if they
  wish — a rank beneath the High Inquisitors who command
  them. 
  Because the order is ostensibly secret, Inquisitors and High
  Inquisitors all have normal positions within the Church.
  Most masquerade as ordinary priests or mundane agents of
  Vaticine authority. That way, they can move among the
  populace and sniff out their prey without raising suspicions.
  Their targets are heretics — scholars, sorcerers, Objectionists
  and anyone who questions the Church’s policies. Often,
  “blasphemous” literature and scientific research are targets
  as well. When they have amassed enough evidence against
  someone, they strike without warning, using surprise and
  terror to keep their target confused. They attack at night if
  they can and always make sure the local authorities cannot
  intervene. Victims are hanged on sight, or burned if the
  Inquisitors have time. Experiments, books and research
  notes are burned as well. The Inquisitors then vanish
  without a trace, leaving cryptic warnings to accompany the
  bodies. By maintaining their mundane identities, they can
  fade away before help arrives. Their tactics have been
  devastatingly effective.
  The Inquisition holds the most power in Castille, where the
  Vaticine Church is strong. Castille is the only nation where
  
  they can move openly among the populace, without hiding
  their true purpose. In the most fanatic areas, they can even
  act as de facto rulers. Other nations require more subtlety.
  Montaigne Inquisitors use the peasantry — who are still
  largely Vaticine — to mask their movements against the
  heretical nobility. The chaos of Eisen makes it easy for them
  to operate in that broken country, although they must avoid
  the forces of the Eisenfürsten who dislike religious fanatics.
  Vodacce, while dangerous, is tightly wound with political
  infighting, which the Inquisition can use to their advantage.
  There are few Inquisitors in Avalon, Ussura, or Vendel; all
  three nations are hostile to Vaticine zealots.
  Two forces currently stand against the Inquisition: the secret
  society known as the Invisible College and the mysterious
  vigilante called El Vago. So far, they have been able to stem
  the worst of Verdugo’s crimes, but unless a new Hierophant
  is chosen soon, their efforts can only slow him down. 
  The Objectionist Reform
  In October of 1517, a twenty-eight-year-old monk
  walked up to the door of his Bishop and nailed a
  piece of paper upon it. This was not a unique act;
  there were other pieces of paper nailed to the door,
  each a list of topics the monks of the mission wished
  to discuss at the end of the week. But this paper was
  different. The author was named Matthias Lieber,
  and within the span of five years, the whole world
  would know his name. 
  Lieber’s paper contained a list of inflammatory
  questions which he brought with him to the annual
  Diet in Castille. They challenged every notion of
  Church authority, calling for widespread reform and
  a fundamental shift in Vaticine philosophy. Lieber
  denounced his fellows in the presence of the
  Hierophant, demanding an explanation for “the
  Church’s inexcusable crimes and decadence.” The
  Hierophant excommunicated Lieber on the spot,
  demanding his death, but he was smuggled out of
  Castille by King Franz II, and returned to Eisen.
  In the safety of his homeland, Lieber used a new
  invention, the printing press, to spread his news. He also
  translated the Books of the Prophets into Low Eisen, and
  distributed them throughout the country. Through his
  efforts, a new religious movement called Objectionism
  slowly spread, first to Eisen and then to the entire world.
  Within a few years, it had reached every corner of civilized
  Théah.
  Objectionism embraces the same basic ideals as the
  Vaticines, but with key differences. Under it, the Church no
  longer acts as an arbitrator between Theus and humanity:
  no one can interpose or “filter” the teachings of the Creator.
  Theus is everywhere and therefore needs no human
  institution to interpret His will. Priests cannot absolve sins;
  only Theus can. The Church cannot create miracles; only
  Theus can. Therefore, humanity should appeal directly to
  Theus for absolution and guidance, not depend upon the
  Church to do it for them. 
  7th Sea
  24
  
  Player’s Section
  25
  They can do this by reading the Books of the Prophets and
  acting on what they read. They can express their faith
  through charity, hard work, and helping others in need of
  aid. “Theus,” Lieber wrote, “has granted every creature a
  measure of His grace, which we must use to further His
  good works.” While the Church can act as a facilitator in
  this scenario, it cannot claim any absolute authority or
  interpose itself between Theus and the individual. 
  Objectionism is organized roughly along Vaticine lines, but
  with fewer ranks and less authority. Individual priests are
  called “chaplains,” who each oversee a single church.
  “Deacons” are senior chaplains who each coordinate twenty
  churches. Above the deacons are “Apostles” who
  coordinate the church’s efforts for an entire province or
  nation. They are the highest branch of the faith; there are
  twenty-five of them in all. No apostle has authority over any
  other, and each is considered equal in the eyes of the
  church. Apostles are elected by the deacons, who can also
  remove them from office by a vote of no-confidence. 
  There are no dioceses, no bishops and no Hierophant;
  chaplains cannot absolve sins or declare heresies. Fasts,
  pilgrimages, and miracles are unnecessary. Baptisms take
  place at age seven, and the children are not required to take
  an exam. A chaplain’s official duties are fairly limited —
  holding mass, overseeing marriages and conducting funeral
  rites — but he or she is expected to serve as an example to
  his or her congregation. When not spreading the word,
  Objectionist priests are expected to work in universities and
  hospitals, bettering the lives of their fellow men.
  Needless to say, the Vaticine hasn’t taken well to this new
  faith. For one hundred years after Lieber's teachings,
  tensions between the two sects rose until exploding into the
  War of the Cross. After thirty years of bloodshed, Théans
  have come to the inevitable conclusion that the continent
  will remain forever divided between Objectionist and
  Vaticine faiths.
  Equipment and Starting
  Wealth
  All Heroes are assumed to start out with a set of clothes and
  a single weapon of their choice. If they wish to purchase
  more, they must use their starting money. A general price
  list can be found in at the end of Chapter Three on page
  166–167 of the Players’ Guide. Your starting money is equal
  to your monthly income multiplied by three.
  New Advantage
  Specialty (Varies)
  You have trained yourself to be skilled in one very narrow
  area of expertise, bypassing the schooling you would
  ordinarily need. You gain one Rank in a Knack that is not
  
  found inside a skill you already possess. This Advantage costs 1
  HP for a Basic Knack, and 3 HP for an Advanced Knack. You
  may purchase this Advantage up to three times, and increase the
  Rank of these Knacks during character creation. Knacks
  purchased in this manner may be increased normally after Hero
  creation and must obey normal limitations.
  Ship Design
  Some parties may wish to run a ship of their own as part of
  an ongoing campaign, or GMs may wish to construct ships
  as allies or adversaries to the Heroes. Sailing and ship-to-
  ship combat rules are detailed in the Game Masters’ Guide,
  pages 180–182.
  There are three steps to designing a ship in 7th Sea.
  1. Assign Traits
  Ships have the same five Traits as Heroes (Brawn, Finesse,
  Resolve, Wits, and Panache) and can go up to an absolute
  maximum of 10 in each. This, as well as the points allowed
  in modifications and flaws, is further limited by the total
  number of points spent on the ship (see the chart below).
  Ships may exceed their maximum in flaws or modifications
  if they take one, and only one. Thus, even a small ship can
  have Haunted as a flaw or Retractable Keel as a
  modification. In addition, a ship cannot have obviously
  opposing modifications and flaws, such as Good and Bad
  Captain, or Friendly Spirit and Haunted.
  Heroes can only begin with a 10, 15, or 20 point ship.
  Beyond that, they’ll have to either save up and buy a ship
  later in the campaign or capture one from someone else.
  2. Add Modifications and Flaws
  Once the Traits are assigned, modifications and flaws can
  be added. Each Modification costs a number of points equal
  to its Difficulty Rating, while each flaw reduces the point
  cost of the ship. Note that flaws and modifications cannot
  change the maximum Rank allowed in each Trait. That is
  set by the number of points spent in step 1.
  3. Calculate Other Values
  Draft and Cargo are both equal to a ship’s Resolve, unless
  the ship has a modification or flaw that alters them. The
  Crew of a ship is equal to its Finesse unless modified by a
  flaw or modification, and a ship’s Reputation always starts
  at 0, regardless of the Captain’s Reputation.
  Example: Bill wants his character to start with a ship. He settles
  on a 15 point ship; he can also take up to 3 points in flaws, for
  a total of 18 points. He may only take up to 3 points of
  modifications, and the ship’s Traits can’t be any higher than a 4
  normally. (Even if he could have spent 5 points on flaws, the
  Traits would still have been limited to a 4.) He decides to make
  an agile ship with fewer cannons, so he assigns the Traits like this:
  Brawn 2, Finesse 3, Resolve 3, Wits 4, Panache 3. That costs
  him 15 points. If he wants any modifications, he’ll have to pay
  for them with flaws, so he picks the Vermin flaw, for 3 points.
  Then, he chooses Wide Rudder for 2 points, to increase the ship’s
  Wits to 5, and Hidden Towline for 1 point. Lastly, he looks at his
  Resolve for his ship’s Draft and Cargo (3 each, as there are no
  modifiers), and Finesse for his Crew (3 also). The ship’s
  Reputation starts at 0.
  Ship Maintenance
  It costs 250G and takes one week to repair one Dramatic
  Wound on a ship. Once a year a ship needs 100G in
  maintenance costs. Failure to pay this results in the ship’s
  Traits all dropping by 1 until maintenance is performed.
  7th Sea
  26
  
  Player’s Section
  27
  Ship Modification
  Besides Traits, there are a number of other things that give
  life to a ship and make it memorable in the eyes of the crew.
  Some ships are built too heavily and sit low in the water,
  while others seem to have Legion’s own luck in a fight.
  Some ships have more than their share of vermin, and a few
  were built with such skill that they exceed the normal limits
  their design imposes upon them.
  Each ship modification has a difficulty rating assigned to it.
  A Shipwright must have a Shipwright Knack at least as high
  as a modification’s difficulty in order to install it.
  Modifications cost 750G and take two weeks to install per
  point of difficulty if added to an existing ship. A ship can
  never have more modifications installed than it is allowed
  according to the chart in Step 1 of Ship Design, on the
  previous page. Ship flaws may be bought off after creation
  at a cost of 1,500G and two weeks for each point the flaw
  was worth.
  Ship Building after Creation
  In order to purchase a ship after Hero creation, go through
  all the ordinary steps of design, and then tally up the total
  number of points that would have been invested in the ship.
  It will cost 600G and take one week per point to build the
  ship.
  The shipwright must then make a Wits + Shipwright test
  against a TN of 5 x the highest Trait or difficulty rating of
  a modification on the ship. Thus, a ship whose highest Trait
  is a Brawn of 5 calls for a TN of 25, while that same ship
  with a retractable keel would have a TN of 30.
  If this roll fails, then the ship takes an additional two weeks
  to build. If the roll fails by 10 or more, then the ship
  acquires 1 additional point of flaws for every 10 by which
  the roll fell short. These additional flaws do not give the
  ship more points to build with. In any event, the Shipwright
  must roll again until he succeeds.
  Modification List
  Note: Modifications that cannot be added to a ship after its
  creation are marked with an asterisk after their name.
  Modifications and flaws may only be taken once per ship unless
  otherwise noted.
  Difficulty 1
  Hidden Towline
  This modification fixes a hidden rope to the underside of
  the ship. Smugglers use this to haul
  contraband materials beneath the water, where
  it is unlikely to be found. On the downside, this
  increases the ship’s Draft by 1.
  Oars
  The ship has one or more banks of oars.
  This modification allows a ship to move even
  when becalmed or sailing directly into the
  wind. However, when oars are used, the ship’s
  Wits is considered 2 less, to a minimum of 1.
  Prow Ram*
  This ship is equipped with a ram and a
  reinforced keel to absorb the impact of a
  collision. When this ship rams another ship
  Ship Maximums
  Total Points
  Max in Trait
  Max in Mods
  Max in Flaws
  10
  3
  2
  2
  15
  4
  3
  3
  20
  5
  4
  4
  25
  6
  5
  5
  30
  7
  6
  6
  35
  8
  7
  7
  40
  9
  8
  8
  45
  10
  9
  9
  50+
  10
  10
  10
  
  (see Advanced Naval Battles, Pirate Nations, page 106, for
  ramming rules), the target ship suffers one additional Critical
  Hit, and this ship suffers one fewer.
  Reinforced Masts
  The masts of the ship are specially hardened against
  chainshot. This modification allows the ship to roll two extra
  unkept dice for Wound Checks when fired upon with chainshot.
  Difficulty 2
  Concealed Gunports
  The gunports of this ship are designed to be
  nearly invisible when closed. This ship’s Brawn
  can be kept a secret until used. Brawn dice must
  be revealed before being used (this can be done at
  any time using no Actions), and cannot be
  concealed again after being revealed until the next
  Scene.
  Overgunned
  The ship is loaded down with cannons. This
  modification increases the ship’s Brawn by 1. This
  may exceed the normal maximum for the ship’s
  point cost.
  Silk Sails
  The ship is equipped with rare silk sails from
  Cathay. This modification increases the ship’s
  Panache by 1. This may exceed the normal
  maximum for the ship’s point cost.
  Sturdy Hull*
  The ship’s hull is reinforced with extra planks.
  This modification increases the ship’s Resolve by 1.
  This may exceed the normal maximum for the
  ship’s point cost.
  Well Trained Crew
  The ship’s crew are particularly skilled. This
  modification increases the ship’s Finesse by 1. This
  may exceed the normal maximum for the ship’s
  point cost.
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  Player’s Section
  29
  Wide Rudder
  The ship has a wide rudder, enabling her to make quicker
  turns. This modification increases the ship’s Wits by 1. This may
  exceed the normal maximum for the ship’s point cost.
  Difficulty 3
  Decoration
  Due to her distinctive decorations, the ship is very
  memorable. The ship’s positive Reputation awards are all
  increased by 1.
  Extended Keel*
  The ship’s keel is particularly long, granting increased
  stability at the cost of a deeper draft. This ship rolls two extra
  unkept dice when checking for capsizing, but her draft is
  increased by 1.
  Lucky*
  The ship has always been particularly lucky, both in and out
  of combat. This modification gives the ship one extra Drama
  die.
  Smuggling Compartments
  Some of the supposedly solid areas of the ship are in fact
  hollow, and used to smuggle contraband. Up to 1 Cargo can
  be hidden in these secret compartments, safe from all but the
  most thorough search.
  Difficulty 4
  Extra Cargo Space*
  The cargo hold of the ship is well designed and can hold
  more goods. This ship’s Cargo is increased by 1.
  Extra Crew Quarters*
  Extra quarters have been provided for the crew, so the ship
  is manned by more men than other ships her size. This
  ship’s Crew is increased by 1.
  Good Captain
  The Captain of the ship is a particularly able man. Once per
  Round, the Captain may add one unkept die to any roll the ship
  makes. This modification can only be taken if the Captain
  (whether he is a Hero or an NPC) has a Leadership Knack of
  at least 4.
  Narrow Hull*
  The ship is built to be narrow, and slip through tight
  squeezes. Piloting checks that involve sailing through a narrow
  opening receive one Free Raise.
  Difficulty 5
  Boarding Party
  This ship has a well-trained boarding party aboard. When
  rolling on the Boarding chart in the Advanced Naval Battles
  section, this ship moves up one result on the chart.
  Extra Boarding Guns
  The ship has a number of small cannons used to repel
  boarding parties. When rolling on the Boarding chart in the
  Advanced Naval Battles section, ships attempting to board this
  ship move down one result on the chart.
  Friendly Spirit
  The ship is inhabited by some sort of friendly entity that
  occasionally helps out. Once per Scene, the ship rolls two extra
  Kept dice on any one check.
  Slight Draft*
  The hull of the ship is designed in such a way that she can
  sail in shallower water than other ships of its size. This ship’s
  Draft is reduced by 1, to a minimum of 1.
  Swivel Cannon
  A number of small cannons have been placed on swiveling
  mounts. Once per Round, this ship can fire outside her normal
  firing arc with a Brawn of 2.
  Difficulty 6
  Retractable Keel*
  This ship can retract its keel, reducing her draft, but making
  her less stable. While her keel is retracted, the ship reduces her
  
  Draft by 2, but rolls one less unkept die when checking for
  capsizing. It takes one Action to retract or extend the keel.
  Ship Flaws
  Note: Flaws that cannot be removed from a ship after her
  creation are marked with an asterisk. Modifications and flaws
  may only be taken once per ship unless otherwise noted.
  1 point flaws
  Flimsy Masts
  The ship’s masts are built of inferior wood. This ship rolls one
  less unkept die for Wound Checks when fired upon with
  chainshot.
  Old*
  Some of the ship’s planks are rotten, but overall, she’s in
  good shape; she just needs a little more love than a newer
  ship. This ship requires maintenance every six months instead of
  every year.
  Sluggish
  The ship tends to sail more slowly than other ships of her
  size. This ship travels one less hex when she moves forward.
  2 point flaws
  Brittle Hull
  The ship’s hull was not properly cured, and splinters easily
  when struck by cannon fire. When rolling Wound Checks,
  none of this ship’s dice may explode.
  Leaky Hull
  The ship’s hull is poorly built, and takes on water even
  when carefully tarred. When making Resolve-related checks,
  none of this ship’s dice may explode.
  Poorly Trained Crew
  The ship has a particularly poorly trained crew. When
  making Brawn-related checks, none of this ship’s dice may
  explode.
  Small Keel
  The ship’s keel is too slight for its size, giving the ship a
  slight tendency to roll over. This ship rolls one fewer unkept
  die when checking for capsizing.
  Small Rudder
  The rudder is not big enough to turn a ship of this size, so
  she turns slowly. When making Wits-related checks, none of
  this ship’s dice may explode.
  Tattered Sails
  The ship’s sails are in poor repair. When making Panache-
  related checks, none of this ship’s dice may explode.
  Undergunned
  The ship has fewer cannons than most other ships her size.
  When making Brawn-related checks (but not Wound Checks),
  none of this ship’s dice may explode.
  3 point flaws
  Gaudy
  The ship is offensive to the eyes. Either she looks shabby,
  or has clashing decorations that make her look silly. Due to
  her distinctive decorations, the ship is very memorable, but in a
  bad way. Therefore, her negative Reputation awards are all
  increased by 1.
  Incompetent Bosun
  The Bosun is in charge of the deck, and if he does his job
  poorly, the ship suffers as a whole. The bosun of this ship is
  utterly incompetent at his job. The ship’s travel speed (see the
  Advanced Sailing section) is reduced by 25%.
  Unlucky*
  Something about the ship seems to have given her a run of
  bad luck. Perhaps her keel was laid on an unlucky day, or
  perhaps she sailed into a cursed area once. The ship receives
  one fewer Drama die.
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  Player’s Section
  31
  Vermin
  The ship is infested with rats, weevils, and other vermin that
  constantly get into the provisions. Ship’s provisions only last
  three weeks for every month’s worth of supplies purchased.
  4 point flaws
  Awkward Cargo Space
  The cargo hold of the ship was poorly designed, so that this
  ship can’t carry as much cargo as other ships of her size.
  This ship’s Cargo is reduced by 1.
  Bad Captain
  The Captain of this ship is particularly
  incapable of doing his job. The Captain subtracts
  one unkept die from the first roll the ship makes
  each Round.
  Cramped
  The crew quarters of the ship are poorly
  designed. This means she has to make do with
  fewer crewmen than other ships of her size. This
  ship’s Crew is reduced by 1.
  Disgruntled Crew
  The men on the ship are easily upset by any
  little thing going wrong. Theus help the Captain
  if the rum ration runs out. The GM may spend
  one Drama die to have one Crew turn surly and
  refuse to do anything for the rest of the Scene. If
  they’re in combat, they surrender immediately.
  5 point flaws
  Deep Draft
  The ship has a deeper draft than most of her
  size, and can’t sail in shallow waters. The ship’s
  Draft is increased by 1.
  Haunted*
  The ship seems to be inhabited by a malevolent
  entity. Occasionally, strange things happen
  aboard her. Other times, it’s as if she has a mind
  of her own. The GM may spend two Drama dice
  to control the ship’s actions for one Round. He may
  do this once per Scene. In addition, strange things
  have a tendency to happen on the ship.
  
  Warped Rudder
  The ship’s rudder is bent, either to port or to starboard. Left
  to her own devices, the ship will sail around in circles. At the
  end of each Round, this ship turns 60 degrees to port (or
  starboard) without spending any Actions. The direction is chosen
  during ship creation.
  Sample Ships
  10 point ships
  Pirate Sloop
  Brawn 4, Finesse 2, Resolve 2, Wits 2, Panache 2
  Modifications: Overgunned (2)
  Flaws: Vermin (3)
  Draft: 2
  Crew: 2
  Cargo: 2
  Reputation: 0
  Explorer’s Brigantine
  Brawn 1, Finesse 1, Resolve 2, Wits 3, Panache 3
  Modifications: Extra Cargo (4)
  Flaws: Disgruntled Crew (4)
  Draft: 2
  Crew: 1
  Cargo: 3
  Reputation: 0
  Naval Frigate
  Brawn 2, Finesse 3, Resolve 2, Wits 2, Panache 2
  Modifications: Prow Ram (1)
  Flaws: Small Keel (2)
  Draft: 2
  Crew: 3
  Cargo: 2
  Reputation: 0
  Merchant Snow
  Brawn 1, Finesse 2, Resolve 2, Wits 4, Panache 2
  Modifications: Wide Rudder (2)
  Flaws: Undergunned (2)
  Draft: 2
  Crew: 2
  Cargo: 2
  Reputation: 0
  15 point ships
  Merchant Pinnace
  Brawn 2, Finesse 3, Resolve 4, Wits 4, Panache 4
  Modifications: Lucky (3)
  Flaws: Deep Draft (5)
  Draft: 5
  Crew: 3
  Cargo: 4
  Reputation: 0
  Pirate Schooner
  Brawn 5, Finesse 4, Resolve 3, Wits 3, Panache 3
  Modifications: Overgunned (2)
  Flaws: Disgruntled Crew (4)
  Draft: 3
  Crew: 4
  Cargo: 3
  Reputation: 0
  Smuggler’s Fleut
  Brawn 2, Finesse 3, Resolve 4, Wits 4, Panache 4
  Modifications: Smuggling Compartments (3)
  Flaws: Haunted (5)
  Draft: 4
  Crew: 3
  Cargo: 4 (1 of which is hidden)
  Reputation: 0
  Naval Bark
  Brawn 2, Finesse 3, Resolve 3, Wits 3, Panache 3
  Modifications: Boarding Party (5)
  Flaws: Awkward Cargo Space (4)
  Draft: 3 
  Crew: 3
  Cargo: 2
  Reputation: 0
  20 point ships
  Naval Galleon
  Brawn 4, Finesse 4, Resolve 6, Wits 4, Panache 4
  Modifications: Sturdy Hull (2)
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  Player’s Section
  33
  Flaws: Unlucky (3)
  Draft: 6
  Crew: 4
  Cargo: 6
  Reputation: 0
  Naval Man o’ War
  Brawn 5, Finesse 3, Resolve 3, Wits 4, Panache 4
  Modifications: Slight Draft (5)
  Flaws: Awkward Cargo Space (4)
  Draft: 2
  Crew: 3
  Cargo: 2
  Reputation: 0
  Pirate Barkentine
  Brawn 4, Finesse 4, Resolve 4, Wits 4, Panache 4
  Modifications: Good Captain (4)
  Flaws: Disgruntled Crew (4)
  Draft: 4
  Crew: 4
  Cargo: 4
  Reputation: 0
  The Syrneth
  What follows is a series of articles from the Explorer Society
  regarding their theories and speculations on Syrneth. While
  it may not be as straightforward as the previous sections, it
  does give a first-hand glimpse at what the Théans believe
  they are dealing with in those vast caverns and lost cities.
  Presented by Headmaster Vincent Berndavore at the
  Annual Archaeological Conference in Carleon, Tertius 17,
  1668.
  Today is the tenth anniversary of the Explorer’s Society, and I
  would like to take this opportunity to thank everyone who has
  made this decade so memorable. We have improved the fields of
  exploration, cartography, and world knowledge and made great
  discoveries in their sciences of chemistry, medicine, and
  mathematics, among others. I, for one, could not be more proud. 
  Though I have been the Headmaster of this Society for only five
  years, I would hope that all of you are as pleased with my work
  as I am with yours. The nation of Castille has been exploring
  with the blessing of the
  Vaticine Church for nearly fifty
  years, and they cannot claim
  half the accomplishments we
  can. So I say unabashedly
  congratulations, one and all.
  Now, on to business.
  First and foremost, I must
  again stress the number of
  damaged artifacts we receive
  every year. I cannot help but
  wonder if our techniques in the
  field are not too aggressive, or
  if the work is done too quickly.
  These items are our future, and
  should be treated with the
  proper care at all times. In
  addition, please note that many
  of our Directors have pointed to
  
  the mercenaries we have been hiring for protection over the last
  two years as part of the cause for this problem. Please observe
  caution when hiring such individuals.
  The newest order of business this year must be our considered
  response to the sudden interest of the Church of the Prophets in
  our work. Since the death of the Hierophant, they have become
  more active in their appraisal of our activities, and on at least a
  few occasions, directly interfered with a project’s success. Also,
  several items have been confiscated by the Inquisition, who claim
  that they are of “religious importance.”
  I wish all of you to know that the Explorer’s Society has made
  this their top priority for 1668 and beyond. Though we must still
  adhere to their rules and especially their borders, we will by no
  means stand idly by while they deny us access to our own finds.
  Nor will we tolerate the incarceration of our representatives, or
  the blatant hindrance of our efforts abroad. When we have more
  information to afford you on this matter, additional meetings
  will be convened. Until then, please report any abuses of
  Inquisition power directly to your coordinators.
  So, without further ado, I present to you the summary reports of
  our current field researchers, and their finds.
  Enjoy.
  The following sections are highlights from the report
  presented to those at the Archaeological Conference.
  Speculation on the Setines
  Annual Progress Report
  Dr. Jules von Gregor
  Scientific Advisor
  Hello good sir,
  As I write these words and consider the ramifications of the
  enclosed material, I cannot help but wonder why you have chosen
  to include it in the Conference presentation. I do not suppose to
  question your judgment in this matter, but I am quite concerned
  at the possible directions our research could take after this
  information is released. Those unprepared for it may very well
  scurry back into their ignorant hovels and cast our fledgling
  scientific community adrift. Other may simply decide that
  nothing else matters.
  We cannot take that chance.
  Please reconsider your inclusion of this material. It is dangerous.
  As the research is not yet complete, we cannot make accurate
  assessments of the present data, and my personal opinion is that
  its presentation will cause friction with various powers in Théah,
  particularly the Vaticines, who could hinder our progress in other
  areas as well. Ultimately, however, you can rest assured that I
  will bow to your judgment.
  As always, I am your obedient servant,
  Dr. von Gregor
  Our first encounter with the beings we refer to (for lack of
  a more accurate term, and for reasons I will relate below)
  as “Setines” occurred late in the year 1664, shortly after the
  annual migration of the bocca through Castille and
  Vodacce along the Great River. In their wake, they had left
  great patches of upturned soil, which the farmers of both
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  Player’s Section
  35
  countries worked feverishly to cover before the winter
  snows arrived.
  Within the hole left behind by one of these patches, the
  remains of a single being were found. The bones were
  unlike anything the Castilian farmer who owned the land
  had ever seen before, and so he dug out what he could and
  contacted us in the spring. Unfortunately, the bones had
  been badly damaged by the bocca, and subsequent digs in
  the same site recovered no new evidence to determine what
  the thing could have been.
  Initially, my dig team and I thought that the being was the
  result of some form of occult tampering with the human
  form. It was slightly larger than even an outsized human. Its
  skull was grossly malformed, with a forward protrusion
  reminiscent of a snout or beak of some sort. The most
  remarkable thing about it, however, was the growth of what
  appeared to be frail wings from just below its shoulder
  blades.
  These growths were the most heavily damaged part of the
  find, and we spent several months attempting to piece them
  back together in their original composition. I can only hope
  that our efforts have provided us with a close-to-correct
  abstract, though with our lack of other samples for
  comparison until very recently, we cannot be sure yet. The
  “wingspan” of this first set of remains measured just over
  four yards in length by our calculations.
  Needless to say, we were all intrigued.
  We spent the next year conducting additional research on
  the being and scouring the Castilian countryside and
  Vodacce winelands for additional specimens. During this
  time, our only additional discovery was that the bones of
  the creature were mostly hollow and very brittle, like those
  of some smaller birds. Though we contested the Society’s
  resulting decision that it was an aberration not worth
  additional time and money, we were overruled. My team
  was split up and sent to new digs across Théah, and I was
  ordered back to my post as Scientific Advisor for the
  continent.
  For two years, I continued with the coordination of digs and
  performed my regular duties without further incident. Last
  year, however, while working with Father Butolli at one of
  his Eisen locations, I found something that I believed was
  relevant to the “Setine” project. It was another set of
  remains (these only providing a partial corpse) that – while
  much larger and of a radically different body structure than
  the last – had the same type of hollow bone configuration.
  Immediately contacting the Society about the find, my
  request for an investigation of the Setines was again flatly
  rejected. But this time, I would not be stifled that easily. I
  contacted my associates from the former dig site and asked
  them to keep an eye peeled for additional remnants of what
  I was coming to believe was an entirely new race which
  lived upon Théah in the far-distant past.
  Much to my surprise, reports began flooding in over the
  following months of skeletons recovered within digs across
  southern continental Théah, previously unidentifiable, all
  with the same hollow bones. Few remained fully intact, but
  there were both males and females, some with wings and
  some without. They varied greatly in size and shape,
  
  ranging from something approximating humanity to
  immense and distorted beasts over twelve feet in height and
  apparently built to walk on all fours like a dog or bear.
  But the most startling new find was what appeared to be
  armor modeled after the style of that worn by our
  predecessors in the Old Republic. Some of these suits were
  obviously useless to humans, being far too large and
  sometimes even form-fitted to ten-foot monsters with grossly
  bulbous barrel-chests and gnarled legs. By late last year, we
  had recovered two full suits and nearly a dozen individual
  pieces.
  The Society could no longer ignore these finds. They
  brought my old team back together at the start of this year
  and cleared our dockets. We have been working around the
  clock ever since, attempting to make up for lost time, and
  piece together the truth of these lost beings.
  My greatest fear since that time has been this report. While
  I can be nothing short of truthful herein about my
  suppositions, I do not believe that we have
  enough evidence to support any claim. I have
  just received a letter from my former
  colleague, Father Butolli, which I have
  included for your perusal. It relates that
  another of the Setines has been
  discovered on the smallest island in the
  Vodacce Keys, which is owned by the
  Villanova family.
  The importance of this particular
  sample is that it reportedly exhibits
  traits from both the male and
  female genders, as well as being
  roughly androgynous in shape and
  size when compared to our former
  finds. I believe this Setine may
  present the Project with a unique
  opportunity to piece together the
  common denominator between the
  existing samples. Unfortunately, Mr.
  Villanova seems hesitant to release the specimen for some
  as yet undetermined reason. 
  Now, with regards to the theory that Director Carleon has
  requested for the Conference, I can only repeat that these
  speculations are premature in the extreme. Please consider
  them unsubstantiated until further evidence to support
  them has been retrieved.
  The members of the Setine Project team believe that our
  civilization was preceded by another: a vast collective of
  races held or forced together by an as yet unknown
  element, and that the element was the Setines themselves.
  Their remains have been found in nearly every dig on
  continental Théah, proving that the only place these beings
  did not roam was (perhaps) the far Isles of Thalusia and
  Syrne.
  There are four probable reasons for the Setines’ prolific
  presence, as follows:
  1) They were a slave race, exploited by the others.
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  Player’s Section
  37
  2) They were a servitor race, working together 
  with the others.
  3) They were a guide race, subtly or overtly 
  influencing the others.
  4) They were a ruler race, suppressing or 
  enslaving the others.
  This last theory is the most favored at present, given the
  beings’ obvious strengths and incredible adaptability.
  The Syrneth Isles
  Annual Progress Report
  Professor Joseph McTavish
  Isle of Syrne Site Director
  To Headmaster Carleon,
  This has been another outstanding year for the Explorer’s Guild
  here on the Isle of Syrne. We have completed the clearing away
  of vegetation from Site A and commenced a careful study of its
  interior from top to bottom, and the initial survey and removal of
  debris from sites B and C proceeds on schedule. In response to
  your request for a summary of our discoveries and theories for the
  Archaeological Conference, I have prepared a short presentation
  for your use. Please see enclosed. As always, it is a pleasure
  working with you.
  Your Loyal Assistant,
  Professor Joseph McTavish
  The Isle of Syrne runs fifteen miles from its northernmost
  point to its southernmost point, and five miles from its
  westernmost point to its easternmost point. It is located near
  the Median, approximately 300 miles west of Castille. It
  possesses a warm, humid climate year-round, and thus far
  we have discovered three sites that we are researching. The
  island is primarily inhabited by the charming aspreys,
  though recent years have shown a sharp decline in their
  numbers, and there is growing concern for the race’s
  survival. Besides the aspreys, there are a number of small
  seafaring birds that they feed on, as well as crabs and other
  common seashore life. The vegetation is lush and thick, and
  has presented us with the problem of clearing it away from
  any sites we wish to investigate. In addition, there are large
  patches of sea rose that flourish near the island which
  provide an important supplement to our diet. Located on
  the island are two large volcanoes, jokingly named “Captain
  Johnson” and “Councilman Bernard”, after two rather hot-
  headed individuals who were involved in the early stages of
  the dig site’s history. These two volcanoes have thus far
  done nothing but smoke and rumble occasionally. In the
  center of the isle we discovered a wide, deep lake filled with
  hot, almost scalding water. We refer to it as Terra’s Blood.
  Captain Johnson and Councilman Bernard are located on
  the southwest and northeast sides of Terra’s Blood,
  respectively. That should provide you with some idea of the
  island’s layout.
  Before we move into what we have discovered, let us
  examine the difficulties of conducting digs on the isle: as
  they say, bad news before good. The waters near Syrne are
  infested with pirates: both the so-called Sea Dogs and the
  Brotherhood of the Coast have attacked our ships while
  they were ferrying cargo back and forth from Théah. Next,
  there is the constant worry that one of the two volcanoes on
  the island may erupt at any time, destroying years of effort.
  When you add to this the flooding found at two of the three
  sites as well as the virulent diseases that fester in the jungle
  here, you are presented with a complex puzzle to solve.
  Thankfully, we have thus far had no significant pirate
  activity on Syrne itself, but the threat has always loomed
  over us, since this island was once the haunt of the famous
  Captain Rogers himself. As a matter of fact, we are forced
  to chase off at least two expeditions a year that wish to
  thoughtlessly dig up the island following rumors of buried
  treasure. The Captain’s long habitation of Syrne adds one
  final complication to our task. Every time we discover an
  artifact, we must ascertain whether it is simply a remnant
  from the pirates, or if it represents an actual scientific
  discovery. 
  Enough doom and gloom for now, however. Let us discuss
  happier subjects. We have made marked progress in
  researching the Syrneth sites these past seven years. We
  have discovered three primary sites that we are conducting
  
  digs at. We refer to them as sites A, B, and C, in order of
  discovery.
  Site A is located deep within the jungle to the northwest of
  Terra’s Blood, approximately one mile from the ocean’s
  shore. It was brought to our attention by a group of sailors
  who had landed on the island in search of Roger’s treasure
  (in retrospect, perhaps we owe him a debt of gratitude for
  basing his activities on the island). At first sight, it appeared
  to be a tall, narrow stone structure with strange markings
  above its single entryway, but after we removed the
  vegetation, we found it to be an enormous building. The
  entire building is covered in a grid of lines, and appears to
  be laid out lengthwise along a line extending to magnetic
  north. Each square formed by the grid is exactly 10 ½
  inches tall by 10 ½ inches wide. Measuring the building, we
  found that it was exactly 32 of these units tall, 128 units long,
  and 64 units wide. Inside are row upon row of rounded
  rocks. These are one unit high, two units wide, and eight
  units long, the exact height and width of the single door
  leading into the building from the south. In each row are
  eight rocks. At the very center of the structure we found a
  small white featureless cube that exactly fit the
  measurements of the squares inscribed on the wall. When
  we attempted to move the cube, we found it to be attached
  to the floor in some manner. The building is lit by sunlight
  shining in through apertures two units high and two units
  wide spaced along the ceiling and covered in some hard,
  clear substance that resists our attempts to break it. We are
  uncertain what the structure signifies, but we are fairly
  certain that it has some sort of religious significance.
  Site B is located to the southeast of Terra’s Blood,
  approximately one mile from the ocean’s shore. It is a
  mirror, down to the exact detail, of Site A, at least from
  what we can tell by what we have uncovered. However,
  whereas site A’s single door opens to the south, site B’s door
  opens to the north. Moreover, it has sunken part-way into
  the ground, filling up with mud and debris that we have
  been removing as we go. We have not yet reached the
  center of the building in order to ascertain whether or not
  there is a duplicate white cube there.
  Site C was found on a submerged island in the center of
  Terra’s Blood. The water is approximately three feet deep,
  and as mentioned before almost scalding to the touch. In
  addition, it appears to contain great quantities of sulfur,
  which leaves a thick yellow crust on anything submerged in
  the lake for very long, such as the ruins themselves. Work
  on site C has gone very slowly due to the discomfort of
  working the site for very long and to the concealing
  properties of the thick sulfurous crust, which has to be
  painstakingly scraped away. However, we have counted the
  buildings at site C, which number 127, and we have
  determined that they are laid out along a rigid grid aligned
  to magnetic north. In the building at the center of the city,
  we discovered an unusual thing: a small raised grid, 8
  squares by 8 squares. On the grid were an assortment of
  variously colored, featureless cubes, all the same size. There
  were eight each of black and white, and two each of red,
  blue, yellow, green, purple, orange, gray and brown. While
  we have yet to figure out its purpose, one of the men
  studying the device invented “Squares”, a game that has
  become surprisingly popular.
  7th Sea
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  Player’s Section
  39
  The artifacts that we have discovered vary in size and shape,
  but most of them seem to possess a magnetic attraction.
  Many produce odd humming noises when held, and one
  very odd device floated up away into the sky when we
  disturbed it. Strange magnetic disturbances on the island
  periodically cause every compass on the island to reverse its
  magnetic poles, and swivel around to point in the opposite
  direction. With the next disturbance, the compasses return
  to normal. Worst of all, several workers have been burned
  by scalding hot steam when investigating buildings at site C,
  forcing us to increase our safety precautions.
  Analyzing the information we have on the Syrneth, which
  admittedly is little enough, they must have been about 6–7
  feet tall and 1–2 feet wide, since their doors are of
  approximately that size. It does not seem unreasonable that
  they might have resembled a larger variety of the asprey,
  which would give them the appropriate dimensions. In
  addition, they placed the number 2 throughout the ruins,
  raised to its various powers: 2, 4, 8, 16, 32, 64, 128.
  Presumably, it must have been of some great importance to
  their culture, though we are unsure exactly what.
  Since the Director asked me for my best theory concerning
  how all the dig sites are related, I must add that I am
  currently of the opinion that the Syrneth race started out as
  primitive creatures similar to large aspreys, then later in
  their reign developed some technique that let them change
  their form, which led to the divergent forms of their race
  that we have discovered at the various dig sites. I believe
  that in each instance, as they moved to a new home, they
  assumed a different form and a style of building that fit their
  new environment. How else could so many creatures of
  different shapes live in peace, when mankind, which has
  only a single form, cannot maintain a peace lasting more
  than a dozen years?
  The Thalusian Isles
  Annual Progress Report
  Lord Archibald Dunnet
  Thalusian Isles Lead Site Director
  Dear Vincent,
  How are you, my old friend? The wife and children are well, I
  trust. Did you receive that bottle of Felice I sent you for your
  anniversary? The digs here on the Thalusian Isles have been
  disgorging their mysteries to us faster than I had dared hope,
  although there have been some slight problems with the
  exploration of the amber caves. Nonetheless, I feel that this year
  has been our best ever, and I know in my bones that we are very
  close to unraveling the mysteries of the Thalusian Syrneth. I have
  enclosed the report you desired for the Conference. I hope it is
  sufficient for your purposes.
  Your Friend,
  Lord Archibald Dunnet
  The Thalusians are a chain of islands located to the far west
  of Avalon. There are eleven islands in all, running from the
  northwest to the southeast. Due to limited manpower, we
  have only been able to thoroughly explore three of them.
  The others remain largely a mystery to us for reasons I shall
  explain momentarily. The three islands that we have
  explored are named Grimorias, Alvara and Stark, after
  
  some of our most esteemed colleagues and forefathers.
  They are, respectively, the second, seventh, and tenth
  islands in the chain, starting from the northwest. They
  possess a temperate climate, although the winters get chilly.
  The islands were only discovered three years ago by a lost
  fisherman, but already we have learned a great deal about
  them. They possess an incredible variety of insect life seen
  nowhere else on Théah. Most of these creatures are
  harmless, if sometimes inconvenient. There are a few
  dangerous specimens as well, but again, I’ll get to that in a
  moment. Each island is topped by a mountain. These range
  from Mouse Hill, at a mere 500 feet tall, to the mighty Mt.
  Re, which we estimate to be no less than 15,000 feet tall.
  Our estimates are somewhat hampered by the perpetual fog
  of clouds that clings to the sides of several of the taller
  mountains. However, it was at the base of the smallest
  mountain, Mouse Hill, which is located on Stark Isle, that
  we made our greatest breakthrough. Following the remnants
  of an unusual road, we found a vast network of caverns that
  honeycombed the hill, and led us deep underground. The
  caverns were entirely without sharp edges, being almost
  perfectly rounded. More incredibly, they are completely
  lined with amber! If even a small portion of the amber here
  was mined and sold, it would destroy the amber market
  forever. Needless to say, we have kept the export of amber
  from the isles carefully regulated. Thus far, we have mapped
  only a small section of the grottos.
  This brings me to the difficulties of the task at hand. The
  length of underground expeditions is limited by the food
  and light that the men can carry with them. We have, to our
  misfortune, been victims of mysterious explosions in the
  caverns. In addition, men have simply laid down and died,
  for no apparent reason. If that wasn’t bad enough, there are
  hideous insects the size of your fist found in the caves that
  can kill with a bite, and unstable areas that can collapse
  without warning. When we attempted to land on any of the
  islands that we are not currently exploring, great swarms of
  insects attacked us, and we were forced to flee back to our
  ship. I would like to land a small party on one of these isles
  dressed in heavy cloth and armed with torches to drive
  away the insects, but thus far no volunteers are forthcoming.
  If the Headmaster had not forbidden it, I would go myself. 
  The rewards that are uncovered on these isles are just as
  great as the dangers, which make the Thalusian Isles a gold
  mine of knowledge for men daring enough to face their
  threats. On Grimorias Isle we have found pieces of road in
  many places, particularly concentrated around three cavern
  entrances, which we have named “The Abyss”, “Martin’s
  Doom”, and “No Man’s Cave.” If these names seem
  somewhat dramatic, it is because Grimorias is the most
  dangerous of the explored isles. When we were exploring
  the Abyss, we lost five men to an unexpected collapse of
  the floor. They were dropped into a chasm which we have
  been unable to explore due to its great depth, and I was
  forced to forbid further exploration in that cavern entrance.
  Martin’s Doom was where we discovered the
  first of the insects we refer to as ten-second
  scarabs, the name alluding to the
  amount of time a bitten explorer has
  left to live. As you might perhaps
  guess by the cavern’s name, a
  young explorer named Martin was
  the first to discover this property
  of the scarab’s bite.
  Lastly, No Man’s Cave is so named
  because of the extraordinary fear
  it has elicited from the explorers
  on the island. Periodically, strange
  lights can be seen glowing from
  within the cave. When one
  group of six explorers dared
  its depths, they never
  returned, except for one
  poor man who came
  crawling back to the
  entrance before he died.
  His skin was a charred
  mess, as if he had been
  burnt horribly. Since
  then, no one has ventured
  7th Sea
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  Player’s Section
  41
  into its depths. It must be stressed that these sacrifices are
  inevitable in the pursuit of knowledge, and these men knew
  what they were getting into when they signed up for this
  assignment. The Explorer’s Guild has provided their
  families with an ample pension from the amber mined in
  the caverns.
  On the isle of Alvara, we have found two entrances into
  caverns, which we have named “The Fiery Winds” and
  “Leon’s Place.” The Fiery Winds was the cave in which we
  first encountered the mysterious explosions that sometimes
  decimate entire explorer parties. We lost twelve men in that
  first instance, and have since restricted the size of
  expeditions to eight to avoid losing so many good explorers
  at once.
  Leon’s Place is a small cave that doesn’t go very far into the
  mountain. Apparently a Vodacce sailor named Leon lived
  in this cave for several years after being shipwrecked on the
  isle some 60 years prior to our arrival. It is from his diary
  that we learned of several insects to avoid. Leon, because of
  his meticulous style of note-taking, probably saved dozens of
  men’s lives. The diary ends with an entry stating that he had
  finished building a raft and stocking it with food, and that
  he was going to attempt to sail off these isles. Although I
  have made a point of checking historical documents in
  every country I have visited, I have yet to find any evidence
  that suggests Leon survived the journey. For the sake of the
  men whose lives he had saved with his notes, we sent his
  diary home to his native Vodacce to be buried in lieu of a
  body, and erected a small memorial to him in the cave in
  which he dwelled for so long.
  The smallest of the isles, Stark, has ironically revealed the
  most about the Thalusian Syrneth to us. It was the first isle
  explored and contains only one cave entrance, which we
  have named “The Great Hall.” There are few of the dangers
  that seem to infest the other cavern entrances. The cave
  goes up into Mouse Hill, branching into many small, empty
  rooms. Then it splits into two primary corridors. The left
  corridor leads to an enormous amphitheater of some sort.
  The walls are pocked with holes leading half way up to the
  ceiling. The holes are three inches in diameter and spaced
  thirty inches apart. At the top of the ceiling is an enormous
  crystal which peeks out of the top of the mountain and
  diffuses light throughout the room, lighting the
  amphitheater during the day. When we attempted to follow
  the right corridor, one of the men touched a lens mounted
  on one of these walls, which promptly exploded, taking the
  corridor and three men with it. Since then, the men have
  been under strict orders not to touch any lenses they
  encounter.
  If it were not for the miraculous nature of the artifacts we
  continue to unearth from the caverns, I would abandon the
  dig without a second thought. However, we have found
  strange devices that float in the air without any obvious
  support, artifacts that are capable of genuinely frightening
  acts of destruction, and most importantly, examples of
  Syrneth writing. I hope to someday gather enough of their
  writing to decipher their language, which could unlock their
  secrets, giving mankind powers it can only dream of.
  Ironically, the nobles who help to fund the dig are only
  interested in certain decorative pieces of a hard material
  that we occasionally dig out of the walls. These trinkets
  often wind up as jewelry or decorative (but ineffectual)
  armor. We find enough samples of this material that, like
  the amber itself, I do not feel any contrition in selling it to
  fund our efforts here and at the other digs.
  As for my personal theories about the Thalusian Syrneth,
  and the Syrneth in general, the Headmaster is quite familiar
  with them, but I will repeat them here at his request. I
  believe that the Thalusian Syrneth were approximately the
  size of humans and possessed eyes that were very sensitive
  to light, hence their choice to live underground. Due to the
  presence of the amphitheater, I believe that the Thalusian
  Isles were the capital of a great Syrneth council. Judging by
  the reports made by my colleagues from the other dig sites,
  I find it hard to credit that a single race constructed all these
  vastly different buildings, and the only way they could have
  maintained the peace between such different races was by
  bowing to the wisdom of a council of representatives.
  Finally, I would like to ask the assembly at the Archaeology
  Conference to observe a moment of silence while the
  
  Headmaster reads the names of those men who sacrificed
  their lives here on the Thalusian Isles: Alms, Armister,
  Baker, Bernard, Bertrand, Caster, Craige, Daviau, Dumont,
  Franklin, Gerald, Heileger, Indigo, Jones, Keller, Layalis,
  Martin, O’Riley, Perr, Roark, Sakes, Stevens, Thane,
  Traner, Ulwin, von Haffe, Wester, and, of course, our
  mysterious benefactor, Leon. May the Prophets guide them
  and hold them near.
  The Home Front
  Annual Progress Report
  Father Andre Butolli
  Domestic Sites Coordinator
  Prophets preserve you, my son.
  Even after an entire year in the position, I am still gratified that
  you would allow an old priest such as myself to coordinate the
  digs on continental Théah. It is a great deal of responsibility, but
  a job that I greatly enjoy. I pray I will be equal to the task. There
  are so many things to do; so many details that cannot be
  overlooked. Sometimes I wonder if any man is capable of the
  task. But fear not. As long as you continue to place your faith in
  me, I will perform my job to the best of my ability. Please find
  enclosed the report you wished me to write in preparation for the
  Conference. I wish I could attend, but my duties here are
  unrelenting.
  Your Servant,
  Father Andre Butolli
  There are two primary efforts taking place on continental
  Théah: one in Montaigne, and one in Eisen. I will address
  them separately.
  It is a well known fact that many of the larger Montaigne
  cities are built on strange foundations. One need only
  glance at some of their more unusual architecture to see that
  no human hand ever fashioned those buildings.
  Unfortunately, so many people have lived in those buildings
  for so many years that anything of value there has long since
  been lost, stolen, or destroyed. However, many of the
  Montaigne sewers are built by the same race that built the
  fantastic buildings up above: one of the Syrneth races.
  Rather typically, the Montaignes have buried this vital
  information, knowledge that could unlock the Great Puzzle
  itself, under an enormous pile of garbage. The sewers
  underneath Charouse are our main dig site in Montaigne.
  They are known as “Little Vodacce” and they are inhabited
  by several dozen homeless Montaigne beggars who have
  been forced off the streets and now jokingly refer to
  themselves as “Sewer Hunters” in imitation of the famous
  Eisen Monster Hunters. These men and women have been
  instrumental in our researches, serving as guides to the
  dizzying maze of tunnels below the city. They have told our
  team that when the Montaignes began to dig sewers under
  Charouse they broke through into a complex series of
  passages, and, instead of exploring them or sealing them
  up, decided to save themselves the effort and used them as
  the sewer.
  7th Sea
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  Player’s Section
  43
  This brings me to the logistical difficulties of carrying on an
  archaeological dig in the Montaigne sewers when not only
  will the Montaignes not assist us, but they in fact seem
  determined to thwart our every effort. Their officials harass
  our workers; their townsfolk drive us from the town when
  we emerge from the sewers; the Imperator has sent guards
  into the sewers to drive off the Sewer Hunters; and once,
  one of our men was executed when the Imperator passed
  downwind of him after a dig simply because he had
  offended l’Empereur’s nostrils! Clearly, these are not ideal
  conditions. If the aboveground situation weren’t bad
  enough, the sewers themselves are dangerous. There are
  bizarre creatures in some of the less traveled sections of the
  sewers that are known to be dangerous to men. Even when
  our men are not assaulted by these things, they must dig in
  moving water, somehow attempting to sift the Montaigne
  trash from the Syrneth remnants, all the while worrying
  about the unhealthy conditions under which they must
  work. It seems incredible that we have recovered anything
  at all. Still, we continue our efforts in the hopes that we may
  find some essential piece of the puzzle that will bring
  everything together for us.
  One of our greatest discoveries seemed to be a gift from
  Theus Himself. As one of our teams prepared to enter the
  sewers at night (so as to better remain unnoticed by the city
  guard), their torches caught a silver glint in the water.
  Investigating more closely, they found a small metallic
  globe. When held in the hand, it pulled the holder in a
  certain direction. Curious, the team followed the globe
  through the sewers, mapping as they went. It led them to a
  dark spherical room with a transparent bridge crossing its
  center. Embedded in the walls around them was a fantastic
  assortment of gemstones and jewels. One of the team
  members had some experience in astronomy, and noticed
  that some of the formations on the wall resembled
  constellations in the sky. Since then, we have discovered
  that indeed the room appears to be a map of the night sky,
  more detailed and accurate than anything we’ve ever seen.
  Besides this incredible find, we’ve also discovered samples
  of Syrneth writing, and, rarest of all, certain devices that
  would appear to be weapons built for creatures very much
  like humans. One of these, a glove-like device that killed
  anything its wearer touched with it, was so dangerous that
  we’ve been forced to hide it away to keep it out of the hands
  of the Imperator. Only days after we found the thing, his
  men were poking around our headquarters in Charouse,
  looking for something. I hate to think what he wants with it.
  In Eisen, we’ve had much less success than in Montaigne.
  Only one of the Eisenfürsten has allowed us to examine any
  of the ruins there: Nicklaus Trägue of Freiburg. He allowed
  our team to not only tour the Wachtturm, an obvious
  remnant of a Syrneth society, he also took them to visit a
  series of caves carved into a remote hill. The caves
  contained paintings of what appeared to be drachen using
  tools and standing upright, as men do. This would seem to
  be a fanciful notion, given the reputed size of the drachen,
  and one of our team members mentioned that point to the
  Prince. In response, Trägue took them to an enormous
  room, one that was far too big to have ever been built by
  humans. The team reported to me that, “Standing there in
  that room, with the roof arching high over our heads like
  the sky itself, we were prepared to believe that drachen had
  built it. In fact, if one of the beasts had emerged from a side
  passage and invited us to tea, not one of us would have
  been particularly surprised.”
  My teams are coming to believe that the Montaigne sewers
  contain the remnants of a very advanced race. They had a
  great reverence for the heavens, and they must have been
  peaceful, for a more violent race would surely have
  destroyed themselves utterly had they possessed the
  weapons we have discovered under the streets of Charouse.
  I am unconvinced that the dragons of legend were
  responsible for the ruins in Eisen. As any student of
  anatomy could tell you, the remains of the dragons we have
  found thus far lack even the most basic grasping
  appendages, which are required for the development of
  intelligence. As for my theories regarding Syrneth history, I
  must state that I am inclined to agree with Dr. von Gregor’s
  Setine theory. That one race built all the various ruins we
  have found seems utterly preposterous to me. The
  philosophies represented by their styles of architecture
  alone are so varied as to be utterly alien to one another.
  
  Moreover, the thought that all these races lived in peace
  without some ruling body standing watch over them is so
  incredible as to be scientifically unsupportable.
  Black Market Artifacts
  Annual Progress Report
  Professor Andrea Galia
  Explorer’s Guild Black Market Collection Agent
  Sirs,
  I have sent no formal report with this letter. I apologize for
  this, but I have never shared the taste for minutiae that so
  many of my colleagues seem to possess. Rather, I prefer to
  speak 
  in 
  my 
  own 
  words, 
  without 
  unnecessary
  embellishments. If my colleagues choose to think less of me
  because of this, then so be it.
  I would like to speak primarily of three artifacts that have
  come into my possession within the last year. Although
  whether or not they are of Syrneth make is in doubt, I
  firmly believe that these objects are just as deserving of
  study as anything the Syrneth ever created. In fact, the
  objects seem rather too new to be made by the Syrneth. I
  instead believe that their place of origin is the land of
  Cathay. I’ll explain my reasoning for each artifact as I go.
  The first artifact was acquired from an Ussuran trader who
  had found no use for this unusual object. It was nothing
  more than a bracelet, but it had strange writing on it, writing
  of the sort that we have come to associate with the people
  of Cathay. I took a fondness to the bracelet, and, for lack of
  a better way to determine what, if anything, it did, began
  wearing it on a daily basis. One night, I was meeting with a
  contact of mine concerning a supposed Syrneth artifact that
  turned out to be nothing more than a rather fancifully
  designed hatpin of Montaigne design. I was warming myself
  next to the hearth when an atrociously careless barmaid
  bumped into me and knocked me into the fire. However,
  not only was I not burned by the fire, my clothing wasn’t
  even singed! Retiring to a more private place, I determined
  through experimentation that wearing the bracelet
  protected me from being burned by flames. I daresay more
  than one scholar would have benefited from the bracelet
  during a visit by the Inquisition. My reasoning that the
  artifact is Cathayan is simple. 1) It has Cathayan writing on
  it, and 2) It possesses protective properties against fire,
  something I’m sure the Cathayans have mastered.
  7th Sea
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  Player’s Section
  45
  The next artifact came into my hands from a street peddler
  in Vodacce. It is nothing more than a frame of wood with
  some silk stretched across it and a string tied to it. However,
  when the string is held in windy conditions, the frame and
  fabric float up into the sky in the most extraordinary way.
  Written on the fabric is a single letter that I believe to be of
  Cathayan origin. As the device pulls upwards with a good
  deal of force, I must wonder if a big enough frame could
  carry aloft a person. If so, that would truly be something
  remarkable to see.
  The last artifact I wish to tell you of is the most unusual. It
  is nothing more than a flat stone with text upon it, and yet
  I feel it may be the most important discovery of all time. I
  recognize at least a portion of the text as Cathayan writing.
  However, there are at least two other languages on the
  stone, both of which are known to me. One of them is
  represented at the ruins on the island of Syrne on the walls
  there. The other is a text that an Avalon friend of mine
  identified as writing that is in fact in use by the Sidhe. If any
  of these three languages can be deciphered, the stone could
  provide the key to the other two, which would surely be an
  accomplishment unprecedented in archaeology.
  New Prospects and Conclusion
  Annual Progress Report – Addendum
  Professor Andrea Galia
  Explorer’s Guild Black Market Collection Agent
  Sirs,
  I have been asked to elaborate here about a situation I find
  most distressing. As long as those insufferable Vaticines
  continue their ban upon Crescent and Cathay trade items,
  the scientific community will be the ones who pay the price.
  There are wonders of history hidden away in these “infidel
  countries” that would completely revolutionize modern
  thought, and we must not allow faith to stand in the way of
  the progress we could achieve with them! My reasons
  follow.
  In the spring of 1667, my contacts in the Vodacce black
  market obtained for me an item of unusual design. It looked
  like a series of animal bladders sewn together into a ring,
  with the center hole approximately nineteen inches in
  diameter. The bladders had been cured and had a texture
  much like leather, and were partially filled with a pale green
  fluid. On the inside of the bladders, there was a white,
  viscous compound that clung to anything it touched with
  incredible strength.
  The morning after we examined the item, everyone who
  had touched the compound was dead, apparently having
  passed in their sleep. Of the rest, anyone who had had
  extensive contact with the fluid also died within a week.
  Given the chance to examine these people throughout their
  prolonged debility provided us with a great deal of
  information about the ailment. It was as if their bodies
  began to slow down at first gradually, and then more and
  more quickly. By the third day, most were unable to feed
  themselves or even sit up. Nothing we or the Castilian
  herbalists did was effective. 
  I make no pretense of being objective on this point. My
  husband was among those who never awakened. His work
  is well known to all of you, I am sure, so I will not elaborate
  on his loss here. But I will comment that I did not
  participate in the initial study, being preoccupied with other
  matters at the time, and that I was scheduled to do so the
  next morning. I feel personally responsible for Norman’s
  death, and the deaths of all seventeen members of the team
  that worked with the bladder-ring, and my report is
  understandably colored by this fact.
  Further experimentation with the compound and fluid
  determined that they were both of similar design, the
  former being a more concentrated version of the latter. Both
  are deadly toxins, purposefully sewn into the bladder-ring
  for a purpose I have yet to determine.
  Another object I must note here is the sliver of red
  gemstone that has come to be known as “Legion’s Spike.”
  Though I am sure that all of you know of the item, I will
  repeat its description here for posterity. It is a simple jagged
  sliver of red crystal that looks very much like ruby. Its edges
  are sharp, but its most outstanding feature is a reflective
  
  surface in which a large number of people have claimed to
  see images more beautiful than they can describe.
  Many who have looked into the stone have been
  interviewed and asked what they saw, though most have
  been unable to describe their visions. The images vary from
  one subject to the next, we are sure, and they are always the
  most fabulous sights imaginable. I myself have looked into
  the Spike’s depths and found within a vista of colors and
  images that, apart, are likely meaningless. The memory of
  them together, however, has been the source for more
  dreams of fantasy and joy than I can relate.
  Of course, there have been the well-documented side effects
  of such exposure. Melody Charmers of Avalon has not
  stopped screaming for two years, and Molokai Breslow
  Komunuv, the Ussuran tradesman, spent one full month
  silent and unmoving before slaughtering a family of twelve
  and their visitors in Vodacce. There are countless other
  lesser-known incidents of altered personality and various
  “episodes.”
  I, like most others in the Explorer’s Society, had assumed
  that Legion’s Spike was a unique artifact, and that with its
  recovery and confinement the threat was over. But in recent
  months I have come to understand that there is another red
  jewel of the same type – this one a full, uncut stone the size
  of a human fist – among the treasures of one of the Vodacce
  Princes, which came (against the edicts of the Church)
  across the eastern mountains. I have not been able to
  confirm this, but should the rumor be true, we may have a
  large problem on our hands. Not only would such an
  artifact be priceless (and therefore in high demand), if it is
  of the same class of stone we have seen before, it could be
  incredibly dangerous to everyone who sees it.
  The importance of these finds is in their effect upon the
  human body. If either of these items were constructed by
  the Crescents or the Cathay, then these “infidels” have
  knowledge of medicine and the workings of our bodies far
  beyond our own. If not, if these things predate the cultures
  that currently occupy the East, then our organization is the
  most qualified for the prospect of seeking that knowledge
  out. Either way, the Church has no right to impose
  embargoes on these artifacts or to refuse us access to the
  countries they came from.
  I do not presume to support any theory of the old world,
  other civilizations or races, or even the nature of these
  artifacts we are recovering across the globe. Gentlemen, our
  place is not to make these decisions yet. It is to continue the
  search. To do that, we are going to have to move past the
  outdated notions of religious distinction and political
  boundaries when conducting our surveys. I beg of you,
  please, to consider my suggestion that we begin a campaign
  against such restrictions. Until we do, the Explorer’s Society
  will continue to fumble around in the dark with an
  unsheathed sword.
  Someday we may stumble, and spear ourselves dead.
  Thank you.
  Professor Andrea Galia
  7th Sea
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  GM’s Section
  47
  The following passages are for the Game Master only.
  Players should not read it, lest they reveal vital campaign
  secrets.
  The Inquisition
  This section gives you a better idea of the mindset driving
  the Inquisition. No villains ever believe they’re doing evil
  and Cardinal Verdugo’s forces are no exception.
  The Inquisition may be the most dangerous force in Théah
  today: a ruthless band of power-mad fanatics running
  unchecked through the ranks of the Vaticine Church. But
  they don’t see it that way. In fact, they see themselves as
  Théah’s last hope for salvation. Fanaticism can be blinding
  and the Inquisition is so caught up with saving everyone’s
  soul that they don’t realize how dangerous they’ve become.
  The average Inquisitor doesn’t believe he’s abusing his
  power. He sees the world’s wickedness tearing lives apart,
  destroying good souls, and strengthening the forces of
  Legion. Wickedness has claimed the Empereur of
  Montaigne, thrown the true faith out of Avalon and
  shattered Eisen into tiny pieces. Against such fearsome acts,
  the Inquisitor must take extreme measures. He must use
  whatever leverage he has to save as many souls as he can
  from Legion. If that means killing a man in the middle of
  the night, he’ll do it. If it means burning a library to the
  ground, he’ll do it. If it means abusing his position and
  manipulating the power of the Church to achieve his ends,
  he’ll do it. The alternative is unthinkable. 
  In that light, the terrible things the Inquisition does become
  understandable, even justifiable. The Inquisition is all about
  using the ends to justify the means. GMs should keep that
  in mind when throwing Inquisitors at their players.
  The Invisible College
  The Invisible College was an inevitable reaction to the
  Inquisition. Having heard all their lives that the path to
  Ultimate Truth is research, not every Vaticine scientist was
  going to step off that path on the say-so of a mere Cardinal.
  Those who openly defied Verdugo became martyrs to their
  studies. Those who obeyed him escaped his wrath, at the
  cost of sacrificing their core beliefs. Those who
  clandestinely continued their studies, however, became the
  Invisible College.
  The College has few secrets beyond its anonymous
  membership. It exists solely to further scientific discovery
  and keep important knowledge from the fires of the
  Inquisition. It is almost entirely Vaticine in membership;
  Objectionists can be more open about their research, since
  the Inquisition is less of a threat to those over whom it has
  no authority. Indeed, some of the College’s greatest allies
  are Objectionist researchers who can look past their
  religious differences to help their colleagues.
  Sophia’s Daughters
  As the Players’ Guide suggested, the Daughters have
  attained the secret to immortality, or at least increased
  longevity. They achieve it through a mystical potion which
  only the highest-ranking members of the Daughters have
  access to. The potion can reverse the aging process as well
  as extend life, granting those who drink it a youthful
  appearance. The potion only works on women, however;
  men who drink it instantly die.
  The Daughters give the potion to those they feel are truly
  worthy; only a handful of people in history have tasted it.
  GM’s Section
  
  Their leadership apparently has some long-term plan that
  requires specific women to be around centuries beyond
  their normal lifespan. Why they require these people — and
  what they’ve done to merit such a gift — is one of the order’s
  most closely guarded secrets.
  The Syrneth
  The following information first appeared in the 7th Sea
  module The Arrow of Heaven. It is reprinted here for your
  convenience.
  The beings collectively known as the “Syrne” are actually
  several races, which lived at different periods during
  Théah’s prehistory. Some, such as the Sidhe, are still known
  to humanity. Others are only vaguely discerned through
  their ruins and artifacts. Each race is detailed below. The
  Explorer’s Society is unaware of almost all of this
  information. The names are taken from Old Empire texts.
  Old Théan scholars did a great deal of research on the
  Syrneth, but almost all that information is lost; only
  fragments remain. The legend of a translation of one of the
  languages persists in scholarly circles, but so far, it remains
  undiscovered.
  The Sidhe
  The Sidhe first appeared to men during the age of the Old
  Republic. They came from the northwest, the direction of
  present day Avalon, and they’ve been seen wandering the
  roads of mankind ever since, although never with great
  frequency. Although most Théans think of the Sidhe as tall,
  slender, pale beings with unpredictable and sometimes
  terrible tempers, the name “Sidhe” actually refers to a
  confederation of creatures. The bright and shining host of
  myth and legend are the High Faerie, but also included in
  their number are a variety of other races, including
  boggans, brownies, sprites, and pookas, just to name a few.
  These other races hold their own courts and customs, but
  defer to the High Faerie in most matters. 
  The Sidhe exist in the material world of Terra only part of
  the time. Their own world stands a little apart, although the
  two overlap in certain places and times, most notably the
  Sidhe island of Bryn Bresail. Mortals have been known to
  ‘slip’ over the veil between one realm and another, and have
  returned years later, little older than when they left.
  The Drachen
  The Drachen were great reptilian beasts that once roamed
  and ruled the lands that are currently known as Eisen. They
  stood approximately 500 feet tall and weighed many
  thousands of tons. They had wing spans of hundreds of feet,
  although no drachen is ever confirmed to have flown, and
  the supposition that their wings could have supported their
  incredible mass is unlikely in the extreme. 
  The Drachen were sentient and extremely intelligent. They
  communicated verbally and had an extensive written
  language consisting primarily of pictographs. They carved
  vast caverns out of their native mountains, covering the
  walls with their etched writing. They also used and created
  tools, fashioned decorative items as well as practical ones,
  and lived in organized communities. 
  Most of these things have remained unfound by the
  Explorers since the Drachen mountains are vast, and the
  Eisenfürsten are fiercely protective of them since this is also
  the area from which they mine the ore for their
  dracheneisen. Those items that have been found have
  mostly been misinterpreted, since the Explorers have not
  yet realized the incredible size of the race they’re dealing
  with. For example, a tail ornament, having survived the
  ages, might be documented as an elaborate tapestry or
  carpet.
  The Tessera
  Very little remains of the Tesseran civilization. They showed
  up after the demise of the Drachen, but were wiped out by
  7th Sea
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  GM’s Section
  49
  the other Old Races. Stripped clean from the face of the
  earth, the only thing they left behind was their strange
  technology.
  Tesseran technology, based on magnetism, exploited Terra’s
  iron core itself. The Tessera used magnetic fields to fire
  huge cannons that could lay waste to entire cities, flew in
  machines that employed magnetic repulsion and sped along
  the ground in magnetic skimmers.
  Very little of their once-great civilization remains. Gone are
  the great cannons, flying machines and skimmers. The only
  testaments to their existence are the tiny trinkets that
  Théans find and pass on to their children as clever toys.
  (See examples under “Artifacts,” p. 56.)
  The Thalusai
  Located on the Thalusian isles, this insect race was wiped
  out by some great catastrophe. Fortunately, they had the
  foresight to bury themselves in amber coffins while a few
  others remained in caves, preparing for the end. Something
  went wrong, and the entire race was destroyed, leaving only
  the few left in amber coffins.
  Now, Théans break open those coffins and steal the
  “armor” left inside. Armor that was once the carapace of a
  great, lost people.
  The most common Thalusian artifacts are bits of “armor”
  and weapons from their lost culture. The caves where
  artifacts are found are filled with the stuff, almost as if the
  Thalusians were awaiting an enemy, but were caught
  completely off guard.
  Perhaps they were awaiting the wrong enemy.
  The Domae
  This humanoid species built huge underground cities. The
  Domae lived in peace and harmony for many thousands of
  years until a bitter civil war destroyed them in a matter of
  weeks. Millions of Domae drowned in blood, leaving only
  a single city of their vast empire: the underground ruins
  below the cities of Montaigne.
  The key to Domae technology seems to be gemstones.
  While Montaigne could be a hotbed of archæological
  research, l’Empereur keeps the sites closely guarded while
  his own diggers seek out these precious stones.
  The Setines
  Of all the known races, the Setine appear to have ranged
  the furthest abroad. Their remains have been found
  scattered throughout Théah and her surrounding islands.
  These remains vary from large hulking creatures to forms a
  little smaller than an average human. Some have wings,
  others have the remains of great horns or tusks. All of them,
  however, have hollow bones. 
  The Setines were a single race but with varied forms. This
  allowed them a specialization and versatility unmatched by
  any other group. They used a technology based on æther,
  a gaseous substance known but not yet understood by
  contemporary Théans, and intricate clockwork-like
  mechanisms made of crystal and brass.
  
  Artifacts
  The Drachen
  All Drachen artifacts are huge, much too large to carry out
  of a site, let alone use. However, their vast halls are filled
  with tools, furniture and other implements that make a man
  standing among them feel very small indeed. Because the
  Drachen relied on sorcery rather than technology, their
  “artifacts” are rather primitive compared to other cultures. 
  1. An enormous rod topped with man-sized pictographs,
  made of lustrous gray stone and weighing several tons.
  When a Hero touches the correct pair of pictographs at the
  same time, he ceases to age for next five years, although the
  only noticeable effect at the time is that of energy being
  transmitted through the Hero’s body. After it’s been used
  once, the rod cracks and is useless. 
  The Tessera
  1. A small, flattened sphere that fits neatly into the palm.
  When squeezed, it slowly grows warm and begins to lift. It
  will lift up to two hundred pounds upward at a rate of 1
  foot per second. Unfortunately, it continues to heat up as it
  lifts and will begin to scald skin (1 die of Wounds) after
  sixty seconds. It also leaves a distinct coppery taste in the
  user’s mouth for about a day.
  2. A curved and pointed device with two gem stones set
  into the top and side. This device’s original intent may
  never be discovered, but its current use is sufficient
  enough. When the gem stones are touched, the device
  begins to hum and vibrate. Then, in the span of five
  seconds, an intense magnetic field fills the room, causing
  all metal objects to vibrate and hum at the same
  frequency. Both the device and the metal objects begin to
  heat up, until after a minute, they burn any flesh in
  contact (1 die of Wounds). If contact with the object is not
  broken by the time seventy seconds have elapsed, it will
  cease to function until reactivated.
  This device was found with small glass lenses. The Society
  has not yet determined if they have some purpose with the
  device. 
  3. A coin-sized metal disk with blank facings. Whenever it’s
  dropped, it always lands on its edge.
  4. A small needle. Whenever it’s placed inside a lock, it
  warms up, then pops the lock open.
  The Thalusai
  1. A Thalusian gauntlet with a gem inset slightly above the
  wrist. When placed on a hand, the gauntlet shuts tight
  around the skin and the wearer can feel a slight “sting.”
  However, he now has one extra unkept Brawn die for all
  actions. He’d better like the gauntlet, because it’s never
  coming off short of amputation.
  2. A long, thin, twisted piece of amber. It’s a perfect shaft
  for a polearm or even just a walking stick. 
  3. A gemstone much like a bee’s eye. It’s large enough to
  fit in a palm and blood red. No alchemist or chemist can
  identify what material its made of.
  7th Sea
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  GM’s Section
  51
  The Domae
  “Domae stones” are some of the most desired artifacts in all
  of Théah. The stones have their own individual color, but
  when four of the nine types are placed in proximity to each
  other, they lose their color, appearing to be diamonds. The
  stones also change color at the rising and setting of the sun.
  Finally, some stones have dangerous effects when placed
  together, as you will soon see…
  Domae Diamond
  Domae diamonds actually look nothing like mundane
  diamonds. They are green in color with speckles of blue.
  However, the stones earned their name from their hardness.
  Domae diamonds are the hardest substance found on
  Théah, the only material that can cut the other Domae
  stones.
  Rainbowstone
  Rainbowstone is highly desired by the nobility for its wide
  range of colors… that seem to change depending on who
  wears the stones. The colors in a rainbow stone include red,
  blue, yellow, green, orange, purple and “white”
  (transparent). Many scholars have studied the stones,
  attempting to make sense of the colors, but no pattern has
  made itself evident. 
  Smokestone
  Smokestone gains its name from its color. The stone also
  has veins of black that coalesce in pools of darkness. As
  nighttime approaches, smokestone grows darker and colder.
  At midnight, smokestone is so cold it burns human flesh.
  Bloodstone
  During daylight, bloodstone is a milky clear color with
  “veins” of red. As the sun sets, the veins thicken and a
  “heart” appears in the center of the stone.
  Domae Moonstone
  There are two types of “moonstone” in Théah. The first
  appears much like smokestone. This is the second. Domae
  moonstone has many similar qualities to bloodstone; it is
  milky white during daylight hours. However, as the moon
  rises, its color fades to translucent with a dim glow. The
  glow is enough to recognize in the dark, but not bright
  enough to see by.
  Sunstone
  Sunstone is a pale yellow with shards of bright orange. As
  the sun rises, the orange shards begin to glow with the same
  radiance as moonstone.
  Explorers have used both sunstone and moonstone to
  create “Domaedials.” The small jeweled time pieces have
  both moonstones and sunstones, and are used while
  underground to keep track of day and night. Experienced
  explorers can look at the brightness of both stones and tell
  the time of day to the hour.
  Waterstone
  Waterstone is one of the strangest Domae stones. Its color
  is a mixture of blues that seem to shift as the observer turns
  the stone to the left and right. The stone grows dark blue
  as storms approach, a quality that makes it very valuable on
  ships.
  Bonestone
  Bonestone earns its name from its color: a pale white/yellow
  that resembles human bone. When the sun sets, the stone
  becomes almost pure white. The current fashion in Vodacce
  is to grind up bonestone into a fine powder and add it to a
  morning drink of wine.
  Blackstone
  Blackstone is, without a doubt, the most dangerous Domae
  stone. When it is placed next to another Domae stone, both
  begin to vibrate. As they are brought closer, the vibrations
  become highly violent. Finally, if the two stones touch, they
  explode (1 die of Wounds).
  While blackstone does not change its color as the other
  stones do, it refracts light in a most peculiar manner. When
  light passes through a blackstone, it becomes a deep blue.
  The light also stains whatever it is shining upon with the
  same deep blue color. The stain fades within minutes.
  
  The Setines
  The theme for the Setines is clockwork. Not the kind found
  in your grandpa’s watch, but a strange system of sliding,
  clicking and turning mechanisms that have no obvious
  source of power.
  Some scholars speculate that the Setines discovered a
  method of perpetual motion. They argue that the strange
  runes carved into the clockwork provides the power
  necessary to make the machines move. The problem with
  this argument is that if it were true, the machines would still
  be moving rather than sitting like mummified corpses.
  1. A clockwork hand. Only three of these have been found.
  This is the third. Fifty years ago, an alchemist found a way to
  attach the hand to the human body. His life and name were
  eradicated by the Inquisition. If your Heroes find a way to do
  it (Wits + Occult TN 30 and Wits + Surgery TN 30), the
  recipient has 1 unkept bonus die to all Attack and Wound
  rolls involving that hand. Unfortunately, as long as the hand
  is attached, he loses one Rank of Resolve permanently, and
  the highest Resolve he can ever have is a 3.
  2. Clockwork eye. The above rules for attachment apply. If
  successful, the wearer can see perfectly in the dark but takes
  1 die of Wounds for every hour he is exposed to sunlight.
  3. Æther Compass. These famous artifacts (like the ones in
  Erebus Cross) vary greatly depending on the site. This
  particular one always points north, except when the holder
  is pointed north. Then, it spins and points south.
  4. Clockwork Cannon. Clockwork weapons are also very
  common in Setine sites. They are usually incomplete and
  require repair from a skilled weaponsmith. Clockwork
  Cannons (like the one used by the Explorer in the fiction in
  the Players’ Guide) usually require Wits + Occult and Wits +
  Weaponsmith rolls (both at TN 30) to repair. When they are
  operational (Finesse + Firearms), they deliver a 5k5 blast of
  energy unlike anything seen on Théah. The weapon usually
  only has 1–10 charges before it becomes completely useless.
  Currently, the Society knows no way of recharging
  Clockwork Cannons.
  Designing Your Own Artifacts
  There are four important guidelines to designing your own
  artifacts.
  Theme
  Each old race has its own theme (clockwork, magnetics,
  insectoid, etc.). We set up these themes to give you plenty
  of space to improvise. Sure, you don’t know everything
  about the Domae, but you know enough about magnetics
  to make up some really weird stuff for your Heroes to play
  around with.
  Keep It Small
  Don’t let your artifacts out-do the genre. Too many weird
  gadgets and your Théah will look more like a science fiction
  novel than a swashbuckling movie.
  7th Sea
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  GM’s Section
  53
  Clarke’s Law
  Arthur C. Clarke once said that any technology that is
  advanced enough will look like magic to a less sophisticated
  culture. That’s what we’re going for here. Make your
  artifacts just as alien to the players as they are to the Heroes.
  They can study the artifact all night long, but they will never
  make any sense out of it. As far as the Hero and the player
  are concerned, it’s magic, plain and simple.
  Be Creative!
  Not every artifact has to make sense. A few can just be
  strange objects that have a single effect, then die. Others
  have no strange effects at all, but are made of a material that
  alchemists can’t identify.
  Remember, every strange thing you throw your Heroes’
  way makes the next strange thing a little less strange. Be
  careful, but have fun!
  Artifact Creation
  Rules
  If your Heroes discover an artifact, and you
  aren’t quite sure what you want it to do, you can
  roll on one of the charts below. They are
  grouped by the artifact’s original location;
  artifacts from different digs have very different
  properties. If you aren’t sure where the artifact
  is from, roll on the last chart. 
  For each artifact, roll once on the powers chart,
  and once on the flaws chart. If you receive
  results that you don’t like or that don’t make
  sense to you, roll again. For more powerful
  artifacts, increase the number of times you roll
  on each chart, re-rolling duplicate effects.
  Since artifacts are unpredictable and fragile,
  they may stop working at any time, particularly
  after being dealt a hard blow. Adventurers who
  do not treat their artifacts with care will quickly
  learn this. Once an artifact is broken, it is
  typically beyond the capability of Théan science
  to repair it.
  You should make your Heroes aware of the
  danger of using Syrneth artifacts early on, so
  
  that they aren’t surprised when they finally get caught by a
  long-lasting or permanent effect.
  Montaigne Sewers
  Powers
  1: When worn on hands and feet and activated, gives +3
  unkept dice to any Climbing Checks.
  2: When active, allows the user to re-roll one Initiative Die
  per Round if desired.
  3: When rubbed along a blade, the blade acquires a pale
  luminescence (radius 10 feet) and the blade does one extra
  kept die of damage. Effect lasts for one Scene.
  4: When squeezed, releases a gas that inflicts 4k3 damage
  to every living creature except holder within ten feet.
  5: Shoots a spurt of flame up to twenty feet. This flame
  inflicts 6 dice of damage to anything it hits
  the first round, then 3 dice each round
  thereafter until extinguished. 
  6: Ten seconds after being twisted, the
  artifact unleashes a burst of electrical
  energy that deals 3 dice of damage to all
  living things within ten feet.
  7: When worn over head, provides air to
  wearer. Useful for exploring underwater.
  Doesn’t work below depths of 100 feet.
  8: When worn and active, reduces damage
  inflicted by fire by one die. In addition, the
  fire automatically extinguishes after the
  second round of dealing damage.
  9: When placed over the eye, the artifact
  allows the wearer to see in the dark.
  0: Incidental, but interesting effect. (Smells
  nice, changes shape periodically) Do not
  roll on Flaws table.
  Flaws
  1: Item ceases to operate after a single
  use.
  2-3: Item inflicts 1 die of damage per use
  (or for every Round of constant use).
  4: If worn, user is unable to remove artifact
  without destroying in.
  5: Item is destroyed if exposed to alcohol.
  7th Sea
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  GM’s Section
  55
  6–8: When used, the artifact causes the user to lose one
  Rank of Brawn for one hour. If this brings the user below a
  Brawn of 0, the user dies. This occurs for each use, or
  Round of continuous use.
  9–0: Subtle forces begin to influence the user’s mind. He
  becomes slightly more aggressive as time goes on. Fate
  Witches and others who have magical perception are
  frightened by the artifact. 
  Syrneth Islands
  Powers
  1: When activated, the object levitates steadily upwards
  with 200 lbs. of force at a rate of ten feet per Phase. When
  turned off, it falls to the ground.
  2: When worn on the legs, allows the wearer to walk across
  liquids.
  3: Subtracts 10 from TN to be hit versus metal weapons
  while worn.
  4: When wrapped around the hilt of a blade, the artifact
  adds one Rank to the wielder’s Swordsmanship Knacks
  while it remains in place and operational.
  5: When worn, the artifact heals 1 Wound every Phase.
  6: Adds 5 to TN to be hit versus metal weapons while
  worn.
  7: While worn, the user is kept comfortably warm, even in
  the coldest of blizzards.
  8: When worn, allows the wearer to sense magnetic north
  at will.
  9: When worn, allows the user to detect large deposits of
  ferrous metal within 500 feet at will.
  0: Incidental, but interesting effect. (Points in one direction,
  hovers an inch above the ground, hums quietly) Do not roll
  on Flaws table.
  Flaws
  1: Item ceases to operate after a single use.
  2: Magnetizes nearby small metal objects when used.
  3: Spooks nearby animals when used.
  4: User loses one Rank of Brawn for every year he
  possesses and uses the artifact. This loss is permanent. If this
  brings him below Rank 0, he dies.
  5: Artifact activates at random intervals.
  6: Artifact only fits very thin, tall people.
  7: The artifact’s controls operate seemingly at random. It
  takes 1–5 Actions to turn it on or off.
  8: If worn, artifact cannot be removed without destroying it.
  9: The artifact induces a slight dizziness in its user when
  operational. The user cannot Keep his highest die when
  making a Check involving Finesse.
  0: User begins to have strange dreams, which stop if he gets
  rid of the artifact. After one month of dreams, he
  permanently gains one Rank in the Mathematics Knack. 
  Thalusian Isles and Other Western
  Sites
  Powers
  1: The device is filled with 1–10 ten second beetles (see
  page 184 of the Game Masters’ Guide). Ten seconds after
  being activated, it opens up and releases them, whereupon
  they attack anyone within ten feet. This item automatically
  has flaw #1 on the Flaws table below. Do not roll for
  another flaw.
  2: When activated, artifact produces one gallon of a sap
  that hardens into an amber-like substance after one hour.
  During that hour, it has the consistency of clay. It can be
  shaped into an object approximately one cubic foot in area.
  3: When activated, artifact melts and coats user’s hand with
  a chitinous shell, allowing barehanded attacks with that
  
  hand to inflict 0k2 damage. This is permanent and cannot
  be removed. Do not roll for another flaw.
  4: Lens apparatus on artifact produces an intense flash of
  light that blinds anyone looking at it for 1–5 Rounds.
  5: Lens apparatus on artifact projects a hot beam of light
  that inflicts 3k2 damage.
  6: Artifact has a 2″ by 2″ cavity. When an object is placed
  in it and the artifact is activated, an illusion of the object
  approximately 6′ tall appears above the artifact.
  7: Adds +1 to TN to be hit while activated.
  8: Resonates when activated. All insects within one mile
  rush to the artifact and cover it, attacking anyone holding
  the device. The device shuts off automatically after 3
  Rounds.
  9: While activated, no insect will approach within 10′ of the
  artifact. In backed into a corner, the insect will flee past the
  holder of the device in terror.
  0: Incidental, but interesting effect. (Glows, opens only in
  moonlight) Do not roll on Flaws table.
  Flaws
  1: Item ceases to operate after a single use.
  2–3: The artifact’s controls are so convoluted that they
  require two people to operate. The device can operate for
  one use or one hour of continuous use, and then it needs
  one hour of rest to recharge.
  4–6: There is an odd looking lens on the device. If it is
  touched while the device is active, the artifact explodes with
  a Rank 4 explosion.
  7: Artifact only works when exposed directly to bright
  sunlight.
  8–9: Artifact must be allowed to sit in sunlight for one day
  after each use, or hour of continuous use in order to
  recharge.
  0: The device ceases to operate after a single use. In
  addition, it is trapped to deliver an injection of a slow-acting
  poison (1d/2 months/Unlimited) unless the user makes a
  Wits Check against a TN of 25. The poison slowly turns the
  infected area black. Currently, there is no known antidote.
  Eisen Ruins
  Powers
  1: The artifact heals all of the user’s Wounds and Dramatic
  Wounds (excluding scars) when activated.
  2: The artifact purges the user of all poisons (including
  alcohol) when activated.
  3: The user’s Finesse is increased by 1 Rank for one day
  (ignoring normal maximums) after the artifact is activated.
  4: The user’s Brawn is increased by 1 Rank for one day
  (ignoring normal maximums) after the artifact is activated.
  5: The user deals 3 dice of damage to the next living
  creature he touches after activating the artifact.
  6: User rolls and Keeps two extra dice on his next Check
  after activating the artifact.
  7–8: User ceases to age for 5 years after activating the
  artifact.
  9: After activating the artifact, the next time the user suffers
  a Dramatic Wound, it glows bright red, and is instantly
  healed.
  0: Incidental, but interesting effect. (Causes pleasant
  dreams, sparks violently when touched). Do not roll on
  Flaws table.
  Flaws
  1: Item ceases to operate after a single use.
  2–9: Item weighs in excess of one ton. Whenever it is
  activated, roll a die. On an even number, the device is used
  up and ceases to work.
  0: Artifact is infected with the “Dragon’s Curse”. It ceases
  to operate after a single use, and inflicts its user with the
  curse. For now, the character simply begins consuming
  7th Sea
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  GM’s Section
  57
  twice as much water as usual. This change is permanent.
  This flaw will be explained in a later supplement.
  Other Site
  1–2: Roll on the Montaigne Sewers table.
  3–4: Roll on the Isle of Syrne table.
  5–6: Roll on the Thalusian Isles table.
  7–8: Roll on the Eisen Ruins table.
  9–0: Unusual artifact. Roll on the Unusual Artifact table.
  Unusual Artifacts
  1–2: Old Race Remains. Roll on Remains table.
  3–4: Artifact reveals some information about an Old Race
  language. (GM’s choice, or roll on Other Site table,
  ignoring results of 9–0)
  5–6: Valuable work of Old Race art. It is worth 1 die times
  1,000 Guilders.
  7–8:
  The ‘artifact’ is an unusual fixed magical
  phenomenon, such as a pool that heals those who bathe in
  it, or a gateway to another world.
  9: Artifact is in reality part of a larger, more powerful
  artifact, but will not operate on its own.
  0: Artifact is broken and useless, but don’t tell the players
  that.
  Remains
  1–2: Carapace usable only for decoration. Worth 2 dice
  times 1,000 Guilders if sold.
  3–4: Unbreakable bones of varying size. They cause 3k2
  damage if used as weapons (they are considered Heavy
  Weapons).
  5–6: Ocular globe. If peered through, it allows the wearer
  to see in total darkness.
  7–10: Early Human, or Monster Remains
  
  Sailor Speech
  Théan sailors have developed their own unique language.
  Terms such as “avast” and “bamboozle” have made their
  way across the waters. Listed below are some nautical terms
  and sailor slang to spice up your dialogue.
  Abaft: toward the front of the ship
  Abeam: toward the ship’s side
  Adrift: movement without wind; also said of an absent
  sailor (absent either in body or in mind)
  Aft: the rear of the ship
  Aloft: a spot in the rigging, or simply, up high
  “Avast!”: a command to stop; “Avast heavin’ that rope!”
  Astern: toward the rear of the ship, or her stern
  Bamboozle: to deceive another vessel as to your ship’s
  origin or nationality by flying false colors
  Batten: to nail something down
  Belay: to fasten something down with rope; also used to
  tell someone to keep his mouth shut, or to cancel orders.
  Belaying pin: a club-shaped pin used to fasten ropes on
  the rail of a ship
  Bilge: the lowest part of the ship, usually filled with old,
  putrid water
  Bitter: a turn of a line around a bitt (nub to hold the line
  in place)
  Bitter End: the last knot tied around a bitt, thus the
  “bitter end”; also, a sailor willing to finish a job, no matter
  what the conditions is said to be “faithful to the bitter end”
  Bow: another name for the front of the ship
  Bowsprit: a small, angled pole at the front of the ship that
  carries a small sail
  Braces: ropes used to move yards
  Bullyboy: a term for sailors who chew on jerky, or “bully”
  Carry on: a command when the wind turns good to bring
  up all the sails from the hold
  Chewing the fat: a colorful euphemism for eating the
  cook’s cuisine; wasting time
  Cut of his jib: the jib of a ship is the very front, or
  “nose” of a ship, a very distinguishing feature; thus, judging
  a man’s nationality by the “cut of his jib” is to judge his
  nationality by the shape of his nose
  Deck: one level of a ship
  Draft: the distance between the bottom of the keel and the
  waterline
  Eyes of the ship: the figurehead of the ship, specifically,
  the figurehead’s eyes
  Fore: towards the ship’s bow
  Forecastle: (pronounced “fohk-sul”) the raised deck
  nearest the fore of the ship
  Foremast: the mast closest to the bow, or front of the ship
  Freeboard: the distance between the waterline and the
  main deck
  Gunwales: (pronounced “gunnels”) rails that run along
  the side of the ship just under the gunports
  Gunwales under: a call meaning the ship (or a sailor) is
  in rough sea (trouble)
  Half-shot: almost but not quite drunk
  Halyard (Halliard): rope and tackle used to raise a sail
  or yard
  Hook: the anchor
  Jury: a quick and/or temporary repair (thus, to fix the
  rigging quickly is to “jury-rig”)
  Keel: a piece of timber running along the entire bottom of
  the boat.
  Larboard: when facing the bow, the left side of the ship.
  7th Sea
  58
  
  Sailor Speech
  59
  Lee: the side of the ship not facing the wind; when the
  wind changes, the lee-side changes as well (see weather)
  Lifts: ropes used to change the vertical angle of the yards
  Lubber: an insult implying incompetence
  Mainmast: on a three-masted ship, the center mast
  Mainsail: the largest, lowest sail on the mainmast
  Mast: tall pole rising from the deck and supporting yards
  and rigging
  Mizzenmast: the mast closest to the stern
  Oakum: a thick, glue-like substance made from ropes and
  used for caulking
  Old Salt: an experienced sailor
  Orlop: the lowest deck above the hold
  Port: another, more modern term for “larboard”
  Quarterdeck: the deck that holds the crew’s quarters.
  Rail: wooden guard at the edge of the deck
  Ratlines: the rungs sailors use to climb the shrouds
  “Reef the sails”: an order, given when a strong wind
  picks up, to reduce the sails
  Running rigging: the ropes used to manipulate the sails
  to increase or decrease speed
  Sally the ship: shift a ship that has run aground back
  and forth to get it loose
  “(I been) scuppered!”: beaten or defeated (see
  scuppers)
  Scuppers: channels to carry water off the deck
  Scuttlebutt: cask of fresh water; also used as a term for
  gossip told around the watering hole
  “She/he can travel!”: she/he can dance
  Sheets: another word for sails
  Shrouds: the rigging spread out aft of the masts that
  stabilizes them from larboard to starboard
  Son of a gun: a compliment given to sailors for their
  firing skill, implying they must have been born on the
  gundeck
  “Splice the main brace!”: a command from the
  captain, giving the crew permission to celebrate
  Standing rigging: immobile ropes used to stabilize the
  masts
  Starboard: if facing the bow, the right side of the ship
  Stays: the standing rigging that stabilizes a mast fore to aft
  Stern: the rear of the ship
  Swallow the anchor: to quit the sailor’s life
  Tack: to sail close to the direction the wind is blowing
  from
  Three sheets to the wind: putting all three sheets into
  the wind causes the ship to shudder and shake; being three
  sheets to the wind is to be so drunk the sailor can’t walk
  straight
  Topsail: the second largest sail on the mainmast
  Topgallant sail: the third largest sail on the mainmast
  Trim: to adjust the sails when the wind changes
  Weather(-side): the side of a ship the wind is coming
  from; when the wind changes, so does the weather-side of
  the ship (see lee)
  Wales: rails running along the side of the ship
  Watch: a time of duty aboard the ship; a third of the crew
  is on active watch all the time
  Whistle up a Wind: to try something impossible
  Yanker: a Vendel term for a man who drives a hard
  bargain; Vendel sailors use this word for pirates
  Yard: a pole that crosses the mast, from which a sail is
  suspended
  
  7th Sea
  60
  Lærdom Runes
  
  Charts
  61
  Accounting
  Acting
  Ambush 
  Animal Training
  Appraising 
  Artillery
  Astronomy
  Attack (weapon) 
  Balance
  Barber
  Bartending 
  Bear Hug 
  Blacksmith
  Break
  Break Fall 
  Bribery 
  Butcher
  Calligrapher 
  Cartography 
  Ceramics 
  Chandler
  Cheating
  Circus 
  Climbing 
  Cold Read
  Composer
  Conceal 
  Cooking 
  Cooper
  Cryptography 
  Dancing
  Dentist
  Diagnosis
  Diplomacy
  Disguise
  Drawing
  Drive Carriage 
  Dying
  Ear Clap
  Embalmer 
  Escape
  Etiquette 
  Examiner 
  Eye-gouge 
  Fashion
  First Aid 
  Fishing
  Fletcher 
  Footwork 
  Forgery 
  Furrier
  Gambling
  Gaming
  Gardener 
  Glassblower
  Gossip
  Grapple
  Gunnery 
  Haggling
  Hand Signs 
  Head Butt
  History
  Horse Archery 
  Incitation
  Innkeeper 
  Interrogation 
  Jab 
  Jenny 
  Jeweler 
  Kick 
  Knotwork 
  Law
  Leadership
  Leaping
  Lifting 
  Lip Reading
  Lockpicking 
  Logistics
  Long Distance
  Running
  Masseur
  Mathematics
  Menial Tasks 
  Miller
  Mooch
  Mounting 
  Musician
  (instrument)
  Natural Philosophy 
  Navigation
  Occult
  Oratory
  Paper Maker
  Parry (weapon)
  Philosophy
  Pickpocket
  Pilot 
  Poison
  Politics
  Potter
  Prestidigitation
  Quack
  Reload (weapon) 
  Research 
  Ride 
  Rigging
  Rolling 
  Sail Maker
  Scheming
  Scribe
  Scrounging
  Sculpting
  Sea Lore 
  Seamstress
  Seduction
  Seneschal 
  Set Defense
  Shadowing
  Shopping
  Side-step
  Sincerity
  Singing
  Skinning 
  Snapshot
  Socializing 
  Spinner
  Sprinting 
  Stealth 
  Steward
  Storytelling
  Strategy 
  Street Navigation 
  Surgery
  Survival
  Swimming 
  Swinging 
  Tactics
  Tailor
  Theology
  Throat Strike
  Throw (weapon)   
  Throwing
  Tracking 
  Trail Signs 
  Traps
  Trick Riding 
  Trick Shooting 
  Unobtrusive
  Underworld Lore 
  Uppercut
  Valet
  Veterinarian 
  Vintner
  Weather
  Weaver 
  Writing
  Knacks
  
  7th Sea
  62
  Advantages
  Able Drinker (1 Point)
  Academy (4 Points; 2 Points if Eisen)
  Appearance (Varies)
  Castillian Education (Castillians only, 10
  Points)
  Citation (4 Points)
  Connections (Varies)
  Combat Reflexes (3 Points)
  Commission(Varies;2 Points less if
  Montaigne)
  Dangerous Beauty (3 Points)
  Dracheneisen (Eisen only, 20 or 40 Points)
  Faith (5 Points)
  Foul Weather Jack (5 Points)
  Indomitable Will (3 Points)
  Inheritance (Varies)
  Keen Senses (2 Points)
  Language (Varies)
  Large (5 Points; 3 Points if Vendel or
  Vestenmannavnjar)
  Left-handed (3 Points; 1 Point if Vodacce)
  Legendary Trait (3 Points, 1 Point if Avalon)
  Linguist (2 Points)
  Membership (See Below)
  Swordsman’s Guild
  (3 Points)
  Merchant Guilds
  (4 Points)
  Musketeers
  (4 Points)
  Secret Societies
  (5 Points)
  Noble (5 or 10 Points)
  This Advantage costs 10 Points, unless you have already
  purchased Sorcery, Dracheneisen, or Castillian Education, in
  which case it only costs 5 Points.
  Ordained (4 Points)
  Patron (Varies)
  Scoundrel (3 Points)
  Servants (3 Points)
  Small (2 Points)
  Toughness (5 Points; 3 Points if Ussuran)
  University (3 Points; 1 Point if Castillian)
  Backgrounds
  Amnesia
  Cursed
  Debt
  Defeated
  Fear
  Hunted
  Hunting
  Lost Love
  Mistaken Identity
  Nemesis
  Obligation
  Rivalry
  Romance
  True Identity
  Vendetta
  Vow
  
  Swordsman Schools
  Nationality
  Swordsman School
  Avalon
  Donovan
  Castille
  Aldana
  Eisen
  Eisenfaust
  Montaigne
  Valroux
  Ussura
  None
  Vendel
  Leegstra
  Vodacce
  Ambrogia
  Sorcerous Heritage
  Nationality
  Sorcerous Heritage
  Avalon
  Glamour
  Castille
  None
  Eisen
  None
  Montaigne
  Porté
  Ussura
  Pyeryem
  Vendel
  Lærdom
  Vodacce
  Sorte
  Trait Bonuses
  Nationality
  Trait Bonus
  Avalon
  +1 Resolve
  Castille
  +1 Finesse
  Eisen
  +1 Brawn
  Montaigne
  +1 Panache
  Ussura
  +1 Resolve
  Vendel/Vesten’njar
  +1 Wits
  Vodacce
  +1 Wits
  Charts
  63
  Arcana for Heroes
  Arcana
  Hubris
  Virtue
  0 Fool
  Rash
  Propitious
  1 Magician
  Ambitious
  Willful
  2 High Priestess
  Hedonistic
  Intuitive
  3 Empress
  Lecherous
  Comforting
  4 Imperator
  Hot-headed
  Commanding
  5 Hierophant
  Trusting
  Creative
  6 Lovers
  Star-crossed
  Passionate
  7 Chariot
  Overconfident
  Victorious
  8 Strength
  Cowardly
  Courageous
  9 Hermit
  Overzealous
  Focused
  10 Fortune
  Misfortunate
  Fortunate
  11 Justice
  Judgmental
  Exemplary
  12 Hanged Man
  Indecisive
  Altruistic
  13 Death
  Reckless
  Adaptable
  14 Temperance
  Envious
  Self-controlled
  15 Legion*
  Loyal
  Perspicacious
  16 Tower
  Arrogant
  Uncanny
  17 Star
  Stubborn
  Inspirational
  18 Moon
  Inattentive
  Perceptive
  19 Sun
  Proud
  Friendly
  20 Judgment
  Righteous
  Insightful
  21 Terra
  Greedy
  Worldly
  *The Legion card is unique in that its Hubris is based upon its
  proper form, not its inverted form.
  Civil Skills
  Artist
  Courtier
  Criminal
  Doctor
  Hunter
  Merchant
  Performer
  Sailor
  Scholar
  Servant
  Spy
  Streetwise
  Martial Skills
  Archer
  Athlete
  Buckler
  Commander
  Crossbow
  Dirty Fighting
  Fencing
  Firearms
  Heavy Weapon
  Knife
  Panzerhand
  Polearm
  Pugilism
  Rider
  Wrestling
  
  7th Sea
  64
  Step One: Sorcery
  The first step is to decide if your Hero has sorcery. The
  cost depends on how strong your sorcerous blood is. Full-
  Blooded sorcery costs 40 Hero Points. Half-blooded
  sorcery costs 20 Hero points.
  Step Two: Swordsman
  The second step is to decide if your Hero has attended a
  Swordsman’s School. Training from a Hero’s “native”
  school costs 25 Hero points. Training from a foreign school
  costs 35 Hero Points. 
  Step Three: Traits
  The third step is to put Hero Points into your Traits. Your
  Traits start at Rank 1 and it costs 8 Hero Points to increase
  a Trait by one Rank. Beginning Hero Trait maximum is 3
  (except for Nation Bonus; see previous page, or page 110
  of the Player’s Guide).
  Step Four: Advantages
  The fourth step is to purchase Advantages, which give
  your Hero unique benefits such as heightened senses, an
  armed forces commission or membership in some of
  Théah’s most exclusive clubs. The costs of Advantages
  vary, depending on the Advantage.
  Step Five: Skills and Knacks
  The fifth step is to purchase Skills and Knacks for your
  Hero. Purchasing a Skill costs 2 Hero Points. Increasing a
  Basic Knack costs 1 HP, while purchasing or increasing an
  Advanced Knack costs 3 Hero Points. You may not start
  with any Knacks higher than Rank 3.
  Step Six: Finishing Touches
  After Traits and Knacks, you have the opportunity to
  purchase a number of optional modifiers for your Hero.
  Backgrounds provide your Hero with lingering back stories
  that need to be resolved. Backgrounds can cost anywhere
  from 1 to 3 Points. You cannot begin with more than 4
  points of Backgrounds.
  Arcana provide your Hero with a fundamental personality
  trait that either helps or hinders him. Arcana either cost 10
  HPs or give you 10 more HPs to spend, depending on
  whether your Arcana is proper or inverted, respectively.
  Finally, your Hero has three Determined Statistics that you
  cannot directly spend Hero Points on: 
  Wounds determines how much damage your Hero can
  take.
  Reputation is a measure of how famous and well-respected
  your Hero is.
  Wealth represents the amount of money you have to spend,
  and also the amount of money you receive over time —
  either as paid wages or as inheritance from your noble
  heritage.
  Character Creation Step-by-Step
  
SOURCE: textdata/thevault/7th Sea [multi]/1st Edition/01 For The Player And GM/7th Sea - Alderac Entertainment Group - Core Rulebook - Compendium.pdf