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  Introduction
  Contents of this eBook
  This book in intended for Game
  Masters to give a background to
  the group known as Novus
  Ordum Mundi and information
  on using them in their
  campaigns. There is no
  information in this text for the
  use of players, excepting those
  that have an insatiable curiosity
  to learn about the true masters of
  Theah and so risk their terrible
  wrath. The book is split up into
  three main sections, the first details the history and structure
  of the group along with its main members, the second part
  details two major locations of the group and a few minor
  ones along with some sample plotlines, the third and final
  part is an essay detailing ways in which Novus Ordum
  Mundi can be used by Game Masters in their sessions. While
  a number of people appear in this book for the first time,
  many are old hands from the printed book line although
  most have had been advanced to reflect the time since their
  appearance.
  History
  The villainous organisation known as Novus Ordum Mundi
  dates from the Old Republic of the Numan Empire, like
  many of the secret societies that it has watched and
  manipulated for centuries. In AUC 385, thirteen Senators of
  the Numan Senate met to discuss the corruption that they
  observed in the government. Over a period of years, they
  slowly gained influence and control, for instance by having
  friends appointed to key positions in the government,
  priesthood and military. Even in almost full control of the
  Senate, they often were unable to stop the shifting of power
  back to a particular capable Imperator. This alternating state
  of affairs continued for centuries, with members of the group
  becoming more and more arrogant in their right to rule.
  Before the population reached breaking point something else
  occurred, General Gaius Philippus
  Macer staged a brilliantly successful
  coup and took control of the entire
  Empire as one of the greatest
  Imperators in Numan history. His
  obvious first act was to reduce the
  power of the Senate down to an
  almost advisory body. The leader of
  NOM at the time was the devious
  Commodus Flavius, who railed
  against Macer and plotted countless
  assassination attempts. For nearly
  thirty years, the group opposed
  Macer, but the shrewd Imperator
  deflected all their challenges. That is until a single action
  changed the balance of power and altered Theah in a way
  that reverberates to modern day. The Bargain for the
  sorcerous arts.
  The Bargain made by Senator Octavus Montanus and the
  others not only overthrew the control of the Imperator, but it
  also turned the balance against the other Senators that did
  not enter into their pact with Legion. Montanus used his new
  found abilities to destroy any who opposed their new rule,
  one of the first of these being his long time nemesis
  Commodus Flavius who was thrown screaming into a rift on
  the very floor of the Senate. The surviving members
  withdrew to assess the situation and plot how they could
  regain their favoured positions of power. They knew from
  Flavius’ example that it was almost impossible to go against
  the sorcerors directly, so they fell back on their considerable
  guile and intelligence. The Council of Thirteen was formed
  out of this to mark the thirteen Senators, and their positions
  have carried on down to the present day, although their exact
  tactics and drives have changed as new members came to the
  fore. Of course, the fall of Numa destroyed all chance of
  retaking control of the Empire, so the Council members
  moved further out into Theah and sought to control the
  Novus Ordum Mundi
  The Masters of the Great Game
  
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  entire continent in its new constituent parts. As one fell to
  age or the plots of an adversary, another member was
  selected by the group from a list that had usually been
  groomed for years for such a role.
  Philosophy
  As mentioned above, the original purpose of NOM was to
  overthrow the rule of the Senators and retake control of the
  Numan Empire. This changed with the fall of the Empire,
  although even before that event the Council members had
  seen the decline of the power of the sprawling mass that it
  had become. From this point forward, the goals of the
  Council of Thirteen became split, some wanted to return to
  the central control of Empire while others felt that the rise of
  the new nation-states should be supported and each
  controlled separately. The proponents of the latter ideal
  could strongly point to the causes that lead to the fall of the
  Numan Empire and the difficulties in maintaining such tight
  control over a widely spaced and culturally disparate
  populace. While those that longed for the romanticised glory
  of the old Empire maintained a powerful hold on the Council
  for centuries, their failure to move towards this played into
  the hands of the more modern-thinking members who would
  eventually rise to dominance. Traditionally the organisation
  has maintained its influence on Theah through a three-fold
  method, with infiltration of the noble elite, the Church and
  the criminal underclass. This technique has proven to work
  over countless generations, although in the last century
  things have begun to change. The appearance of the idea of
  democracy and governance in a number of nations has upset
  the established orders of Theah and the Council of Thirteen
  have ensured that they are in a position to best use these
  changes. In the past when a single ruler proved impossible to
  manipulate, NOM simply waited for a new more pliable one
  to succeed him or took matters into their own hands and had
  the intransigent ruler eliminated. With the emergence of the
  idea of control of a nation in the hands of a body of people,
  be it a parlement such as in Avalon or an organisation like
  the Vendel League, there is always someone within the
  structure that can either be subverted or manipulated. The
  Council has therefore taken to the concept of these forms of
  government with a great deal of interest, since the network of
  control and influence they can create in them does not die
  with the loss of a single figure. While some may see the
  promotion of democratic ideals by the Council as laudable,
  they are hardly doing it for humanitarian reasons and this
  subversion of the concept may in the end stagnate the
  development of true political freedoms across Theah for
  centuries to come.
  Organisation
  While NOM consists of a vast network of informants,
  contacts, killers and petty villains, its true core is the Council
  of Thirteen. These men would be power-brokers of Theah in
  their own right, without the resources and opportunities
  presented to them by the organisation. No doubt because of
  this fact, while other secretive groups may have internal
  squabbles, the Machiavellian plots of the Council members
  against each other can lay waste to entire regions and leave
  trails of bodies in their wake. The Espectro Acero, the ‘Steel
  Spectors’, act as a balance to the powers of the Council by
  preventing the members acting directly against each other
  and securing meetings between these dangerous men.
  Although they are meant to be impartial, a particular
  powerful Council leader has often used the Espectro Acero
  to their own ends, cowling the other Council members and
  even on occasion carrying out assassinations. Each Council
  member usually has a particular region of control from
  which they are based, although these regions often overlap
  and those involving the other societies of Theah can be wide
  ranging indeed. The Council members that survive the
  longest are those that know which fights to pick and with the
  expertise that makes them more useful to the other members
  alive, rather than floating facedown in one of Dionna’s many
  canals. Strictly speaking each Council member has equal
  voice in the organisation, although one is considered the
  leader in order to chair the annual meetings of the entire
  Council and maintain their neutral holdings in Numa. If an
  issue comes to vote, each of the thirteen carries one vote.
  Since any Council member worth their seat usually knows
  exactly how each other member will vote, ties are very rare
  but when they happen the leader decides on the outcome.
  The structure underneath the Council of Thirteen depends
  very much on the particular Council member, as apart from
  the Espectro there is no other formal members or groups.
  
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  Most Council members retain their own selection of agents
  and informants, very few of which are usually aware of the
  existence of the group. A handful of incredibly skilled men
  have served a succession of Council members, such as the
  infamous assassin Quinn who served the previous Council
  leader before Alvara Archiniega. This secrecy has allowed
  such as powerful and manipulative group to survive so long,
  with very few outside of the circle ever aware of its
  existence. After centuries, the shadowy operations that saved
  the Senators from the sorcerors have become the very
  identity of the group. Thousands of people across Theah are
  involved in the activities of NOM in any month, almost all of
  them with no knowledge that their small actions have
  contributed to a wider event.
  The Council of Thirteen
  The current Council is lead by the charismatic and powerful
  Alvara Soldano de Archiniega, who was selected for the
  group by the previous leader, Iselo Arciniega de
  Aldana. The lessons of his former mentor sharpened
  an already brilliant mind into a deadly
  instrument. Over the last few years he has
  engineered the destruction of many of his
  rivals in the group and more recently has
  his own daughter, Monica Allias du
  Crieux, appointed as a Council member to
  replace the disgraced Jean Pierre du Lac.
  With Quinn and many of the Espectro Acero
  under his control, he exercises more control
  over the group than any one man in
  centuries. Many of the other members are
  very concerned about this shift in power, but
  as yet none of them have been able to
  counter it and by their very nature are
  unlikely to work together enough to
  succeed in such a task. The other eleven
  members of the group represent some of the
  most powerful people in Theah. A total of
  eleven of the Council are detailed here,
  the other two are left for the GM to use
  major villains from their campaign or to tailor to their
  players.
  Alvara Soldano de Arciniega
  The Castillian scholar centres his control of NOM from a
  massive fortress deep in the Sierra de Hierro mountains,
  especially after he engineered the Inquisition’s purge on
  members of the Invisible College and was forced himself to
  flee. His power over the group is based on his incredible
  intellect and a willingness to use deadly force against those
  that oppose him. An extremely skilled duellist in his own
  right, it was this ability that saved him from the fires of the
  Inquisition after his publication of information of the
  spectrum of light. With the Invisible College now almost
  dependant on him as one of its most public figures, his
  access to technology and invention is incredible. His
  advances in Blood Alchemy, a field in which he is a leading
  researcher, also enhance his power. He is also by far its most
  vocal proponent on the Council, as he sees this new form of
  sorcery as a way to redress the balance of the Bargain and
  restore the members of NOM to a position of supreme
  power. It is this obsession that has split the Council in
  recent years, with a number of the other members
  proving to be strong and vocal opponents against
  what they see as an obnoxious and dangerous
  discovery. While Arciniega maintains his
  control and has enough of the other
  Council members either agreeing with
  him or afraid to act, significant
  resources of NOM will continue to be
  devoted to the study of Blood Alchemy.
  While he has had to abandon his position at
  the Universidad de Altamira, Archiniega is
  still in effective control of the Invisible
  College through its network system known as
  the “Chain of Knowledge”. The vast
  majority of his agents operate in Castille
  and Vodacce, although he make sure that he
  has resources available in other nations
  should he need them. His collaborators among
  the Blood Alchemists give him some
  leverage in Kirk, where the science is
  perhaps finding its strongest footing.
  The ultimate goals of Archiniega are the realisation of the
  founding of NOM, to retake control of the continent from the
  
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  corrupted descendants of the sorcerous Senators. Secretly an
  atheist, he also seeks to undermine the Church, although he
  does certainly realise that it is a useful instrument for the
  control of the masses. The greatest weakness of the master
  manipulator is that his arrogance is starting to allow him to
  believe in his supposed invulnerability, leading over the last
  few years to his actions getting more blatant and his
  treatment of rivals more severe. While few could oppose his
  destruction of Jean Pierre du Lac, the treatment of another
  Council member in this way has galvanised quite a bit more
  opposition to him among the other members which may
  swing the balance of power should the opportunity present
  itself.
  Allies and Enemies: Alvara Archiniega is the currently
  undisputed leader of the Council of Thirteen and so has
  quite an ability to shape the direction of the organisation to
  his goals. He is the foremost proponent of the pursuit of
  Blood Science, and counts Boli Kollsson and Aleksi
  v’Novgorov as supporters in this arena. With the succession
  of his daughter Monica to the Council, he can also count on
  her vote on all occasions so far where the Council has had
  call to debate.
  Resources and Strongholds: Arciniega bases his work out of
  his hidden fortress in eastern Castille. His primary power-
  base is through the Invisible College and its wealth of
  knowledge and inventions, although this is also
  complimented by the extensive network of agents that Iselo
  left in his control and his influence over the Espectro Acero
  through Quinn.
  Alvara Arciniega - Villain ( 7th Sea™ )
  Brawn 4, Finesse 5, Wits 5, Resolve 4, Panache 4
  Reputation: -61
  Arcana: Overzealous
  Advantages: Castillian (R/W), Montaigne (R/W), Théan (R/W),
  Vendel (R/W), Vodacce (R/W), Castillian Accent (Soldano),
  Alchemist, Castillian Education, Connections (many), Extended
  Family, Grandmaster, Linguist, Membership (Invisible College,
  NOM), Noble, Research Library, Secret Laboratory, Spark of
  Genius, Toughness, University
  Scholar: Astronomy 5, History 3, Mathematics 5, Natural
  Philosophy 6, Occult 4, Philosophy 4, Research 5, Theology 4
  Servant: Accounting 3, Etiquette 3, Fashion 2, Haggling 3,
  Menial Tasks 3, Unobtrusive 5
  Spy: Bribery 3, Conceal 4, Disguise 3, Forgery 3, Poison 3,
  Shadowing 5, Sincerity 4, Stealth 4
  Athlete: Climbing 3, Footwork 5, Leaping 3, Side-step 5,
  Sprinting 4, Throwing 3
  Fencing: Attack 5, Parry 5
  Soldano ( Master ): Double-parry 5, Exploit Weakness 5,
  Tagging 5, Whirl 5
  Valroux ( Journeyman ): Double-parry 5, Exploit Weakness 4,
  Feint 4, Tagging 5
  Knife: Attack 5, Parry 5, Throw 4
  Alvaro Arciniega ( d20™ )
  Castillian Male Wanderer 4 / Swashbuckler 1 / Blood
  Scientist 5 / Soldano Swordsman 5 / Valroux Swordsman 3:
  CR 18; HD 14d8+3d10+d6; hp 82; Init+6; Spd 30ft; AC 25; Atk:
  rapier +16/+11/+6 melee (d8+3; 18-20/x2); SA A Trail of
  Destruction, Knacks, Marshal the Strength, Raise the Stakes, The
  Unstopping Blades, Whirling Blades; SQ Brew Cordial, Evasion,
  Extracts, Fast Healing, Side Effects: 1-3, Uncanny Dodge, Ward
  of the Albatross; AL LE; SV Fort +9, Ref +14, Will +11; Str 12,
  Dex 14, Con 11, Int 18, Wis 14, Cha 12; Skills: Appraise+8,
  Bluff+7, Climb+13, Craft (alchemy)+22, Craft (poison)+8,
  Diplomacy+7, Disguise+12, Hide+21, Intimidate+10, Jump+13,
  Knowledge (arcana)+15, Knowledge (economics)+15,
  Knowledge (Mathematics)+22, Knowledge (natural sciences)+25,
  Knowledge (nobility)+10, Knowledge (philosophy)+17,
  Knowledge (religion)+18, Listen+5, Move Silently+21,
  Profession (housekeeping)+9, Sense Motive+7, Speak Language
  (Castillian, Montaigne, Thean, Vendel, Vodacce), Spot+5,
  Tumble+7; Feats: Castillian Education, Cleave, Expertise, Great
  Cleave, Improved Initiative, Parry, Power Attack, Run, Secret
  Society Membership (Invisible College, NOM), Tagging, Two
  Weapon Fighting, Unarmored Defence Proficiency (Beginner),
  University, Weapon Finesse, Weapon Focus (main gauche,
  rapier), Weapon Specialization (main gauche, rapier); Reputation
  11; Knacks (6/4/4/2/2 save DC 12+level): 0-level: detect illness,
  detect poison; 1-level: cure light wounds, endure poison; 2-level:
  delay poison, cat’s grace; 3-level: contagion, remove disease; 4-
  level: inflict critical wounds, ignore injury
  Monica Allais du Crieux
  While many of the other members have decried the
  appointment of Archiniega’s daughter to the Council, her
  aptitude in politics and diplomacy cannot be denied.
  Growing up as the adoptive daughter of a cousin to the Duke
  of Crieux in Montaigne, she wanted for nothing and was
  trained by one of the harshest environments in Theah, the
  
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  Montaigne court of l’Empereur. Rescued by Quinn from the
  deprivations of the Revolution, she was united with her real
  father and since then has become his most loyal and able
  student. It remains to be seen if she will hold her own in
  such as powerful group and become more independent of her
  powerful father, or merely act as an extra vote for him in
  important matters.
  Monica grew up a pampered life in Montaigne and
  demonstrates that most dangerous of combinations, a sharp
  mind and a striking appearance. Immediately following the
  Revolution, Monica shed the haute-couture style that was
  the lifeblood of the Montaigne courts for a more restrained
  appearance. However, over time and as she has become
  accustomed to the new level of power that her position
  allows, she has started to return to her more decadent ways.
  Her fathers contacts allow her to buy expensive jewellery
  from exotic locations, although her style reflects a more
  mature and even sombre look than the gaudiness of the
  Montaigne court.
  Although Monica was born into a minor branch of
  Montaigne nobility, her wit and intelligence allowed her to
  work the local courts as well as more powerful members of
  her family. The Revolution killed much of the former noble
  class, including the Duke of Crieux, which meant that many
  of her former rivals have been conveniently taken out of the
  picture. With the restoration of the monarchy under King
  Montegue, Montaigne is once again relatively safe for the
  gentry and she has taken full advantage of this fact. As one
  of a steady stream of emirgés returning to Charouse and the
  other main cities, she uses her adoptive name to restore and
  expand her power in the region. Her father encourages her
  actions, as they both consolidate her position on the Council
  but also expand his influence in an area in which he had
  little prior interest. However, Monica has learned from a
  master manipulator over the last few years and for every new
  contact that she discusses with her father, there are two more
  that do not get mentioned.  While acting quiet and demure in
  most company, especially when in the presence of her father,
  Monica’s upbringing has led her to be rather vindictive
  towards those that have hurt or annoyed her. This is not a
  new thing, one of the first acts in the Montaigne court during
  the height of the rule of l’Empereur was to utterly humiliate
  a young noble who had spurned her for his betrothed at a
  dance. The young man seeing his future ruined by the fickle
  interests of the court took his own life, something that would
  have shocked many into reforming their actions, but to
  Monica only demonstrated the power that she had over those
  around her. Now with the resources and backing of NOM,
  Monica does not have to reign in these darker impulses and
  has taken to the lessons of her father with a zeal that has
  surprised even him.
  In the recent months, with the gentle murmurings of her
  advisors, Monica has come to realise that the other Council
  members are becoming more and more opposed to the rule
  and actions of her father. While for the moment she is
  completely devoted to him, she is quietly deciding whether it
  is worth lending some assistance to one of the other
  powerful Council members in order to secure her position
  following what she sees as her father’s unavoidable fall. Of
  all the other men, she is the most attracted to her fellow
  countryman Hughes Sices du Sices or the dangerous beauty
  of Giovanni Villanova. Time will tell if she is able to exert
  any influence on these men and will go through with the
  betrayal of her father. If Alvara had any concept of what his
  daughter is thinking, it is likely that she would not survive
  although she might take comfort that it would be the first
  killing that he would regret.
  Allies and Enemies: As the newest member of the Council of
  Thirteen, Monica would be expected to have her abilities
  
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  and competence tested by the other members to see that she
  deserves to be among them. Her position as the daughter of
  Alvara Arciniega has so far limited this trial, as the others
  are unwilling to risk the reprisals of the leader of the
  Council. That said, Monica has so far shown herself to
  meekly follow the agenda of her father more than use his
  patronage to further her own goals. Seen as a puppet, she is
  looked upon with veiled revulsion by Serk Markstrom,
  although her countryman Hughes Sices du Sices has spoken
  on her behalf to deflect some of the Eisen’s more vitriolic
  rants.
  Resources and Strongholds: With the return of the monarchy
  under King Montegue, Monica has finally returned to
  Montaigne and is slowly rebuilding her network of contacts
  and associates in both Paix and Charouse. Demonstrating an
  ability to adapt to the new situation in the nation more than
  many of the old guard, she is making progress and so
  eventually warrant the position given to her.
  Monica Allais du Crieux - Scoundrel ( 7th Sea™ )
  Brawn 2, Finesse 4, Wits 4, Resolve 3, Panache 4
  Reputation: -10
  Background: True Identity
  Arcana: Willful
  Advantages: Castille (R/W), Dangerous Beauty,
  Grandmaster, Half-blooded, Indomniable Will,
  Membership (NOM), Montaigne (R/W),
  Noble, Patron (Arciniega), Small, Thean (R/
  W)
  Athlete: Climbing 2, Footwork 4, Side-step 3,
  Sprinting 2, Throwing 1
  Artist: Musician ( Piano ) 4, Singing 4
  Courtier: Dancing 3, Etiquette 4, Fashion 4,
  Gossip 6, Oratory 3, Politics 2, Scheming 5,
  Seduction 5, Sincerity 4
  Fencing: Attack 4, Parry 4
  Porté ( Apprentice ): Attunement 3, Bring 3,
  Blooding 3, Catch 2, Pocket 2
  Scholar: Astronomy 3, History 3, Law 2,
  Mathematics 2, Natural Philosophy 3,
  Occult 2, Philosophy 2, Research 4
  Soldano ( Apprentice ): Double-parry
  3, Tagging 2, Whirl 3, Exploit Weakness 2
  Montaigne Female Courtier 2 /  Fighter 1 / Noble 2 / Porté
  Mage 4 / Wanderer 2 / Soldano Swordsman 2: CR 13; HD
  6d6+6d8+d10; hp 53; Init +6 (+2 Dex, +4 Improved Initiative);
  AC 19; Atks: rapier +12/+7 melee (d6; 18-20/x2); SA Spells, The
  Unstopping Blades, Whirling Blades; SQ Apprentice Porté,
  Attunement 1 mile, Blooding 2, Bring, Commanding Presence+1,
  Evasion, Friends in High Places Pocket 20lb., Porté Checks+2,
  Style and Grace, Talent, Ward of the Albatross, Wealth 2; AL LE;
  SV Fort+3, Ref+9, Will+11; Str 10, Dex 14, Con 10, Int 14, Wis
  12, Cha 16; Skills: Bluff+18, Climb+5, Diplomacy+11,
  Disguise+8, Gather Information+9, Hide+5, Knowledge
  (arcana)+9, Knowledge (astronomy)+11, Knowledge (law)+9,
  Knowledge (mathematics) +9, Knowledge (nature science)+14,
  Knowledge (nobility)+14, Knowledge (philosophy)+8,
  Knowledge (tactics)+7, Perform (dance)+12, Perform
  (oratory)+12, Perform (piano)+15, Perform (singing)+15,
  Search+10, Sense Motive+4, Speak Language (Castillian,
  Montaigne, Théan), Tumble+11; Cleave, Dangerous Beauty,
  Envious, Great Cleave, Half-blooded (Porté), Improved Initiative,
  Membership (NOM), Parry, Power Attack, Scheming, Small,
  Two Weapon Fighting, Unarmored Defence Proficiency
  (Beginner), Weapon Finesse, Weapon Focus (rapier), Willful;
  Spells (2/3/1 save DC 11+spell level): 0-level: Mage Hand,
  Message; 1-level: Expeditious Retreat, Feather Fall; 2-level:
  Blur, Sound of the Succubus
  Note - Monica makes Hide and Tumble checks
  at -3 if the opponent is less than 5’ 2’’ tall or
  weights less than 100 lbs.
  Giovanni Villanova
  The ruthless Merchant Prince of
  Vodacce continues the long tradition of
  his family in its involvement with NOM. It is
  through the information and plots of NOM,
  that the family forced the Caligara
  to change their name, and
  even before that aided the
  destruction of the sorcerous
  Bianco family. Although from a young
  age Giovanni was aware that his
  father was involved with other
  powerful men, it was not until his
  succession as Merchant Prince, and
  the unfortunate death of his other
  close family,
  that he was invited to become a
  member of the Council of Thirteen. Having worked briefly
  under the leadership of Iselo, Villanova has become one of
  
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  the most vocal opponents of Archiniega in Council
  meetings, although he is very careful not to challenge him
  directly or act against him outside of Council. The betrayal
  of his wife and lover has taken up a lot of his attention of
  late, although he ensures as much for his own safety that he
  keeps informed on the activities of the other members. It is
  thought tha he also opposes the growing interest in Blood
  Alchemy, although he has not spoken in Council strongly on
  this matter.
  There must be few people in western Theah that are unaware
  of the reputation of Giovanni Villanova and his appearance
  is familiar to most of the social elite. Over the last few years,
  events have taken a distinct toll on his appearance especially
  with the eye patch he now wears to cover the eye destroyed
  in the betrayal of his courtesan Juliette. Although he is still
  young, small streaks of grey are starting to appear in his hair
  although his good eye will give its dangerous glaring
  attention to anyone who mentions it in his presence. His
  endless practice in duelling to perfect the family school
  keeps him lean and shows in the calluses of the palms of his
  hands.
  To list all the plots and resources of a member of the
  Villanova family would keep a Vatacine scribe employed for
  life, needless to say the ancient family and its position in
  Vodacce makes Villanova one of the most publicly powerful
  men on the Council. However, a great amount of these
  resources are devoted to staving off the plots not only of the
  other Council members but also his fellow Merchant
  Princes, most of which would dearly love to live to see the
  fall of the Villanova. This event may be more likely than
  anyone could have imagined, not through any action of an
  outside body but at the hand of Villanova himself. With the
  death of his two sons and the betrayal of his wife, Giovanni
  now stands without an heir. The deception of his wife and
  courtesan fills his every waking moment, his revenge against
  them being the one thing that can break his usual calm
  demeanour. Threats also come from his own family, as they
  now potentially stand to gain control and Giovanni has been
  forced to quietly eliminate a number of troublesome cousins
  and so weaken the family resources.  One potential solution
  that he sees is to take a new wife and quickly sire a new heir,
  the powerful sorceress daughters of the late Merchant Prince
  Lucani seem perfect for this role and he has sent a number of
  emissaries to try and make such arrangements. So far, the
  widow Lucani has shown interest in marrying in to such a
  powerful family line but has not agreed to a date for fear of
  the actions of one of the other Princes against her. However,
  Villanova is not someone who takes no easily for an answer
  and does not suffer stalling tactics, so once he has resolved
  the situation with Valentina he is likely to give this plan his
  full attention.
  While the destruction of two of the seven Merchant Princes
  in the recent conflicts in Vodacce did not greatly benefit the
  Villanova line as much as some others, it has reduced the
  number of powerful players in the Great Game. The Council
  look on this situation with interest since the unification of
  Vodacce under a single NOM member would be one of the
  first steps in realising their ancient goal. Some of the
  Council warn against this as they say that a single leader
  would be a target for all the plans and machinations of the
  other Vodacce patrician families, where as a divided nation
  is easier to manipulate. Villanova usually replies to such
  debates with the tale of the last failed assassination attempt
  on his life and a few quotes from Scarovese.
  Allies and Enemies: Few of the other Council members
  willingly choose to make themselves enemies of Giovanni,
  for the notable observation that most enemies of the
  Merchant Prince have life-spans somewhere comparable to
  the average mayfly. That said, Giovanni can also consider
  few members are true allies due to a lack of trust on both
  sides. As one of the opponents to the Blood Science agenda,
  he has often voted with Serk or Hughes, but has also sided
  with Arciniega when the occasion suits his own plans.
  Resources and Strongholds: The resources of any Merchant
  Prince make them a powerful player in Theah, but the
  Villanova have always been more successful than most.
  Dionna is notably Giovanni’s city and few things happen
  within its bounds that do not come to his attention. The
  family has extensive estates throughout the city and also on
  the mainland, these include the House of Silent Anguish
  (Strongholds and Hideouts p29).
  
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  Giovanni Villanova - Villain ( 7th Sea™ )
  Brawn 3, Finesse 3, Wits 5, Resolve 4, Panache 5
  Reputation: -130
  Background: Hunting
  Arcana: Willful
  Advantages: Castille (R/W), Montaigne (R/W), Vodacce (R/W),
  Combat Reflexes, Dangerous Beauty, Evil Reputation,
  Grandmaster, Left-handed, Noble, Scarovese, Servants,
  Membership (Swordsman’s Guild, Merchant’s Guild, NOM).
  Poison Immunity
  Courtier: Dancing 4, Diplomacy 5, Etiquette 4, Fashion 4,
  Oratory 5, Politics 4, Scheming 6, Seduction 5, Sincerity 5
  Scholar: History 3, Mathematics 2, Philosophy 4, Research 2
  Spy: Bribery 4, Conceal 4, Interrogation 4, Poison 5, Shadowing
  5, Stealth 5
  Ambrogia ( Master ): Feint 5, Pommel Strike 5, Riposte 5,
  Exploit Weakness 5
  Athelete: Climbing 3, Footwork 5, Leaping 4, Side-step 5,
  Sprinting 3, Swinging 4, Throwing 4
  Dirty Fighting: Attack 5, Eye-gouge 5, Kick 4, Throat Strike 5
  Fencing: Attack 5, Parry 5
  Knife: Attack 5, Parry 5, Throw 5
  Villanova ( Master ): Double-parry 5, Feint 5, Stop-thrust 5,
  Exploit Weakness 5
  Giovanni Villanova, Merchant Prince ( d20™ )
  Vodacce Male Noble 5 / Fighter 2 / Spy 2 / Ambrogia 5 /
  Villanova 5: CR 19; HD 7d10+7 plus 2d6+2 plus 10d8+10; hp
  98; Init+4 (Dex); AC 29 (+4 Dex; +15 UDP); Atks: rapier
  +18/+13/+8/+3 melee (1d6+1), dagger +18/+13/+8/+3 melee
  (1d4+1); SA: Ride the Blade, Stop Thrust, Unexpected Strike;
  SQ: Feinting, Invite the Attack, Off-handed Fighting, Pull Them
  In, Taunt, Alias, Contacts, Sneak Attack+1d6; SV Fort+7,
  Ref+15, Will+8; Str 12, Dex 18, Con 13, Int 16, Wis 15, Cha 18;
  AL NE; Skills: Alchemy+10, Balance+10, Bluff+19, Climb+6,
  Diplomacy+19, Escape Artist+10, Forgery+14, Gather
  Information+14, Intimidate+16, Jump+2, Knowledge
  (history)+12, Knowledge (mathematics)+10, Knowledge
  (philosophy)+10, Listen+12, Perform+11, Sense Motive+16,
  Speak Languages (Castille, Montaigne, Thean, Vendel,
  Vodacce), Spot+12, Swim+2, Tumble+8, Use Rope+5; Feats:
  Appearance (Above Average), Combat Reflexes, Dangerous
  Beauty, Evil Reputation, Improved Critical (rapier), Left-handed,
  Membership (Swordsman’s Guild, Merchant’s Guild, NOM),
  Poison Immunity, Unarmoured Defense Proficiency (master),
  Weapon Focus (dagger), Weapon Focus (main gauche), Weapon
  Focus (rapier), Willful
  Hughes Sices du Sices
  The current leader of the Rose & Cross finds himself in a
  strange position. While many Council members would
  dearly love to control an organisation as powerful as the
  Knights, he was very content for years to control the group
  from behind the scenes. The assassination of Aristede
  Baveaux has thrust the soft-spoken Montaigne noble into a
  very large spotlight, one that has made it more difficult to
  operate as he always has done. While most of his fellow
  Knights would be aghast to learn of his association with
  NOM, he is perhaps one of the least villainous of the
  Council members. That is not to say that he is totally clean
  however, countless Knights have died needless deaths over
  the years on missions that served only to advance the causes
  of the Council. Many years ago, when one of the two
  Seneschals that act for the Minister of the Order got a little
  too close to information on Hughes, he killed the man with
  his own hands. All these actions do gnaw away at Hughes
  conscience and he at times wonders if he has completely
  betrayed the whole meaning of the Order. Archiniega, ever
  the greater pragmatist, simple points out that having a
  conscience to prick will end up being Hughes undoing.
  While he tends to be a mediating voice in Council
  discussions, the one area he has spoken out on is Blood
  Alchemy, which he views as an aberration on creation. His
  outspoken views on this have so far not drawn any action
  from Archiniega, which some speculate as to mean that
  Hughes holds some small influence over the scholar.
  Hughes has made a career out of going unnoticed by most
  people, be it at a social event with the Grand Master or
  simply walking around the corridors of the Laybrinthe in
  Paix. He is not unattractive, but nor is he particular striking
  and although he dresses in good quality clothes, they were
  always just that bit plainer than fellow nobles. Many
  members of the Order have advised the new Grand Master to
  increase his presence, but he usually replies to that with a
  shrug and a self-depreciating comment. It is not to say that
  Hughes lacks an ego, he is simply skilled enough to not let it
  show and confident enough in his power to not need to
  demonstrate the fact. Few have ever seen the Master Knight
  raised to anger, but those that have are likely never to want
  to witness such a thing again. Usually his response to
  something that annoys him is a wry quip or a stare that could
  
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  drive the most hardened criminal to break.
  The Rose & Cross always gave Hughes a strong foundation
  of power, and now being Grand Master to an addled
  Minister, his control of the organisation across Theah is
  almost unchecked. The Revolution has also opened up a
  wealth of new possibilities, with the strengthening of ties
  with the Musketeers and the fact that Hughes was one of the
  few nobles that was untouchable by the Committee for
  National Welfare. Although his long association with NOM
  has allowed Hughes to increase his power and his own
  agenda, it is also true that the Rose & Cross has been
  strengthened in many cases by his actions. It should be noted
  that the groups opposition to sorcery fits in nicely with the
  aims of NOM, although the emergence of Blood Alchemy
  worries Hughes greatly and he continues to look for ways to
  oppose its progress. All Hughes needs is to make contact
  with a group that can act unimpeded and have a pathological
  hatred of all things sorcerous.
  Exactly how a NOM Council member rose to the heights of
  the leadership of the Rose & Cross is an example of the
  long-term planning that the group is capable of carrying out.
  Hughes paternal uncle was a former member of the Council
  of Thirteen and had discussed with the others that the group
  had never managed to successfully infiltrate this new and
  popular Order. Where as existing NOM agents were either
  passed over for promotion or did not even get accepted into
  the group, Knights themselves had proven stubbornly
  resistant to bribery and coercion. Claude-Maurice Sices du
  Sices’s plan was to groom a person from birth to be both a
  member of the Rose & Cross and then later a NOM agent.
  When one of his brothers gave birth to a second son, he saw
  the opportunity and showered the family with gifts and
  attention. As a second-born son with no sorcerous powers,
  Hughes was not likely to have much in the way of prospects
  within the rarefied elite of Montaigne, so the path to the
  Rose & Cross was becoming increasingly popular. Claude-
  Maurice ensured that his nephew had the best martial
  training and schooling to prepare him for the application, as
  well as pulling in favours with a number of nobles who he
  knew were Patrons of the Order. All the time the young man
  was told of the tenets of the right of the few to control the
  destiny of the many, ensuring that he would be open to the
  ideals of NOM when the time came. To the delight of his
  uncle, Hughes was accepted into the Order and his innate
  skills and training allowed him to progress well, all the time
  with Claude-Maurice carefully watching for the correct time
  to act. That came when Hughes and his domine were
  investigating some criminal activity in Buche, Claude-
  Maurice arranged an ambush for the two Knights which led
  to the death of Hughes’s mentor and his rescue by another
  man who acted as his first contact with NOM. Feeling
  indebted to the stranger that saved him, Hughes helped him
  out a number of times and slowly was prepared by being
  shown how actions are sometimes necessary even if they are
  not deemed right. Although Claude-Maurice died while
  Hughes was only a Sergeant Knight, his legacy has left the
  Council with both a powerful member and their first major
  player within the powerful secret society.
  Allies and Enemies: Hughes is often seen as a mediator on
  the Council, working with the various factions to try and
  lead to a plan that settles the over-all agenda of NOM. For
  this reason, Hughes has few strong allies but there are also
  few that are definitely opposed to the affable Montaigne
  gentleman.
  Resources and Strongholds: The largest resource to Hughes
  is of course the Rose & Cross, although his control of the
  organisation must remain subtle. Based from the
  chapterhouse in Paix, he also counts the city and its
  diplomats as his playground. As one of the few senior
  figures who remained in Montaigne during the Frenzy, he
  
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  took advantage to seize control of a number of networks and
  contacts from the other NOM Council members in the area.
  Hughes Sices du Sices - Villain ( 7th Sea™ )
  Brawn 3, Finesse 4, Resolve 4, Wits 5, Panache 3
  Reputation: 80 perceived ( -60 actual )
  Arcana:  Misled
  Background: True Identity
  Advantages: Avalon (r/w), Combat Reflexes, Grandmaster,
  Indomitable Will, Membership ( NOM, Rose and Cross ),
  Montaigne (R/W), Night Trained, Noble, The Secret, Théan (R/
  W), Vendel (R/W), The Vow
  Athlete: Climbing 3, Footwork 4, Sprinting 3, Throwing 2, Break
  Fall 4, Leaping4, Rolling 4, Swimming2, Swinging3, Side-step 4
  Commander: Strategy 2, Tactics 2, Ambush 4, Artillery 1,
  Diplomacy 3, Incitation 3, Leadership 5, Logistics 1
  Courtier: Dancing 1, Etiquette 4, Fashion 2, Oratory 4,
  Diplomacy 3, Gossip 4, Politics 4, Scheming 5, Seduction 5,
  Sincerity 6
  Dirty Fighting: Attack (Dirty Fighting) 2, Parry (Improvised
  Weapon) 1
  Firearms: Attack (Firearms) 3, Reload 3
  Politician: Etiquette 4, Oratory 4, Socializing 4, Diplomacy 3,
  Incitation 3, Politics 4, Scheming 5, Sincerity 6
  Rider: Ride 3
  Scholar: History 4, Mathematics 3, Philosophy 4, Research 2,
  Law 4, Natural Philosophy 1, Occult 3, Theology 3
  Spy: Shadowing 5, Stealth 5, Bribery 3, Conceal 5,
  Cryptography 5, Disguise 5, Hand Signs 4, Interrogation 4,
  Memorizing 4, Poison 1, Sincerity 5
  Streetwise: Socializing 4, Street Navigation 4,
  Underworld Lore 5
  Fencing: Attack (Fencing) 5, Parry (Fencing) 4
  Knife: Attack (Knife) 4, Parry (Knife) 5, Throw (Knife) 3
  Desaix ( Master ): Double Parry (Fencing/
  Knife) 5, Feint (Fencing) 5, Lunge
  (Fencing) 5, Exploit Weakness
  (Desaix) 5, Exploit Weakness
  (Quinn) 3, Exploit Weakness
  (Valroux) 2
  Hughes Sices du Sices ( d20™ )
  Montaigne Noble 3 / Spy 5 /
  Swashbuckler 
  2 
  / 
  Desaix
  Swordsman  5: CR 15;  HD
  3d8+7d6+5d10; hp 65; Init +2;
  AC 23; Atks: rapier +13/+9/+4
  melee (d6; 18-20/x2) and main gauche +13 melee (d4; 19-20/x2);
  SA Seduction, Sneak Attack+3d6, Two Blades-One Attack; SQ
  Alias (DC 42), Brilliant Getaway, Commanding Presence,
  Contacts, Friends in High Places, Lightfooted, Lightning-quick
  Defense, Wealth; AL LE; SV Fort+6, Ref+11, Will+10; Str 10,
  Dex 14, Con 10, Int 16, Wis 14, Cha 14; Skills: Bluff+19,
  Diplomacy+15, Disguise+14, Forgery+7, Gather Information+10,
  Hide+15, Knowledge (arcana)+5, Knowledge (nobility )+8,
  Knowledge (philosophy and theology)+10, Listen+9, Move
  Silently+15, Perform (dance)+3, Ride+7, Sense Motive+16,
  Speak language (Avalon, Montaigne, Théan, Vendel), Tumble+7;
  Feats: Combat Reflexes, Counterattack, Deceitful (wile),
  Forgettable, Leadership, Membership (NOM, Rose and Cross),
  Misled (flaw), Raging Attack, The Secret, Two Weapon Fighting,
  Unarmored Defense Proficiency, Weapon Finesse, Weapon
  Specialization (main gauche, rapier)
  Aleksi Pavtlow Markov v’Novgorod
  To say that the Knias of Rurik is an evil man from a family
  of evil men is something of an understatement. He cares
  nothing for his people or for Ussura, but only his own
  comfort and power. A few members of the Council are the
  only people in Theah that Aleksi truly considers as equals,
  all others are there merely to further his goals of the
  destruction of Matushka and her puppet Gaius. The fact that
  Matushka chooses her leader from among the common
  people is only the final insult for Aleksi, whose
  family pass on the heritage of being the first
  and, therefore in their minds, rightful rulers
  of the region. The influence of the Wolf
  on the impressionable Aleksi from an
  early age has only raised his darker
  tendencies to the surface. For the most
  part, he has little involvement in
  Council affairs, so long as NOM leaves
  Ussura to him, he is quite happy
  to leave the rest of the world to
  the other twelve. The one thing that
  does continue to bring him to the
  meetings in Numa is the chance to
  research at he group’s library, where
  he believes he is becoming closer to
  finding the weakness that will lead
  to Mother Winter’s downfall.
  Aleksi dresses and looks as he thinks befits a man of his
  position, finishing the look with an almost permanent sneer.
  
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  Although Ussura is known for its cold, Aleksi’s heart is
  colder and although he may show outward signs of emotion,
  the observant will notice that they almost never reach his
  eyes. Although he has the resources of generations of his
  family to draw upon, it is clear that Aleksi has less direct
  power than most of the other Council members. The reason
  that for most of the time he is left to act unopposed in his
  own domain is simply that few of the other members have
  any particular interest in Ussura. Aleksi is less against the
  Bargainer sorceries than many of the other Council
  members, mainly because the power he despises is Matushka
  and she appears to hate the Bargain more than most. He is
  also incredible pragmatic and views anyone, including
  sorcerors, as a tool that may get him closer to his goal.
  While this does not make him an ally of Arciniega and the
  Blood Alchemists, if they were to prove that they could help
  him realise his goal he would certainly be willing to return
  that with his support.
  While many in Ussura attribute Aleksi’s hatred of the Gaius
  to the death of his father, who the young Ilya had fed to his
  own dogs, the truth is not quite that simple. The fact that the
  death of his father allowed him to take control is one of the
  few things his can almost thank the Gaius for, since there
  was little love lost between him and his brutal father. The
  true weakness of Aleksi is that his entire ambition is centred
  around this one goal and he has given very little
  consideration as to how he will maintain his rule when he is
  finally able to overthrow Matushka. The Wolf is partly to
  blame in this as its influence simply wants to destroy its
  ancient enemy and has little concern about what happens
  after that point to the instrument of its vengeance. In recent
  months, Aleksi has seen the beginnings of a plan to achieve
  his aims with the Explorer’s Society interest in Syrneth ruins
  to the north-east of Ussura. While the Gaius has forbidden
  any entry by foreign organisations to explore Ussura, Aleksi
  has secretly passed information through Merin Zumer on the
  nature of the ruins and how best to avoid any problems in
  travelling to the site. With Odyesse still under pseudo-
  Montaigne control, this gives the Explorers an entry point
  into Ussura that Aleksi can claim to be out of his control. He
  hopes that the actions of the westerners at Lake Vigil will be
  a diversion for Matushka, in the same way that the rise of
  Cabora was, and allow him to put into motion his attempt on
  the Gaius himself.
  Allies and Enemies: Aleksi removes himself from much of
  the machinations of the Council, although his arrogant
  attitude and view that his agenda is the most important
  certainly has not endeared himself to his associates. A fair-
  weather ally of Alvara Arciniega over the issue of Blood
  Science, he will truly lend his support to any Council
  member who may be able to assist his plans.
  Resources and Strongholds: With a province of Ussura
  under his effective control, Aleksi does not want for wealth
  or resources, although he of course wants to have the entire
  of Ussura to use and abuse. As the undisputed ruler of
  Novgorod, Aleksi can be more blatant than others in his
  operations although he holds the NOM line on not revealing
  the extent of the organisation
  Aleksi Pavtlow Markov v’Novgorov - Villain ( 7th Sea™ )
  Brawn 4, Finesse 3, Wits 5, Resolve 4, Panache 3
  Reputation: 45
  Background: Vendetta
  Arcana: Deceitful
  Advantages: Ussuran (R/W), Teodoran (R/W), Théan (R/W),
  Combat Reflexes, Grandmaster, Membership (NOM), Noble,
  Scoundrel, Servants
  Courtier: Dancing 1, Diplomacy 4, Etiquette 4, Fashion 2,
  Gaming 2, Gossip 3, Oratory 2, Politics4, Scheming4, Sincerity 5
  Hunter: Ambush 4, Animal Training 3, Skinning 4, Stealth 5,
  Survival 4, Tracking 6, Trail Signs 3, Traps 4
  Athlete: Break Fall 2, Climbing 3, Footwork 4, Leaping 2,
  Swimming 3, Side-step 3
  Commander: Incitation 4, Leadership 5, Logistics 3, Strategy 4,
  Tactics 3
  Spy: Conceal 2, Poison 3, Shadowing 2, Sincerity 5, Stealth 5
  Fencing: Attack 5, Parry 5
  Firearms: Attack 4, Reload 3
  Rider: Mounting 3, Riding 4, Trick Riding 3
  Pyeryem ( Master ): Fish 3, Kodiak Bear 5, Man 5, Red Fox 4,
  Snake 5, Snow Leopard 5, Speak 5, Wolf 6
  Aleksi Pavtlow Markov v’Novgorov ( d20™ )
  Ussuran Male Pyeryem Shapeshifter 15 / Assassin 3: CR 19;
  HD 15d10+15 plus 3d6+3; hp 130; Init+3; AC 13 (+3 Dex);
  Atks: rapier +15/+10/+5 melee (1d6+2) and pistol +16/+11/+6
  ranged (1d10); SA: Forms (8), Shape of the Beast, Soul of the
  Beast, Speak with Animals, Transformation 5/day, Poison Use,
  
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  Sneak Attack+2d6, Death Attack; SV Fort+13, Ref+15, Will+8;
  Str 14, Dex 16, Con 14, Int 16, Wis 16, Cha 15; AL CE; Skills:
  Animal Empathy+3, Balance+5, Bluff+9, Climb+5,
  Diplomacy+2, Gather Information+10, Handle Animal+5,
  Hide+6, Intimidate+6, Jump+2, Knowledge (Matushka)+8,
  Listen+4, Move Silently+8, Ride+4, Search+2, Sense Motive+6,
  Speak Languages (Ussuran, Teodoran, Théan), Spot+2, Swim+5,
  Tumble+3, Wilderness Lore+5; Feats: Deceitful (Wile),
  Expertise, Parry, Scoundrel, Weapon Focus (rapier)
  Serk Markstrom
  The booming Eisen Field-Marshall may seem out of place
  among the careful planners of the Council, but he has proven
  to be a valuable and tenacious member. Indoctrinated from
  an early age into the philosophies and goals of the group, he
  joined the Council at the remarkable age of twenty. It was
  not until he crippled a disliked member of the Council in a
  duel that the other members really came to accept him as
  anything approaching an equal. In the winter of 1644, three
  men visited monarchs around Theah and gave birth to the
  Swordsman’s Guild. Serk was the first of the Council to see
  the potential in this group and with his impressive martial
  skills he became an important member in the fledgling
  organisation. This has given him access to some of the most
  promising swordsmen across the entire of Theah and a great
  many of NOM’s agents now come directly from the Guild.
  Now in his early fifties, he has not slowed down and remains
  an imposing presence. From the very start of his association
  with the Council, his ambition has sought to control the
  group and this has brought him into conflict with Archiniega
  on many occasions. With Guild resources spread across
  Theah, he only waits for the correct moment to act, although
  it will be seen if he is truly able to outthink the genius of
  Archiniega. He strongly opposes the use of Blood Alchemy
  by the group, not through any sense of morals about the
  nature of the craft but purely because it is something through
  which Arciniega wields influence. This rapid opposition to
  Arciniega has cost him some support among the other
  Council members, who do not trust him enough to involve
  him in any of their plans to deal with their tyrannical leader.
  For all his bravado and bluster, Serk is not convinced he
  could defeat Arciniega in personal combat so his usual brute
  force tactics avail him little in this regard.
  People often joke how the poor soil of Eisen manages to
  grow such big men, Serk is certainly someone who this
  applies towering as he does over most people at six and a
  half foot tall. The military training is obvious from only a
  casual glance at the Field-Marshall, who dresses in plain but
  incredibly well-kept clothing. Unlike the preening soldiers
  of Montaigne, Serk wears no medals or gaudy displays of
  rank. Anyone who should know his position does known and
  he commands obedience in those beneath him by his pure
  force of personality. While strict on discipline he is not cruel
  to those that work for him, unless they fail him in which case
  his response can be quick and violent. Apart from power,
  about the only other thing that seems to interest Serk is
  hunting which he does at any opportunity. Well trained in a
  number of techniques by friends among the Gelingen
  hunters, he has hunted most wild animals across Theah and
  is also interested in a new challenge. On one occasion he
  apparently lamented the death of the ancient Drachen of
  Eisen as he believed that they would make “excellent sport”.
  With his contacts he is one of the few non-Montaigne that
  have been invited to the L’Il du Bete hunting reserve,
  although his opinion of most of the spoiled Montaigne
  gentry that tend to frequent the location is far from
  complimentary.
  With the fractured nature of Eisen, Serk does not possess the
  same control of land as some of the other members. Instead
  his main resources come from his involvement in the
  Swordsman’s Guild and links to Eisen mercenary companies
  across Theah. Very patriotic about his homeland, Serk views
  most of the current Eisenfurst with veiled contempt, the only
  one gaining a small amount of respect being Fauner Pösen
  purely for her obvious military capabilities. He has
  considered a number of times trying to unite the pieces of
  the Imperator’s dracheneisen armour, however there is no
  one that he would trust to manipulate and does not wish to
  make himself such a visible target by taking control directly.
  Instead he plots and plans to take control of the Council and
  use its considerable resources and wealth to further his plan
  for Eisen and Empire.  The changes that have taken place in
  Heilgrund worry him considerable and he has debated
  strongly with the other Council members about taking action
  to rectify the situation. Having previously been one of the
  most vocal opponents to the idea of Stephen Heilgrund
  being inducted into NOM, he now sees the fall of the
  
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  Eisenfurtsen into darkness as vindication of his opinions.
  The moment that could be said to have truly shaped the
  character of the Field-Marshal was the death of his father to
  Vestenmannavnjar raiders when he was fifteen. They killed
  every member of the merchant ship’s crew except Serk, a
  gangly youth who picked up his father’s sword and faced
  their captain. Given a scar across his cheek and thrown
  overboard, the failure to save his father still burns in his
  heart to this day. Taking over his families merchant fleet, he
  was indoctrinated into NOM by his father’s chief advisor,
  with the hatred for the Vestenmannavnjar allowing the ideals
  of the group to fall on fertile ground.
  Allies and Enemies: Serk truly, truly despises Alvara
  Arciniega, if only for the reason that he is leader of the
  Council and he is not. Having served on the Council under
  Iselo, Serk saw no reason that the old man should promote
  someone from outside directly to control of the organisation.
  As one of the vocal opponents of Blood Science, he can be
  counted on to side with anyone else who speaks against it
  and has a begrudging admiration for many of the other
  Council members who lead through strength, such as
  Giovanni Villanova and Aleksi v’Novgorod.
  Resources and Strongholds: Serk sees Eisen as his own
  resource, although many other Council members have agents
  in that nation. The biggest true resource that Serk can really
  claim is his influence in the Swordsman’s Guild, although
  with the existence of the trained assassins of the Espectro
  Acero its actual usefulness is limited.
  Field-Marshal Serk Markstrom - Villain ( 7th Sea™ )
  Brawn 6, Finesse 5, Wits 4, Resolve 4, Panache 5
  Reputation: -44
  Arcana: Ambitious
  Background: Defeated
  Advantages: Eisen (R/W), Montaigne (R/W), Vendel (R/W),
  Vodacce (R/W), Connections (many), Combat Reflexes,
  Grandmaster, Indomitable Will, Large, Legendary Trait (Brawn),
  Membership (NOM, Swordsman’s Guild, Vendel League),
  Noble, Toughness
  Courtier: Dancing 2, Diplomacy 3, Etiquette 3, Fashion 2,
  Oratory 4, Politics 4, Scheming 5
  Captain: Ambush 3, Incitation 5, Leadership 4, Logistics 3,
  Strategy 5, Tactics 4
  Athlete: Climbing 2, Footwork 3, Side-step 3, Sprinting 3,
  Throwing 2
  Fencing: Attack 5, Parry 5
  Gallegos ( Master ): Feint 5, Riposte 5, Tagging 5, Exploit
  Weakness 5
  Heavy Weapon: Attack 6, Parry 5
  Kjemper ( Master ): Attack 5, Corps-a-corps 5, Lunge 5, Exploit
  Weakness 5
  Leegstra ( Master ): Beat 5, Corps-a-corps 5, Lunge 5, Exploit
  Weakness 5
  Shield: Attack 5, Parry 5
  Wrestling: Grapple 5, Bear Hug 4, Break 3, Head Butt 3
  Field-Marshal Serk Markstrom ( d20™ )
  Eisen Male Noble 1 / Fighter 6 / Gallegos Swordsman 5 /
  Kjemper Swordsman 3 / Leegstra Berserker 5: CR 20;HD
  6d8+9d10+5d12+26; hp 135; Init +2 (Dex); AC 15; ( +2 Dex +3
  Shield ); Atks: rapier +26/+21/+16/+11 melee (d6+7 18-20/x4) or
  bastard sword +26/+21/+16/+11 melee (d12+7 19-20/x4); SA
  Devastating Blow, Mighty Swing, The First Circle, The Second
  Circle; SQ Commanding Presence+1, Damage Reduction 2/-,
  Friends in High Places, Shield Focus, Take the Pain, The Third
  Circle, Wealth; AL LN; SV Fort+13, Ref+7, Will+14; Str 20,
  Dex 14, Con 13, Int 10, Wis 12, Cha 12; Skills: Bluff+16,
  Climb+10, Diplomacy+11, Intimidate+8, Knowledge (nobility)
  +10, Knowledge (tactics)+15, Perform (dance)+7, Perform
  (oratory)+14, Sense Motive+7, Speak Language (Eisen,
  Montaigne, Vendel, Vodacce), Tumble+10; Feats Ambitious,
  Brawny , Cleave, Combat Expertise, Combat Reflexes, Dodge,
  Endurance, Exotic Weapon Proficiency (bastard sword), Great
  Cleave, Improved Grapple, Improved Sunder, Improved Unarmed
  Strike, Large, Leadership, Legendary Trait (Strength),
  Membership (NOM, Swordsman’s Guild, Vendel League), Parry,
  Power Attack, Riposte, Toughness x2, Weapon Focus (bastard
  sword, rapier)
  Boli Kollsson
  One of the clearest signs of the betrayal of the old ways of
  the Vestenmannavnjar, Kollsson is one of the few Laerdom
  practitioners to embrace the new order of the Vendel. The
  truth is that he only sees the Guild as a means to achieve his
  own goals, which is why he has refused to become too
  involved in the politics of the Guild or take a permanent
  Chair position. Kollsson relies on the fact that his skills are
  so useful to the senior Guild members and also incredibly
  rare, this allows him to subtly manipulate the League
  
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  without getting tied into its own internal squabbles. Kollsson
  came to join NOM through his own drive and ambition, the
  northern isles were never part of the Empire and their
  families have no ties to the history of the organisation. It is
  an irony not lost on Kollsson that the Guild that he dislikes
  is the only reason that he is of use to NOM as without its
  resources he would simply be a barbarian sorceror from the
  far north.
  As well as his skilful manipulation of the senior Guild
  members, Kollsson is also one of the few Council members
  to use techniques such as mental manipulation and sleeper
  agents. His greatest success has been the placement of Joris
  Brak into such a senior position, although the increasingly
  erratic behaviour of the master of the Carpenter’s Guild
  threatens to undo all his efforts. Kollsson’s single resource is
  the Guild and the position that the Vendel have attained in
  Theah in such a short time, although this fact has brought
  him into conflict with some of the other Council members,
  especially Giovanni Villanova who despises the Vendel
  League with a passion beyond bounds. As well as being a
  vocal supporter of Arciniega’s quest for Blood Alchemy,
  Kollsson is also the leading Council member pushing
  through the NOM agenda to spread the Guilder to all of
  Theah. The long-term goal is to be able to use the currency
  in order to wield financial control of the Thean markets and
  also allow the organisation to distribute funds more easily
  among their various criminal enterprises throughout the
  nations. Giovanni Villanova has argued strongly against this
  plan from its inception but it has strong support throughout
  the Council so he has little recourse but to go along for now,
  although he does not make it easy for the Vendel and has
  been a driving force behind the tensions between the two
  mercantile powers, although always careful not to be seen to
  be the primary instigator and displease the Council. What
  Villanova is not aware of is that Kollsson has used his
  sleeper techniques to place a single agent within the ranks of
  Villanova’s own family, just in case the Merchant Prince
  becomes too problematic. Fortunately the agent was chosen
  for their lack of ambition and so he has not been one of
  those dealt with by Giovanni in his loyalty purges.
  The greatest threat to Kollsson is not any of the other
  Council members but his own grandfather, who he killed
  when the old man discovered just how evil his grandson
  was. His abilities in Laerdom allow Kollsson to control
  spirits, which not only gives him access to a wealth of
  information but allowed him to find out that his grandfather
  is still working to undo all the damage he has caused.
  Kollsson converted to the Objectionist faith with a zeal just
  to try and get away from this vengeful spirit, but it has not
  worked and the old man is gradually wearing down the
  sanity of his grandson. If any of the other Council members
  were to learn of this weakness, they could exploit it so he
  keeps the fact very well hidden.
  Allies and Enemies: As a significant supporter of Arciniega’s
  agenda on Blood Science, Kollsson has been rewarded with
  some support from the leader of the Council on his own
  plans. Driving the NOM agenda on the expansion of the
  Guilder, Kollsson can usually count on the support of Merin
  Zumer and Serk Markstrom, although of course this comes
  with the dangerous and vocal opposition of Giovanni
  Villanova.
  Resources and Strongholds: Since Kollsson has gained
  significant influence within the Vendel League, as that
  organisation becomes more influential across Theah so does
  he. His true resource that has maintained his position is the
  use of sleeper agents, which a number of other Council
  members have found useful over time and, although they
  would never say, worry a number of them in equal measure.
  He maintains an office within the League that is used more
  by his assistants they himself, preferring to do most of his
  own work from the comfort of his estate outside Kirk.
  
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  Boli Kollssson - Villain ( 7th Sea™ )
  Brawn 2, Finesse 3, Wits 4, Resolve 3, Panache 3
  Reputation: -79
  Background: Hunted
  Arcana: Ruthless
  Advantages: Eisen (R/W), Vendel (R/W), Connections (many),
  Grandmaster, Keen Senses, Membership (NOM, Vendel League)
  Courtier: Dancing 2, Diplomacy 2, Etiquette 4, Fashion 5,
  Gaming 3, Mooch 3, Oratory4, Politics4, Scheming 5, Sincerity 3
  Criminal: Ambush 2, Cheating 2, Gambling 1, Quack 3,
  Shadowing 4, Stealth 3
  Spy: Conceal3, Interrogation6, Shadowing 4, Sincerity3, Stealth 3
  Athlete: Climbing 2, Footwork 2, Side-step 2, Sprinting 2,
  Swimming 3, Throwing 1
  Dirty Fighting: Attack (Dirty Fighting) 3, Attack (Improvised
  Weapon) 3, Eye-gouge 2
  Fencing: Attack 3, Parry 2
  Rider: Ride 3
  Laerdom ( Adept ): All knacks at 3 except Kjølig Villskap, Sinne
  and Tungsinn which are at 4
  Male Vendel Courtier 1 / Laerdom Mage 14 / Spy 2: CR 17;
  HD 3d6+14d8-17; hp 56; Init +1 (Dex); AC 21; Atks: custom
  rapier +14/+9/+4 melee (d6+3; 18-20/x2); SA Becoming,
  Inscribing the Runes, Invoking the Runes, Sneak Attack+1d6,
  Spells; SQ Alias (DC 28), Contacts, Laerdom Adept, Laerdom
  Apprentice, Style and Grace, Talent, Wealth; AL NE; SV Fort+8,
  Ref+8, Will+15; Str 10, Dex 12, Con 9, Int 14, Wis 18, Cha 14;
  Skills: Bluff+12, Climb+5, Concentration+10, Diplomacy+8,
  Disguise+7, Gather Information+7, Hide+10, Intimidate+24,
  Knowledge (arcana)+6, Knowledge (games)+6, Knowledge
  (nobility)+13, Knowledge (tactics)+5, Listen+13, Move
  Silently+11, Perform (dance)+8, Perform (oratory)+12, Ride+7,
  Sense Motive+5, Speak Language (Eisen, Vendel), Spot+13,
  Swim+8; Craft Magic Arms and Armor, Craft Tattoo, Craft Staff,
  Craft Wondrous Item, Full-blooded (Laerdom), Improvised
  Weapon, Leadership, Membership (NOM, Vendel League),
  Stealthy, Unarmored Defence Proficiency (Beginner); Spells
  (7/8/7/6/5/3/2/1 save DC 14+spell level): 0-level: Light,
  Mending; 1-level: Bull’s Strength; 2-level: Endurance, Locate
  Object; 3-level: Haste, Meld into Stone; 4-level: Flesh to Stone,
  Stoneskin; 5-level: Ring of Lightning, Stone Shape; 6-level:
  Control Weather, Wall of Stone; 7-level: Hand of Stone; Runes:
  Kjøtt, Bevegelse, Varsel, Uvitenhet, Stans, Storsœd, Kyndighet,
  Sterk, Velstand, Grenseløs, Sinne, Tungsinn, Herje, Fornuft,
  Reise, Kjølig, Villskap
  Note - With his craft feats, Kollson has created his rapier, and he
  is planning to create a custom-made Staff of Stone with Hand of
  Stone, Stone Shape and Stoneskin
  Marcus Aurelian Numanus
  A member of the Numanus family has always sat on the
  Council of Thirteen, all the way from the founding of the
  group.  They remain something of an anachronism in
  Vodacce society, with their use of old Numan naming styles
  and traditions. While many may make jokes at their expense
  in private, few will speak out directly against them as it is
  widely recognised by all that a family that is not one of the
  Merchant Prince lines but has survived in the Great Game all
  this time must have something in its favour. This power is
  simply the greatest collection of information, blackmail and
  rumours in all of Theah which the family controls through
  their custodianship of the Secret Library (see later in this
  book). Even in the days of the Numan Empire, the family
  was known as working behind the scenes, whispering into
  the ears of Senators and suddenly being granted favours and
  wealth. Over the centuries they have amassed a truly
  expansive network of agents and informants throughout
  most of Theah that filter all their reports through a
  complicated courier system back to the family in Numa.
  Because of this resource and the fact that it is of use, for a
  substantial price, to all of the Merchant Princes, no one
  Vodacce leader has taken direct action against the Numanus
  in all this time. In the last few centuries, they have expanded
  their influence beyond Vodacce and now provide sensitive
  information and secrets to the great and not-so-great of
  Thean society. It is true to say that no-one in a position of
  power that has the wherewithal to remain in power has not
  heard somehow of the Numanus family. While most shun the
  dirty politics that they dabble in, few can ignore the threat
  that it poses and wonder what information the family may
  possess about them or their ancestors. That is one of the
  truly insidious things about the Library, in that with its
  breadth of information they can perhaps know more about
  the dark deeds of ancestors than the person itself and can use
  that to subvert even the most noble of leaders.
  Marcus Aurelian took over leadership of his family nearly
  twenty years ago, when his father decided to retire to
  apparently take up painting and fine art in one of the family
  villas. Known as a popular figure in the Vodacce social
  circle, he is one of the youngest leaders of the family in a
  number of generations. With contacts among the various
  Merchant Princes and also outside Vodacce, from his travels
  
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  abroad when he was a student at Dionna University, he was
  in a strong position to continue the family trade in rumours
  and information. He has taken to this role with zeal and
  welcomes the challenge of sitting on the Council of Thirteen,
  which he has known about since he was young and a role he
  has been groomed for almost from birth. While many leaders
  of the family oversee the network of agents through their
  seneschals and other trusted advisors, Marcus has taken a
  personal interest in the whole process and also spends quite
  a bit of time in the Secret Library in Numa reading through
  the collected records of the family for useful information.
  When he is not reading at the Library or attending a party
  hosted by one of the Merchant Princes, he is usually
  practising fencing at one of the salons where he is welcome
  as a member. Fastidious about his appearance, he dresses in
  expensive if somewhat old-fashioned clothing and takes
  great care about his manners. A duel when he was younger
  left a small scar on one cheek that is a very sore topic with
  Marcus which most associates know not to bring up in
  conversation.
  There is no great secret in Marcus’s own life, although he
  takes a great amount of pleasure in using the information
  that the family collects to ruin people who oppose him.
  While not the sadistic nature of someone like Alcide
  Mondavi, it is a trend that is likely only to grow as he
  becomes more and more used to this power. If it threatens to
  damage the standing of the family and its relationship with
  NOM, there are many of his cousins who will take action.
  With no wife and heir himself, but simply a long line of
  romantic dalliances, Marcus is currently in a rather exposed
  situation in this regard although the family will work to
  oppose anyone from outside that seeks to take advantage of
  the these facts.
  Allies and Enemies: The nature of his work means that few
  on the Council really trust Marcus Aurelian, not knowing
  exactly what dirty secret the family may hold that they could
  use against them. It is certainly true that Alvara himself has
  supported Marcus on a number of Council issues that have
  surprised the other members and dramatically turned the
  balance of power in his favour. Hughes Sices du Sices sees
  the value in the work of the Numanus family, but has made
  quite clear his distaste for the whole matter, a statement that
  has also been echoed by both Merin Zumer and even Serk
  Markstrom on occasion.
  Resources and Strongholds: The Numanus family has one
  major resource which defines their role and very existence.
  Based around the Secret Library, the family wealth has
  allowed them to establish a number of estates throughout
  mainland Vodacce and in Numa itself. They also have a
  series of apartments in Dionna through which they conduct
  little of their business, for fear of Giovanni Villanova being
  to aware of their clients.
  Marcus Aurelian Numanus - Villain ( 7th Sea™ )
  Brawn 3, Finesse 3, Resolve 4, Wits 5, Panache 4
  Reputation: -80
  Arcana: Hateful
  Background: Fascination (Library) 2, Obligation (Family) 3,
  Sensitive (Scar) 1
  Advantages: Castille (R/W), Dangerous Beauty, Fhideli, Island
  Hideaway, Membership ( NOM, Merchant Guild ), Montaigne
  (R/W), Noble, Patron Saint (Jerome), Théan (R/W), University,
  Vendel (R/W), Vodacce (R/W)
  Artist: Writing 5
  Athlete: Climbing 1, Footwork 4, Sprinting 2, Throwing 1,
  Swimming 4
  Cloak: Parry (Cloak) 3, Entangle 3
  Courtier: Dancing 4, Etiquette 5, Fashion 3, Oratory 2,
  Diplomacy 3, Gaming 4, Gossip 4, Lip Reading 3, Memorizing 5,
  Politics 3, Scheming 4, Seduction 5, Sincerity 4
  Criminal: Gambling 3, Shadowing 2, Stealth 2, Cheating 4,
  Prestidigitation 4
  Dirty Fighting: Attack (Dirty Fighting) 3, Eye-gouge 4, Throat
  Strike 4
  Fencing: Attack (Fencing) 5, Parry (Fencing) 5
  Firearms: Attack (Firearms) 5, Reload 3
  Knife: Attack (Knife) 4, Parry (Knife) 4, Throw (Knife) 4
  Merchant: Scribe 3, Haggling 5
  Rider: Ride 4
  Scholar: History 4, Mathematics 3, Philosophy 3, Research 6,
  Law 3, Natural Philosophy 2
  Spy: Shadowing 2, Stealth 2, Bribery 4, Conceal 3, Cryptography
  5, Disguise 4, Forgery 5, Hand Signs 4, Lip Reading 3,
  Memorizing 5, Poison 1, Sincerity 4
  Marcus Aurelian Numanus ( d20™ )
  Male Vodacce Courtier 7 / Fighter 4 / Noble 2 / Spy 3: CR 16;
  HD 10d6+2d8+4d10; hp 66; Init +0; AC 20; Atks: rapier +12/+7
  melee (d6+1 18-20/x3) or pistol +11 ranged (d10 x3); SA Sneak
  
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  Attack+2d6, Twist the Heart; SQ Alias (DC 31), Brilliant
  Getaway, Commanding Presence+1, Contacts, Friends in High
  Places, Gossip, Versatile (Decipher Script), Voice+7, Wealth; AL
  LE; SV Fort+7, Ref+6, Will+14; Str 12, Dex 11, Con 10, Int 16,
  Wis 14, Cha 14; Skills: Appraise+5, Bluff+16, Climb+4, Craft
  (Poison)+5, Craft (Writing)+20, Decipher Script+12,
  Diplomacy+9, Disguise+9, Forgery+20, Gather Information+7,
  Hide+8, Knowledge (games)+8, Knowledge (history)+15,
  Knowledge (mathematics)+10, Knowledge (law)+10, Knowledge
  (nature)+8, Knowledge (nobility and royalty)+12, Knowledge
  (religion/philosophy & theology)+8, Knowledge (tactics)+5,
  Move Silently+8, Perform (dance)+13, Perform (oratory)+8,
  Ride+8, Search+10, Sleight of Hand+4, Speak Language
  (Castille, Fhideli, Montaigne, Théan, Vendel, Vodacce), Spot+9,
  Swim+8; Feats: Combat Expertise, Dangerous Beauty, Exotic
  Shield Proficiency (Cloak), Exotic Weapon Proficiency
  (Firearms), Hateful, Improved Disarm, Iron Will, Membership
  (NOM, Merchant's Guild), Parry, Unarmored Defense Prof
  (Beginner), University
  Lady Jane Killmarvon
  Lady Jane is one of the more recent additions to Avalon
  society. She has quietly risen up the ranks of Elaine’s court
  to become one of the most renowned of courtiers.  The fact
  she is an utterly stunning woman is rarely missed, but she
  has also proved a knowledgeable glamour sorceress and
  brings a certain grace and charm to everything she does.  She
  is becoming the belle of Avalon society, and done so without
  rising the ire of the other ladies.  This may be due to her
  status as a widow, which keeps the gentlemen at a respectful
  distance as well.
  Lady Jane’s husband was a quiet but respected lord with
  wealthy but moderate holdings.  It is assumed he married
  Jane for her beauty and grace, as she had little land or noble
  blood.  However, anyone who meets Lady Jane cannot
  question her late husband’s choice.  Out of respect to his
  memory, very few people ask about Jane’s bereavement,
  however it is the widely held opinion that he was taken by
  angry unseelie fae for breaking some form of geas.
  What few people know is that the beautiful Lady Jane
  Killmarvon was not born a noble. She was in fact the second
  daughter of a moderately wealthy merchant family.  Instead,
  her birthright was a dark hearted coldness, and if she had not
  been born beautiful as well she my well have passed a bitter
  life in peace.  Instead she found that her looks brought her a
  certain amount of attention that she could turn to her
  advantage.
  Jane hated her comparatively lowly position in the social
  scale.  Someone as beautiful as she must deserve more, and
  she became determined to get all that was owed to her.
  There was no way she was going to inherit, not with an elder
  sister and three older brothers.  Her only hope was to marry
  into nobility, but who would marry a lowly girl like her with
  little or no dowry?
  The answer was to have some claim to nobility, and that
  meant sorcery.  You needed to be born to Glamour, but if
  you wander the darker paths of Faery you can find places to
  bargain for it.  Jane sought out the nasty and powerful
  Unseelie lords and ladies who eventually offered her power
  in return for entertainment and blood.  She had to prove
  herself by killing her mother and two of her brothers first,
  but that was not terribly hard for her.  What did give her
  pause was the price of sorcery itself, but she paid it
  nonetheless.  She had to give her unborn children to the
  timeless Unseelie.  Had she lived a normal life she would
  have given birth to three children.  However they are now
  given over to the Sidhe and sometimes Jane dreams of her
  unborn daughter and two sons screaming.
  Having paid such a terrible price made her even more
  dedicated to her cause.  She knew that the eldest son of a
  noble house might be charmed by her looks, but never
  allowed to marry her.  So she needed to see that her husband
  to be came into some money.  She set her sights on a
  particular man, Thomas Killmarvon who was fourth in line
  to his family’s considerable wealth.  She pursued him with
  maddening virtue and chastity, to ensure he would have to
  marry her to benefit fully from her charms.  When he was
  hooked, she spent a long time reeling him in, and at each
  stage in their relationship she saw to it that he moved up a
  rung on the ladder to inheritance.
  Ellen Killmarvon, the eldest sister died in childbirth a few
  days after the couple met.  Thomas’ second eldest brother
  died in a hunting accident the same month that Jane was
  invited to meet Thomas’ parents.  The third eldest brother
  
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  mysteriously disappeared two days after Jane and Thomas
  announced their engagement.  The final tragedy occurred
  when Davyd the eldest son was killed in the War of the
  Cross.  His unit was attacked as he travelled home to attend
  his brother’s wedding.
  Such was the death in the family and the skill in Jane at
  covering her tracks that the only possible answer was a
  Sidhe curse.  So it was not surprising when the old Lord
  Killmarvon died of a severe chill after falling into the water
  on a boating trip.  Jane would have been happy to stop there,
  but she discovered that her husband and his family had a
  problem, gambling.  Much of the Killmarvon fortune had
  secretly been used up to the late night excesses of its
  inheritors.  When Thomas started gathering debts Jane
  decided to do something about him as well.
  There was one group who did notice what she was doing.
  The family had ended up owing most of their debt to agents
  of NOM, who were secretly siphoning cash from the nobles
  of Avalon.  They were not impressed by the Sidhe curse
  story of family bereavement and managed to uncover Jane’s
  duplicity.  Having a need for a skilled assassin and agent in
  the Avalon court they recruited her in return for writing off
  the debt.  She agreed, and has gradually moved up the ranks
  to take a place on the council itself as one of the newest
  members.
  Allies and Enemies: As one of only two NOM members
  based in Avalon, it would be expected that Merin and Lady
  Killmarvon would be bitter rivals but they have struck up an
  unusual friendship. A number of the other Council members
  tested her abilities when she first joined the Council of
  Thirteen, Lady Killmarvon delighted in mailing them back
  the pieces of their agents over a period of weeks.
  Strongholds and Resources: With what is left of the family
  fortune now under her control, Lady Killmarvon has used
  her NOM contacts to invest the funds she has to further
  secure her position. As a noble of Avalon, she has voting
  rights within the upper house of parlement in Luthon, where
  she is a more regular visitor than most of the landed gentry
  of the island. Most look upon her active involvement in
  Avalon politics as the exuberance of youth, more than any
  dark motive.
  Lady Jane Killmarvon – Villain ( 7th Sea™ )
  Brawn 2, Finesse 3, Wits 4, Resolve 3, Panache 4
  Reputation: -35
  Background: None
  Arcana: Ambitious (Hubris)
  Advantages: Avalon (R/W), Castillian (R/W), Eisen (R/W),
  Montaigne (R/W), Vendel (R/W) Appearance (Intimidating),
  Connection (Informant), Dangerous Beauty, Grandmaster,
  Indomitable Will, Membership (NOM, Parlement), Noble
  Courtier: Dancing 4, Diplomacy 3, Etiquette 5, Fashion 3,
  Gossip 5, Lip Reading 2, Oratory 2, Memorizing 3, Mooch 5,
  Politics 3, Scheming 5, Seduction 6, Sincerity 5
  Criminal: Gambling 1, Lock Picking 2, Pick Pocket 2,
  Prestidigitation 2, Shadowing 3, Stealth 4
  Scholar: History 3, Law 3, Mathematics 1, Natural Philosophy 1,
  Occult 4, Philosophy 1,
  Spy: Bribery 4, Conceal 5, Interrogation 2, Poison 5, Shadowing
  3, Stealth 4
  Athlete: Climbing 2, Footwork 4, Side-Step 5, Sprinting 2,
  Swimming 2, Throwing 2
  Firearms: Attack (Firearms) 3
  Knife: Attack (Knife) 4, Parry (Knife) 4, Throw (Knife) 3
  Rider: Ride 3
  Glamour Sorcery (Adept) King Elilodd 4, O’Bannon 4, Iron Meg
  4, Thomas 4
  Lady Jane Killmarvon ( d20™ )
  Courtier 3 / Assassin 2 / Glamour Sorceress 10: CR 15;  HD
  5D6 plus 10D10+30; hp 120; Init +2; AC 10+ (+ 2 Dex, + UDP);
  Atks: knife +10/+5 melee (1d4); SA: Apprentice (glamour),
  Adept (glamour), Death Attack, Glamour Checks+5, Known
  Legends (King Elilodd, Mad Jack O’Bannon, Iron Meg,
  Thomas), Poison Use, Sneak Attack+1D6, Style and Grace,
  Talent, Wealth; SV Fort+4, Ref+8, Will+10; Str 10, Dex 14, Con
  14, Int 16, Wis 14, Cha 20; AL NE; Skills: Alchemy+5,
  Appraise+5, Bluff+10, Concentration+2, Diplomacy+5,
  Disguise+5, Escape Artist+5, Gather Information+10,
  Innuendo+5, Intimidate+5, Knowledge (Avalon Court)+5,
  Knowledge (Unseelie Sidhe)+5, Listen+5, Move Silently+5,
  Open Lock+2, Perform+5, Pick Pocket+3, Read Lips+5, Ride+5,
  Search+5, Sense Motive+10, Speak Language (Avalon,
  Castillian, Eisen, Montaigne, Vendel), Spot+5, Swim+2, Magic
  Device+5, Use Rope+4; Feats: Appearance (Above Average),
  Assassin’s Hand, Dodge, Gifted Liar, Glamour Mage (Full
  Blooded), Iron Will, Sex Appeal
  
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  Merin Zumer
  A small but very fierce woman, Merin is sometime referred
  to as ‘the terrier with a quill’ by some of her fellow members
  of the Explorer’s society.  Merin was born and raised in
  Eisen, and before the war she was the wife of General
  Hagard von Wendel, a noted leader of some of the Vaticine
  forces.  However Merin was far more than just a soldier’s
  wife.  Her skills as an administrator had gained her the
  position of chief steward to the Heilgrund household, which
  she held for over seven years.
  Sadly, General von Wendel was killed two years before the
  end of the war of the cross.  Merin mourned him until peace
  was declared, and then decided she would no longer be
  married to a gravestone or spend the remains of her life
  looking at a country broken by
  war.  She wrote to a cousin who
  was serving the Explorer’s society
  in Avalon, and he offered her a
  place to escape to.
  When she arrived in Avalon,
  Merin refused to survive on
  charity and offered her
  considerable accounting skills to
  the local businesses.  Within a few
  months she was handling the
  books for most of the merchants in
  the town.  As such a prized
  commodity to local commerce, she
  was often invited to some of
  Avalon’s social occasions, and it was at one such banquet
  she met Vincent Bernvadore.
  Merin was intrigued by the passion Bernvadore exuded
  when he spoke of the society.  She found herself becoming
  more and more interested in the work of the organisation and
  the exiting places it visited.  She added the local society to
  her list of clients and within a month she was in charge of
  the finances for a district.  She began to drop clients to
  pursue her Explorer interests, and after six months she was
  working exclusively for the society, as its head of finances.
  Her rise to power was assured by her dedication and the fact
  that the post had been empty for some time.
  She has now served the Explorers for a few years and has
  become a crucial lynch pin in the organisation.  Her shrewd
  investment program and attention to detail has made sure the
  finances of the society are well managed and flourish.  As a
  consequence there are now more expeditions than ever
  before, even though most field scholars complain that Merin
  never allows them the resources they need.
  What annoys Merin is the secrets that lie in the heart of the
  society.  She can see from the books that there are certain
  operations that are never mentioned and receive prime
  funding.  She also cannot believe that the society has not
  discovered more than they profess.  She is asking questions,
  and Bernvadore has been so impressed with her work that he
  is considering answering them all.
  Much of Merin’s story is quite
  true; but there are just a few details
  her public story leaves out.  She
  joined NOM soon after she was
  married, quite early in her life.
  Her gifts for stewardship were
  recognised by NOM who offered
  her work as an ‘academic spy’.
  When she figured out who she was
  really working for she was happy
  to become more involved.  She
  was tired of war and saw the
  society as the best way to bring
  stability to the world.  When the
  War of the Cross started she became even more dedicated to
  this opinion.
  Merin’s dedication to NOM’s ideals allowed her to rise high
  in the society.  Her family had been part of the society
  before, and in very powerful positions.  Her background,
  coupled with her record made it impossible for the pragmatic
  society not to allow her to join the Council.  When they
  finally offered her a place she became the first woman to sit
  on the Council of Thirteen.
  Her meeting with Vincent Bernvadore was not the accident
  it appeared to be; but a carefully calculated operation.  NOM
  
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  needed a new way to launder money, and the informal but
  wealthy Explorer’s society appeared to be the best option.
  Merin ran the operation to ingratiate herself with care and
  tact, and as expected she did very well.  She now funnels
  NOM funds and investments through the Explorer’s society
  creating vast paper trails around her fraud and criminal
  activities.  She is careful to keep the Explorers in credit
  though, as their operation is now vital to NOM’s own
  financial affairs.
  What is true is her interest in the secret affairs of the
  explorers.  However, she seeks this knowledge for NOM
  rather than herself.  She has gained Vincent’s trust and soon
  he will grant her access to some of the most dangerous
  secrets of the Syrneth that man has discovered.  When these
  are added to what NOM already knows, who can tell what
  the council will come to understand.
  Allies and Enemies: Merin’s involvement in the financial
  aspects of NOM brings her into contact with both Boli
  Kollsson and Giovanni Villanova, where she is often
  required to act as an intermediary between the two powerful
  merchant areas. In Avalon society, she has had quite a bit of
  contact with Lady Killmarvon and she was one of the
  Council members who championed her ascension to the
  Council. Although respectful of the power that Arciniega
  wields, she is distrustful of Blood Science and could prove
  to be an ally for those that oppose that agenda should they
  show to be sufficiently competent in dealing with the leader
  of the Council. Eman was a strong opponent to bringing a
  woman onto the Council, and now with three females among
  them, he continues to rally against their sex and their
  suitability to do the work of men.
  Strongholds and Resources: As well as her rooms in the
  Explorer’s headquarters in Carleon, Merin maintains a small
  office in Luthon from her days as an accountant to the local
  merchant population. She still finds it useful to maintain a
  number of these clients, although other NOM agents now do
  their books. The fact that she controls so much of NOM’s
  finances gives her a large degree of influence on the
  Council, especially when deciding on major operations or
  excessive bribes to key officials.
  Merin Zumer – Scoundrel ( 7th Sea™ )
  Brawn 2, Finesse 2, Wits 6, Resolve 4, Panache 2
  Reputation: 26
  Background: Mole
  Arcana: Adaptable
  Advantages: Avalon (R/W), Castillian (R/W), Eisen (R/W), High
  Eisen (R/W), Montaigne (R/W), Théan (R/W), Theodoran (R/W),
  Vendel (R/W), Vodacce (R/W), Eagle Eyes, Grandmaster,
  Indomitable Will, Keen Senses , Legendary Trait (Wits), Linguist,
  Membership (NOM, Explorer’s Society), Pain Tolerance,
  Toughness
  Archaeologist: Artefact Evaluation 2, Occult 2, Research 5,
  Society Lore (Explorers) 4, Syrneth Lore 2
  Scholar: History 3, Law 3, Mathematics 5, Natural Philosophy 1,
  Occult 2, Research 5
  Servant: Accounting 6, Etiquette 4, Fashion 3, Haggling 5,
  Seneschal 5, Menial Tasks 1, Unobtrusive 5, Valet 2
  Spy: Bribery 3, Conceal 4, Memorizing 4, Sincerity 5, Shadowing
  2, Stealth 2
  Athlete: Climbing 1, Footwork 3, Sprinting 2, Swimming 2,
  Throwing 2
  Firearms: Attack (Firearms) 4, Reload (Firearms) 3
  Knife: Attack (Knife) 2, Parry (Knife) 2
  Rider: Ride 2
  Merin Zumer ( d20™ )
  Spy 12: CR 12; HD 12D6; hp 50; Init +2; AC 19 (+ 2 Dex, +7
  UDP); Atks: knife +9/+4 melee (1d4) or pistol +11/+5 (1d10)
  ranged; SA: Alias (2), Brilliant Getaway, Contacts, Face in the
  Crowd, Innocent Smile, Sneak Attack+6D6; SV Fort+4, Ref+8,
  Will+4; Str 10, Dex 14, Con 10, Int 18, Wis 18, Cha 13; AL: N;
  Skills: Appraise+5, Balance+4, Bluff+10, Climb+2,
  Concentration +5, Craft (Accounting)+15, Decipher Script+5,
  Diplomacy+4, Disable Device+2, Disguise+6, Escape Artist+2,
  Gather Information+10, Hide+5, Innuendo+5, Move Silently+5,
  Open Lock+5, Read Lips+5, Search+5, Sense Motive+10, Speak
  Language (Avalon, Castille, Eisen, High Eisen, Montaigne,
  Théan, Theodoran, Vodacce), Spot+5, Swim+5 Feats: Dodge,
  Exotic Weapon Proficiency (Firearms), Gifted Liar, Skilled Liar,
  Road Scholar, Unarmored Defence Proficiency (Beginner)
  Eman Istrasis
  Unlike the rest of the council, Eman is renowned as a hero
  through his homeland of the Crescent Empire.  He has
  fought the slave traders across the world and freed countless
  slaves from the bondage of the flesh traders that roam the
  seas. Of course, like with most of the Council, this is not
  quite the whole truth.
  
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  Eman was born to rich parents in the beautiful city of
  Iskandar in the Crescent Empire.  He studied hard and was
  well on the way to joining the Sultan’s court as a minor
  official.  However on a sea trip, his ship strayed into Tiakhar
  waters and was attacked by slavers.  Eman and the remaining
  crew were taken prisoner.  He was sold on to a slave galley
  and served there for over ten years. His dreams of a quiet
  academic life were gone. While the life of an oar slave was
  torturous and cruel, it built Eman’s muscles and made him
  very strong and fit.  When the ship he served on was
  attacked by pirates, he managed to seize his chance with
  fellow slaves and escaped.  They joined the pirate crew for
  the time it took to make shore and then Eman left to seek
  revenge of the criminals who had stolen his life, determined
  never to be under the control of another ever again.
  For over five years Eman has led attacks on slaver cartels.
  He has released countless slaves and seen many slave lords
  and their power destroyed.  Only recently did he return home
  to rejoin his family.  He felt he could not return until his
  honour was returned to him, which could only happen when
  he destroyed the slavers who took him originally.
  Eman is a quiet and dedicated man.  He is a hero to those
  who he has freed from bondage and a nightmare that haunts
  the slaver traders of the world. However, as he continued to
  enact his revenge he came to a dark realisation. The only
  way that he could ensure that he would never be enslaved
  was to become the enslaver himself. Unknown to all, over
  the last few years he has become one of the greatest slave
  traders in the Crescent Empire. How he does this while
  maintaining his heroic status is to work through a network of
  agents and aliases. He has even been known to attack one of
  his own ships to maintain the illusion, but only if the cargo
  was of little value or had already been sold.
  Eman’s usual modus operandi is to join the slaver crews and
  then murder the leaders during the night.  In this regard, he
  is an assassin with no morals.  There are no methods he
  would not use to kill another slaver, no poison is too
  horrible, and no person is more than a tool. Slaves who are
  freed speak of a cloaked man who opened the doors to their
  prisons and bid them to run.  They did not see the bodies of
  the men Eman slew to reach them. Most boats of slaves he
  sets free to damage the business of his enemies, but some
  ships of very valuable captives are cleared through his
  network of agents into slavery elsewhere in the peninsula.
  NOM watched the avenger’s career with interest.  When
  Eman started attacking the slavers of ‘Il Consorzio’ and
  other enemies of NOM, the society took an interest.  They
  managed to piece together the motives and history of the
  man and discovered that he could be useful.  They offered
  their help, as long as he served them as well.  With the threat
  of revealing his secret and the fact that the group could
  further his goals, Eman readily agreed.
  Eman gained a seat on the Council through his dedication
  and the need for someone with influence in the East.  He has
  pursued NOM’s cause with equal enthusiasm to his own,
  knowing that the more powerful NOM was, the more he
  could use that power to destroy his enemies.  However,
  many of the Council are not happy to have a Crescent heretic
  in their midst, and a few are worried he is a dangerous and
  obsessed loose cannon.  For all Eman’s skill, dedication and
  usefulness, they may be right.
  Allies and Enemies: Eman does not really have any friends
  upon the Council and he does not really care. He knows that
  most of the other members view him as a heretic and takes
  little action to change that opinion. His work keeps him
  away from western Theah and so he has little contact with
  the others outside of Council meetings, where he tends to
  vote simply with whichever side looks to win the argument.
  In the Crescent Empire, his network of agents and also the
  goodwill of slaves that he actually freed give him a strong
  powerbase. He is also one of the few agents in NOM with
  extensive knowledge of the waters of the Mirror and the
  coast of Cathay, although he has little knowledge of the
  mainland of that exotic country.
  Strongholds and Resources: Eman maintains a simple home
  in Erivan although most of his time is usually spent on one
  of the ships that he controls in the Mirror or among the
  slavers he is infiltrating. A number of the slaves that he has
  freed have vowed to serve their apparent saviour and so he
  has fairly quickly gathered a network of spies and operatives
  throughout the peninsula and the southern coast of Ussura.
  
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  He is also alleged to have some contacts in Cathay although
  he has so far not revealed the extent of this to the other
  members. His slaver captains report to his through a
  complicated network of contacts and couriers, which while
  inefficient does maintain his false image.
  Eman Istrasis - Villain ( 7th Sea™ )
  Brawn 5, Finesse 3, Wits 3, Resolve 5, Panache 3
  Reputation: 22 perceived ( -45 actual )
  Background: Bloodsworn
  Arcana: Adaptable
  Advantages: Atlar-Baraji(R/W), Kurta-Baraji (R/W), Tikaret-
  Baraji (R/W), Tirala-Baraji (R/W), Castillian, Eisen, Vodacce (R/
  W), Combat Reflexes, Firm Grip, Grandmaster, Indomitable Will,
  Keen Senses, Night Trained, Pain Tolerance, Toughness
  Courtier: Dancing 1, Etiquette 1, Fashion 1, Oratory 2, Politics 3,
  Scheming 3, Sincerity 4
  Criminal: Ambush 6, Lock Picking 3, Shadowing 4, Stealth 4
  Sailor: Balance 2, Climbing 5, Knotwork 3, Pilot 2, Rigging 3,
  Sea Lore 2, Weather 3
  Scholar: History 2, Mathematics 2, Philosophy 1, Research 1
  Spy: Bribery 2, Conceal 2, Interrogation 3, Shadowing 4, Stealth
  4
  Athlete: Break Fall 3, Climbing 5, Footwork 4, Leaping 2,
  Rolling 2, Side-Step 2, Sprinting 3, Swinging 4, Swimming 3,
  Throwing 4
  Fencing: Attack 5, Parry 5
  Firearms: Attack (Firearms) 3,
  Knife: Attack 3, Parry 3, Throw 2
  Rider: Ride 4, Mounting 3, Trick Riding 3
  Pugilism: Attack 5, Footwork 4, Jab 3, Ear Clap 3, Uppercut 5
  Daphan ( Master ): Beat 5, Lunge 5, Pommel Strike 5, Exploit
  Weakness 5
  Eman Istrasis ( d20™ )
  Wanderer 9 / Daphan Swordsman 5: CR 14; HD 9D8 plus
  5D10+56; hp 150; Init +2; AC 19+ (+2 Dex, +7 UDP); Atks:
  scimitar +11/+6/+1 melee (1d6+3, 18-20/x2) and pistol +10/+5
  ranged (1d10); SA: Attack Vigorously, Evasion, Forceful Attack,
  Snapping the Blade, Tradesman, Uncanny Dodge (2), Wanderers’
  Knowledge, Ward of the Albatross; SV: Fort+7, Ref+7, Will+4;
  Str 16, Dex 15, Con 18, Int 12, Wis 10, Cha 12; AL: N; Skills:
  Appraise+5, Balance+5, Bluff+5, Climb +5, Disable Device+5,
  Escape Artist+10, Gather Information+10, Heal+5, Hide+5,
  Intimidate+5, Listen+5, Move Silently+5, Open Lock+2, Pick
  Pocket+2, Profession (Gallery Slave)+6, Search+5, Sense
  Motive+10, Speak Language (Atlar-Baraji, Kurta-Baraji, Tikaret-
  Baraji, Tirala-Baraji, Castillian, Eisen, Vodacce), Spot+5,
  Tumble+3, Use Rope+5, Feats: Combat Reflexes, Dodge, Exotic
  Weapon Proficiency (Firearms), Iron Will, Lightning Reflexes,
  Reserve Energy, Two Weapon Fighting, Unarmored Defence
  Proficiency (Beginner), Weapon Focus (scimitar), Weapon
  Specialisation (scimitar), Wicked Strike
  Grandmaster Training
  Each of the members of the Council of Thirteen detailed
  here has the Grandmaster ability, that is they are capable of
  teaching their specialist subject to the Rank 6 level. If the
  Council member is willing they can train a player character
  who already has Rank 5 in that knack. The training can take
  between one month and a year, with the Hero having to
  spend 25 XP to complete the process. This does not then
  allow the player to gain the Grandmaster ability, since that
  could be game-breaking in most campaigns. Of course,
  convincing one of the Council of Thirteen to train you in a
  whole matter in itself.
  Accounting: Merin Zumer, Carleon
  Ambush: Eman Istrasis, Erivan
  Attack ( Heavy Weapon ): Serk Markstrom, Insel
  Gossip: Monica Allais du Crieux, Charouse
  Interrogation: Boli Kollsson, Kirk
  Natural Philosophy: Alvara Arciniega
  Research: Marcus Aurelian Numanus, Numa
  Scheming: Giovanni Villanova, Dionna
  Seduction: Lady Jane Killmarvon, Luthon
  Sincerity: Hughes Sices du Sices, Paix
  Tracking: Aleksi Pavtlow Markov v’Novgorov, Pavtlow
  Other Important People
  Aside from the Council of Thirteen, NOM is made up
  primarily of a massive network of non-descript assassins,
  couriers, spies and general criminals that report to one of the
  Council members. Most operatives are not in any way aware
  of the extent of the organisation they serve, but only the
  local interests of their particular boss. A few agents are more
  valuable and serve as loyal lieutenants to the Council
  members, either having proven their worth in the field over
  time or having some other connection to the mastermind.
  Often family lines have worked for NOM for generations,
  with the fathers inducting their sons and even daughters into
  
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  working for a powerful Council member. On the occasion
  when a Council member is killed or overthrown, rival
  members of the Council may seek to bring their most useful
  operatives under their own control. There are also a number
  of key figures in Theah that are discussed here for their
  knowledge of NOM or the fact that they are a great opponent
  to the Council of Thirteen, whether they know exactly who
  they are working against is another matter entirely.
  Reune Vengasdotter
  One of the eldest and most powerful members of the
  Sophia’s Daughter conspiracy, Reune is one of the few of
  that group aware of the full extent of the NOM organisation.
  This is because she has been a member of NOM under a
  number of guises for many years now, the latest being under
  the name of the Avalon scholar Aden Wigsfield. She also
  served as a housekeeper to Alvara Arciniega, where she
  spied extensively on his activities and especially his research
  on Blood Alchemy. Up to now she has kept all this
  knowledge to herself, although she has fed a few pieces of
  information to the Daughters that have allowed them to
  thwart a number of the more insidious NOM operations in
  Castille. If the Handmaidens were to find out about the
  depth of the secrets she has been keeping they would be
  shocked, for she has in effect sold out the cause of the
  Daughters to advance her own knowledge and power. More
  importantly if one of the senior members of NOM ever
  realise who she is, it will be bad not only for her but for the
  various dupes she has worked in the organisation all these
  years including Alvara Arciniega himself.
  Reune Vengasdotter - Villain ( 7th Sea™ )
  Brawn 2, Finesse 3, Wits 6, Resolve 3, Panache 3
  Reputation: -31
  Background: Dead to the World
  Arcana: Deceitful
  Advantages: Avalon (R/W), Castille (R/W), Eisen (R/W),
  Montaigne (R/W), Théan (R/W), Ussuran, Vendel (R/W),
  Vodacce (R/W), Alchemist, Connections (many), Membership
  (Sophia’s Daughters, NOM)
  Alchemist: Natural Philosophy 6, Occult 5, Poison 5, Research 5
  Courtier: Dancing 3, Diplomacy 5, Etiquette 5, Fashion 4,
  Oratory 3, Politics 5, Scheming 4, Seduction 3, Sincerity 5
  Herbalist: Compounds 5, Cooking 3, Diagnosis 4, First Aid 4,
  Flora 5, Poisons 5
  Merchant: Cooking 3, Gardener 5
  Scholar: Astronomy 4, History 4, Law 3, Mathematics 3, Occult
  5, Natural Philosophy 6, Philosophy 3, Research 5, Theology 2
  Scrying ( Master ): Scry 5, False Potions 5, Antidote Philter 5,
  Fumes of Slumber 5, Elixir of Eagle’s Flight 3, Elixir of Velme 4,
  Gilead’s Whispers 5, Glasswater 3, Philter of Intelligence 4,
  Philter of Invisibility 5, Vapor of Forgetfulness 5
  Servant: Etiquette 5, Fashion 4, Menial Tasks 4, Seneschal 4,
  Unobtrusive 5, Valet 4
  Spy: Shadowing 4, Stealth 5, Bribery 3, Conceal 4, Disguise 4,
  Read Lips 4
  Athlete: Climbing 5, Footwork 4, Leaping 3, Long-distance
  Running 4, Sprinting 4, Swinging 3, Throwing 3
  Fencing: Attack 5, Parry 4
  Firearms: Attach 5, Reload 4
  Knife: Attack 5, Parry 3
  Valroux ( Master ): Double-parry 5, Feint 5, Tagging 5, Exploit
  Weakness 5
  Reune Vengasdotter ( d20™ )
  Vesten Female Courtier 1 /Scrying Sorceress 18 / Spy 1 /
  Valroux Swordsman 5: CR 25; HD 18d4+2d6+5d10; hp 89;
  Init+0; AC 23; Atks: rapier +14/+9/+4 melee (d6+3 18-20/x2) or
  pistol +13/+8/+3 ranged (1d10); SA Raise the Stakes, Sneak
  Attack+1d6, Spells; SQ Alias (DC 35), Breath water, Brew
  Potions, Nimble, Portal to Bryn Bresail, Scry Checks+12, Scry
  Master, Sense Alignment, Style and Grace, Talent, Wealth; AL
  NE; SV Fort+11, Ref+10, Will+19; Str 9, Dex 10, Con 10, Int
  22, Wis 18, Cha 12; Skills: Bluff+10, Climb+10, Craft
  (alchemy)+20, Craft (cooking)+15, Craft (poison)+20,
  Diplomacy+10, Disguise+12, Gather Information+6, Heal+8,
  Hide+16, Jump+8, Knowledge (arcana)+20, Knowledge
  (astronomy)+15, Knowledge (law)+14, Knowledge
  (mathematics)+17, Knowledge (natural philosophy) +25,
  Knowledge (nobility )+14, Knowledge (philosophy and
  theology)+15, Listen+8, Move Silently+16, Perform (dance)+8,
  Perform (oratory)+8, Profession (gardener)+11, Profession
  (herbalist)+12, Profession (servant)+11, Search+10, Sense
  Motive+7, Speak Language (Avalon, Castillian, Eisen,
  Montaigne, Théan, Ussuran, Vendel, Vodacce), Spot+10,
  Tumble+6; Feats: Combat Expertise, Deceitful, Exotic Weapon
  Proficiency (Firearms), Full Blooded (Scrying), Parry, Power
  Attack, Run, Membership (NOM, Sophia’s Daughters),
  Scheming, Two Weapon Fighting, Unarmored Defence
  Proficiency (Intermediate), Weapon Focus (main gauche, rapier),
  Weapon Specialization (main gauche, rapier); Scrying potions:
  All the scrying potions presented in Swashbuckling Arcana
  except from: elixir of tongues, oil of dullness, philter of strength;
  Spells (9/10/9/8/7/5/4/3/2/1 save DC 14+spell level): 0-level:
  
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  detect poison; 1-level: comprehend languages, true strike; 2-
  level: detect thoughts, misdirection; 3-level: augury,
  clairaudience/clairvoyance; 4-level: locate object; 5-level: bryn
  bresail; 6-level: legend lore, true seeing; 7-level: insanity; 8-
  level: demand, screen; 9-level: weird
  Cardinal Esteban Verdugo
  Verdugo may have fallen from grace recently, but
  for a significant period of time he was one of the
  most powerful figures in Theah as the supreme
  leader of the Vaticine Inquisition. To
  control such a large resource of zealous
  followers would be the envy of most
  Council members, though they would
  perhaps take exception to the faith that
  Verdugo professed in carrying out his
  goals. While the Council of Thirteen saw
  the rise of Vedugo from its inception, they
  failed completely in trying to manipulate the
  direction of the new Inquisition although
  Arciniega was able to use the organisation to
  forge the Invisible College and so
  strengthen his own standing further. Over
  the last few year, the Council have
  discussed on numerous occasions plans to deal
  with Verdugo, who they came to see as a great threat to their
  plans, especially in the subversion of the young Castillian
  monarch Sandoval. While the pressure that drove Verdugo
  from office came mostly through his own obsession on El
  Vago, NOM agents have used their influence within the
  Church to try and shape the result of the fall to their liking
  under the direction of Cardinal Christina. Alvara Arciniega
  has even proposed a radical idea to the Council to turn the
  former thorn in their collective side into a valuable tool for
  the move forward in this new age.
  Esteban Verdugo - Villain ( 7th Sea™ )
  Brawn 2, Finesse 3, Wits 5, Resolve 4, Panache 4
  Reputation: -88
  Background: Moment of Awe
  Arcana: Righteous
  Advantages: Castille (R/W), Montaigne (R/W), Théan (R/W),
  Castillian Accent (Aldana), Faith, Indomitable Will, Ordained,
  University
  Courtier: Dancing 2, Etiquette 5, Fashion 2, Oratory 6, Politics 5,
  Scheming 5, Seduction 4, Sincerity 5
  Merchant: Calligraphy 5, Scribe 4
  Priest: Diplomacy 4, Mooch 4, Oratory 6, Philosophy 4,
  Theology 5, Writing 5
  Scholar: History 5, Law 4, Mathematics 2, Occult 3, Philosophy
  4, Research 4, Theology 5
  Servant: Accounting 3, Etiquette 5, Fashion 2, Gossip
  4, Menial Tasks 4, Seneschal 4, Unobtrusive 5
  Spy: Bribery 3, Conceal 4, Cryptography 4, Forgery
  4, Interrogation 5, Lip Reading 3, Shadowing 4,
  Stealth 4
  Knife: Attack 2, Parry 2
  Cardinal Esteban Verdugo ( d20™ )
  Castillian Male Inquisitor 17: CR 17; HD 17d8+17; hp
  110; Init+0; AC 10; Atks: +12/+7/+2 dagger melee (1d4);
  SA Fanatic Strength (3), Gaze into the Abyss, Hierophant’s
  Will, Knight Inquisitor, Malediction of Theus, Righteous
  Fury, Silver Tongue, Sorcery’s Stench, Untapped Reserves
  (4), Voice of Theus; SV Fort+12, Ref+5, Will+17; Str 10,
  Dex 11, Con 12, Int 16, Wis 18, Cha 16; AL LE; Skills:
  Appraise+9, Bluff+9, Decipher Script+8, Diplomacy+10,
  Disguise+4, Gather Information+12, Innuendo+8,
  Intimidate+12, Knowledge (arcana)+7, Knowledge
  (history)+9, Knowledge (law)+7, Knowledge
  (mathematics)+6, Knowledge (philosophy)+7, Knowledge
  (religion)+11, Listen+7, Move Silently+7, Read Lips+8,
  Search+8, Sense Motive+12, Spot+8; Feats: Fanatical (Wile),
  Great Fortitude, Indomitable Will, Iron Will, Leadership,
  Ordained, Politicker, University
  Note - The original version of Verdugo had no Attack values
  listed, since his fall from grace he is not quite so unwilling to get
  personally involved
  Nolan Chaucer
  As the head of the Couriers group of the Rilasciare and the
  nearest thing that anarchic organisation has to a leader,
  Nolan is one of the most informed people in Theah on what
  is happening behind the public perception. Over the last few
  years he has collected evidence on a group of incredibly
  powerful figures that manipulate Theah, the scale of their
  operations terrifies the old Avalon to death. Recently he
  found documents that were signed using a strange seal and
  referred to a “Council of Thirteen”. Even though he has kept
  these observations to himself, the fact that he has become
  aware of NOM has come to the notice of the Council and
  they have dispatched agents to keep a close eye on Nolan
  
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  while they decide the best cause of action. Knowing that
  Nolan is a careful man, they are concerned that he has
  hidden the evidence in a way that it would be revealed if he
  were simply to be killed, so for now they have held off on
  their usual strong-arm tactics in dealing with those that
  discover the secret. Arciniega has proposed inviting Nolan to
  join the group, but some are unsure if he would be open to
  the goals of NOM. This has not deterred Arciniega who
  knows that anyone can be made to come around to the views
  of NOM with the correct persuasion.
  Nolan Chaucer - Hero ( 7th Sea™ )
  Brawn 2, Finesse 2, Wits 5, Resolve 4, Panache 3
  Reputation: 27
  Background: Fear
  Arcana: Focused
  Advantages: Castille (R/W), Connections (many), Eisen (R/W),
  Grandmaster, Linguist, Montaigne (R/W), Safehouse (all), Théan
  (R/W), The Bargainer’s Secret, University, Ussura (R/W), Vendel
  (R/W), Vodacce (R/W)
  Commander: Leadership 5, Logistics 6, Strategy 2, Tactics 2
  Firearms: Attack 3, Reload 2
  Forger: Calligrapher 5, Cryptography 5, Forgery 5, Paper Maker
  3, Research 4
  Rider: Mounting 2, Riding 2
  Scholar: History 4, Mathematics 2, Philosophy 3, Research 4
  Streetwise: Socialising 2, Street Navigation 4, Underworld Lore 4
  Nolan Chaucer ( d20™ )
  Vendel Expert 14: CR 12; HD 14d4+28; hp 80; Init+0; AC 10;
  Atks: pistol +10/+5 ranged (d10 x3); SQ Cunning Plans; SV
  Fort+6, Ref+4, Will +10; Str 10, Dex 10, Con 14, Int 18, Wis 12,
  Cha 14; AL NG; Skills: Appraise+6, Craft (calligraphy)+17,
  Craft (paper making)+13, Decipher Script+8, Escape Artist+4,
  Forgery+20, Gather Information+12, Knowledge (history)+15,
  Knowledge (logistics)+20, Knowledge (mathematics) +8,
  Listen+4, Profession (Tactician)+10, Ride+6, Sense Motive+2,
  Survival +6, Speak Language (Castille, Eisen, Montaigne, Thean,
  Ussuran, Vendel, Vodacce); Feats: Focused, Leadership,
  Membership (Rilasciare), Skill Focus (forgery), Skill Focus
  (logistics), University
  Auguste Danceny du Rosmonde
  Over the last few years the Duc has gone from being the
  main patron of Alvara Arciniega’s work in Blood Science, to
  a husk of a man addicted to the potions that Arciniega sends
  to him in exchange for blood samples and funds. Having
  helped to speed along the Montaigne revolution by
  poisoning the mind of the Empereur against Montegue and
  then sending word to the General through his wife, Auguste
  took great advantage of the chaos of the Frenzy. Being
  known to a number of local militant cells, he was protected
  himself from harm and pretended to give refuge to a few
  fleeing nobles from Charouse. Most of the nobles became a
  source of blood for Arciniega’s laboratory, although even
  the great Castillian himself is not aware that so much blood
  came from only a handful of murdered people.
  The only thing apart from the potions that matters to
  Auguste is his granddaughter Gabrielle, who he managed to
  smuggle out of the country to Avalon before the revolution
  broke. Unknown to him she has fallen in love with a poor
  playwright from the Balroux Downs, something that she
  knows her grandfather is unlikely to approve of. That said,
  she may not have to wait long as the Duc’s health
  deteriorates by the day, from the adverse effects of several
  test potions sent to him by Arciniega. His skin is slightly
  ashen and he often has difficulty breathing, now rarely going
  out and if he does only in the company of a number of
  retainers. Alvara has become increasingly concerned about
  this fact, not fully aware of the full degree of addition and
  the number of potions the Duc has used. However, if he
  were to stop taken them now it is likely that the withdrawal
  symptoms will kill him anyway.
  Duc Auguste Danceny du Rosemonde – Villain ( 7th Sea™ )
  Brawn 1, Finesse 2, Wits 4, Resolve 3, Panache 3
  Reputation: -48
  Advantages: Alchemist, Bodyguard, Castille (R/W), Eisen (R/W),
  Membership (Invisible College, NOM), Montaigne (R/W), Noble,
  Research Library 1, Servants, Théan (R/W), University
  Arcana: None
  Background: Fear 3, Potion Addict 3
  Courtier: Dancing 4, Etiquette 5, Fashion 4, Oratory 3,
  Diplomacy 4, Gaming 2, Gossip 5, Lip Reading 2, Memorizing 2,
  Politics 5, Scheming 4, Sincerity 4
  Fencing: Attack (Fencing) 4, Parry (Fencing) 5
  Knife: Attack (Knife) 3, Parry (Knife) 2
  Porte (Apprentice): Attunement 2, Bring 1, Blooding 2, Pocket 1
  Rider: Ride 4, Mounting 3
  Scholar: History 2, Mathematics 3, Philosophy 3, Research 4,
  Astronomy 3, Law 3, Natural Philosophy 5, Occult 4
  Valroux (Journeyman): Double-Parry (Fencing/Knife) 4, Exploit
  
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  Weakness (Valroux) 5, Feint (Fencing) 5, Tagging (Fencing) 4
  Duc Auguste Danceny du Rosemonde ( d20™ )
  Montaigne Noble 5 / Porte Sorcerer 3 / Blood Scientist 3 /
  Valroux Swordsman 3: CR 14; HD 3d6+8d8+3d10; hp 55; Init
  +3; AC 13; Atk: rapier +11/+6 melee (d8; 18-20/x2); SA
  Commanding Presence+1, Friends in High Places, Off-Hand
  Fighting, Raise the Stakes, Seduction; SQ Attunement: ½ mile,
  Blooding 2, Brew Cordial, Bring, Extracts, Fast Healing 2,
  Pocket 10 lbs, Porté Checks+2, Side Effects 1-4; AL NE; SV
  Fort+9, Ref+7, Will+15; Str 10, Dex 17, Con 9, Int 17, Wis 14,
  Cha 9; Skills: Appraise+5, Bluff+14, Concentration+7, Craft
  (alchemy)+13, Craft (poison)+5, Diplomacy+4, Hide+8,
  Innuendo+7, Intimidate+16, Knowledge (arcana)+11, Knowledge
  (mathematics)+8, Knowledge (natural sciences)+16, Knowledge
  (nobility)+13, Knowledge (philosophy)+11, Listen+7, Move
  Silently+8, Sense Motive+13, Speak Language (Castillian,
  Montaigne, Thean), Spot+5, Tumble+8; Feats: Expertise,
  Frightening Countenance, Half Blood (Porté), Membership
  (Invisible College, NOM), Weapon Focus (main gauche, rapier),
  Weapon Specialization (main gauche, rapier); Porte Spells (2/2
  save DC 12+level): 0-level: Message, Open/Close, Prestidig-
  itation; 1-level: Expeditious Retreat; Blood Science Knacks
  (5/3/3 save DC 12+level): 0-level: Detect poison, Purify Food
  and Drink, 1-level: Endure Poison, Inflict Light Wounds, 2-level:
  Cat’s Grace, Endurance.
  The Espectro Acero
  Introduction
  The strong arm of the Council of Thirteen, the “Steel
  Spectors” were formed early in the days of the organisation
  to help secure sites that were important to NOM, prevent the
  Council members from simply assassinating each other and
  also to deal with any problems to the group. The importance
  of the group has waxed and waned with the rise of strong
  leaders and the nature of the men who sit on the Council of
  Thirteen. In recent years the Espectro Acero have been
  subverted to an extent under the leadership of Iselo and now
  Alvara Arciniega. While the vast majority of agents still
  serve the Council, the fact that their leader Quinn is such an
  ally of Arciniega means that he can call upon the group to
  forward his own agenda. That said, Arciniega has been
  carefully so far not to abuse this position against the other
  Council members, as even with his influence he could not
  stand against them all. Quinn is also aware that when Alvara
  eventually falls, his actions will dictate whether he survives
  the transition in power.
  Membership in the Espectro is gained from a number of
  routes. Traditionally, the Council knew a number of
  Vodacce families and their sons trained into the group if
  they showed the necessary skills. If a criminal or duellist
  came to the attention of the group, they may also be
  observed and approached to join. In more recent years, the
  Swordsman’s Guild has become something of a recruiting
  ground for the group, with a number of agents in the various
  duelling schools around Theah. Administration for the
  organisation is carried out from its base in Dionna, although
  they maintain a number of smaller schools in other major
  cities that act as cover for their work. This is especially the
  case in Freiburg and Charouse, which house the greatest
  number of Espectro agents outside of Vodacce.
  Activities
  The Espectro carries out the main role of preventing direct
  action by the Council members against each other purely by
  its existence. It is made clear to any senior member and
  especially those that join the Council of Thirteen, that if they
  are found to be directly responsible for the unwarranted
  death of another NOM member then they will be killed in
  turn by the Espectro. Alvara himself could be argued to have
  violated this rule with his destruction of Jean Pierre du Lac,
  but he argued that the deceased has first broken the accord
  by trying to act against his daughter and of course having the
  leader of the Espectro in his pocket always helps.
  Apart from this veiled threat of retribution, the majority of
  the work of the Espectro is to enforce the will of the Council
  when other resources will not suffice. Each Council member
  knows that the life of the highly-trained members of the
  group are not something to be wasted, so its agents should
  only be used where the task is important enough and their
  own operatives are not sufficient. The type of missions that
  this entails usually falls into one of three categories-
  assassinations, thefts and recovery. The assassinations
  carried out by the Espectro would be expected to be very
  high profile and involve either a singularly skilled opponent
  or one with plenty of protection, this has included
  throughout history a number of Kings, Emperors and even in
  one case the Hierophant. Thefts of items are usually dealt
  
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  with by either long-term planning or infiltration, but if any
  object needs to be acquired quickly or perhaps taken out of
  the hands of another group before they can use it, then one
  of the specialist members of the Espectro may be called
  upon. While these members are trained in swordplay like all
  the others, they either through their background or training
  have a particular flair for stealth and disguise. Finally, on the
  occasion when a NOM operation has gone awry it is often
  the Espectro that need to be called in to sort out the problem.
  This can include the rescue of captured agents, assuming
  they are important enough, or the covering up of traces of
  the groups involvement. In instances where the Council or
  another senior member has had to call in the Espectro to
  perform this task on another member’s operation, the
  instigator would be expected to make a full accounting to the
  group. It is fairly typical that as part of the annual Council
  meetings, the Council of Thirteen review all Espectro
  activity to look for any flaws and some member take this
  opportunity to score political points over their rivals.
  Quinn
  Quinn is Novus Ordum Mundi's chief assassin, one of the
  best in Theah, and the head of the Espectro Acero.
  Whenever they need someone important silenced, Quinn is
  the first person called upon. In order to keep individual
  Council members from abusing his services, only the leader
  of the Council of Thirteen knows how to contact him, or so
  goes the reasoning of Arciniega anyway. Quinn had a very
  good relationship with the former leader of NOM, Iselo
  Arciniega de Aldana, and maintains the same type of
  relationship with Alvara. Quinn was introduced to Alvara
  many years ago, when Iselo was grooming Alvara to succeed
  him. It is Quinn's nature to constantly seek weakness in a
  man, yet he has found none in Alvara, only a man willing to
  do anything to achieve his goals. Over the years, Alvara has
  earned Quinn's respect, something which is not given lightly.
  Quinn is an enigma. No one knows where he came from,
  what his background is, or even his nationality. He is a
  master of disguise who seldom appears as the same person
  twice. The only person who has ever seen his true face is his
  head student, who has vowed to take her knowledge to the
  grave. Even Alvara can only speculate about his true
  identity. Some of the Council believe that he may have once
  been a doctor, or a soldier, but none of the rumours have
  been confirmed; none have had the audacity to ask him.
  Quinn – Villain ( 7th Sea™ )
  Brawn 3, Finesse 5, Wits 4, Resolve 4, Panache 4
  Reputation: -67
  Background: True Identity
  Arcana: Commanding
  Advantages: Avalon, Castille (R/W), Eisen, Montaigne (R/W),
  Thean (R/W), Vendel, Vodacce (R/W), Combat Reflexes,
  Linguist, Membership (NOM)
  Doctor: Diagnosis 4, First Aid 4, Quack 1, Examiner 4, Surgery 4
  Performer: Acting 5, Dancing 2, Oratory 2, Singing 2, Cold Read
  4, Prestidigitation 3
  Spy: Shadowing 5, Stealth 5, Bribery 3, Conceal 5, Disguise 5
  Athlete: Climbing 4, Footwork 5, Sprinting 3, Throwing 2, Break
  Fall 3, Leaping 4
  Fencing: Attack 5, Parry 5
  Knife: Attack 5, Parry 5
  Quinn ( Master ): Beat 5, Exploit Weakness (Quinn) 5, Feint 5,
  Lunge 5
  Valroux ( Master ): Double-parry 5, Exploit Weakness (Valroux)
  5, Exploit Weakness (Donovan) 3, Exploit Weakness (Eisenfaust)
  2, Exploit Weakness (Aldana) 2, Feint 5, Tagging 5
  Quinn, Master Assassin ( d20™ )
  Male of Unknown Heritage Assassin 7 / Fighter 1 / Spy 1 /
  Théan Bard 2 / Valroux Swordsman 5: CR 16; HD 8d6 +2d8
  +6d10; hp 79; Init +3 (Dex); AC 24; Atks: rapier with fencing
  ring +15/+10/+5 melee (d6+1; 18-20/x2) and serrated main
  gauche +15 melee (d4; 19-20/x3); SA Ambush Attack+1, Bardic
  Music (Countersong, Fascinate, Inspire Courage+1), Death
  Attack (DC 19), Raise the Stakes, Sneak Attack+5d6; SQ Alias
  (DC 39), Bardic Knowledge+4, Conceal the Evidence, Poison
  Use, Inconspicuous, Uncanny Dodge; AL NE; SV Fort+8,
  Ref+14, Will+10; Str 12, Dex 16, Con 10, Int 14, Wis 12, Cha
  14; Skills: Bluff+18, Climb+10, Diplomacy+5, Disguise+15,
  Heal+15, Hide+18, Jump+10, Knowledge (anatomy)+6,
  Listen+4, Move Silently+18, Perform (acting)+15, Perform
  (dance)+7, Perform (oratory)+7, Perform (singing)+7, Sense
  Motive+13, Speak Language (Avalon, Castillian, Eisen,
  Montaigne, Théan, Vendel, Vodacce), Spot+4, Tumble+14;
  Feats: Combat Expertise, Commanding, Improved Feint, Lunge,
  Membership (NOM), Parry, Power Attack, Quinn Mastery, Two
  Weapon Fighting, Unarmored Defence Proficiency
  (Intermediate), Weapon Finesse, Weapon Focus (main gauche,
  rapier), Weapon Specialization (main gauche, rapier)
  
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  Quinn School of Assassination
  Quinn himself created this school based on his martial
  prowess, and his knowledge of the human anatomy. Students
  use a knife as their primary weapon and are trained in in the
  arts of "blending in." They also learn to utilise the "soft
  spots" of the human body in order to inflict maximum
  damage with their blade. These techniques can only be used
  with a knife, stiletto, or dagger, as any other weapon is too
  large and clumsy for the necessary precision. For the same
  reasons, the techniques may not be utilised if the weapon is
  thrown. So far, Quinn has only taken on ten students, none
  of whom have yet become masters. It is not recommended
  that you allow Heroes to learn this school.
  The main drawback to the school is that it was designed to
  be used against an unknowing victim. It is not readily
  effective in a toe-to-toe sword fight with a skilled
  swordsman. If a practitioner of this school is challenged to a
  duel, he had better know another fighting style, or he is
  likely to be handed his liver on a plate.
  Quinn Swordsman School ( 7th Sea™ )
  Basic Curriculum: Spy, Knife
  Swordsman Knacks: Beat (Knife), Feint (Knife), Lunge (Knife),
  Exploit Weakness (Quinn)
  Apprentice: Students of the Quinn school first learn where the
  soft parts of the human body are, and which areas are most
  vulnerable to attack. You gain one additional Unkept die when
  rolling for damage with a knife. If you have surprised your victim
  (with a successful Stealth roll), you instead gain one additional
  Kept die when rolling for damage with a knife. In addition, you
  receive one Free Raise when using Stealth.
  Journeyman: As an apprentice you learned where to strike. Now
  you must learn how to strike. Journeyman have honed their
  fighting skills to such a degree that they seldom miss. You gain
  two Free Raises when attacking with a knife. In addition, you
  receive another Free Raise when using Stealth.
  Master: Masters of the Quinn school have learned to deliver a
  killing blow with a single stroke of their blade. You may spend
  two Drama dice on a successful hit to inflict an automatic
  Dramatic Wound. If you have surprised your victim (with a
  successful Stealth roll), on a successful hit you may spend all of
  your Drama dice to inflict one Dramatic Wound per Drama die
  spent.
  Quinn Mastery ( d20™ New Feat )
  You are fully trained in the deadliest of assassin techniques –
  Quinn’s school has killed many a NOM obstacles. Understanding
  the anatomy, you have honed your sneak or ambush attack to
  perfection.
  Prerequisites: Lunge or Improved Feint. Sneak attack +2d6 or
  Ambush Attack +1. Membership ( NOM )
  Benefit: 1/day, you can declare that you are using this ability
  before attacking a flat-footed opponent with a small blade. You
  can reroll the roll to hit for this attack.
  You also choose to increase your sneak attack dice by +2d6 (if
  you already have the sneak attack ability) or your ambush attack
  by +2 (if you already have the ambush attack ability) for this
  attack. You can choose only one of these options each time you
  declare you are using this ability.
  Infiltration of Other Groups
  Avalon
  The islands of Avalon have traditionally not been of great
  interest to the members of Novus Ordum Mundi due to their
  remote location and lack of involvement in mainland
  politics. This changed with the imposition of Montaigne rule
  on the nation, which brought with it the nobles and court
  system that the Council members knew and had influence
  over. NOM agents manipulated events in the islands through
  their Montaigne networks and government structures, but
  did not on the whole recruit the local population to their
  cause except for the odd thug or criminal to carry out
  specific tasks. This lack of foresight was shown up when the
  Montaigne rule was overthrown and the eventual rise of
  Queen Elaine. The rebirth of Avalon as a global power at
  first caught the Council without a plan, but the parlement
  system of Avalon has given them a structure to bend to their
  uses. While there are still few senior NOM agents in Avalon,
  the group is expanding their influence through Avalon,
  although making less progress in the more volatile political
  arenas of the Highland Marshes and Inismore. Merin Zumer
  is the Council member in the best position for the nation
  with a number of the resources of the Explorer’s Society
  available to her and the fact that she can use the organisation
  as a cover to meet with members of parlement and other
  notables to sway their thoughts.
  
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  Castille
  NOM influences the development of Castille through two
  sides, with both the society of Dons and the Church
  infiltrated by the organisation over many centuries. The rise
  of the Inquisition threatened to undermine the group’s
  influence in the nation, since few agents had managed
  successfully to portray themselves with sufficient zeal to
  advance in this expanding wing of the Church. It is generally
  considered a masterstroke by the Council members that
  Arciniega was able to use the biggest threat to the group in
  Castille, in order to create the structure of the Invisible
  College and so provide a valuable new resource. The
  Montaigne invasion was both a blessing and a curse in that it
  strengthen the power of the Inquisition and Verdugo in
  particular, but it also created a large amount of displaced
  nobles that were open to assistance in order to regain their
  position and wealth. With the subsequent fall of Verdugo
  and the election of a new Hierophant, the Inquisition has
  been pared back to its former state and Castille in now of the
  beginning of what might be a new golden age. It is also a
  new age where the Council of Thirteen have more Dons in
  their pocket then ever before and an impressionable young
  monarch who has lost he two closest advisors.
  Eisen
  Eisen was a central part of NOM plans all the way up to its
  disintegration with the death of the last Imperator. Many
  Council members through the history of the group have
  argued that only an Eisen Imperator could reunite western
  Theah and return to the supposed paradise of the Numan
  Empire. That philosophy which had become a minority view
  over time died a sudden death with the suicide of
  Reifenstahl. As it stands now, only Pösen and Heilgrund
  have any significant level of NOM activity with the other
  wasted states seen as of little value to the group. The
  exception is Freiburg, which both fascinates and terrifies the
  Council of Thirteen, being a state without a discernible
  government to subvert. That said a great number of NOM
  assassins and underworld operatives work out of Freiburg
  simply for this reason. For some time, the Council had
  considered inducting the young Stephen Heilgrund into their
  number but they have been shocked by his more recent
  actions and are now wondering if they will need to act to
  address the situation in that region. If they do act it is likely
  to be through other parties or organisations such as the Rose
  & Cross or die Kreuzritter.
  Montaigne
  Second only in importance to NOM behind Vodacce,
  Montaigne has been heavily infiltrated though most of the
  history of its existence due to the absolute power of its noble
  class. No other nation in Theah has been so consistently
  ruled by a powerful elite, who rely on their wealth and
  influence to define their very person. This system is a ripe
  ground for the machinations of the Council and the political
  fates of many landed nobles owe their success or failure to
  the actions of certain key agents. Most Council members
  have ensured to have at least some influence in Montaigne,
  if only because it was such a powerful player on the wider
  world arena. Those who used the Vaticine church as their
  network in Montaigne lost most of their influence with the
  rise of Leon, but that was mitigated by the glorification of
  the social elite that came with the rule of the new Empereur.
  Nobles relied even more on their influence in Court to
  maintain their position and rumour and gossip were able to
  make or break a figure. NOM agents in the Court could
  manipulate matters like never before, even if failure was
  more often or more dangerous. With the climactic fall of the
  regime, the Council of Thirteen were surprisingly not
  involved but it did not take long before they put plans in
  place to make something out of the situation. The new
  government of the People seemed to be an excellent
  organisation to infiltrate and subvert, but the growing
  paranoia of Arnaud Maximilian du Charouse made many
  operations difficult. One aspect of the new Frenzy that did
  play into the hands of the Council was the formation of the
  Committee of National Welfare, which was eminently
  suitable for infiltration by NOM agents with the needed
  skills in subterfuge and assassination. Some agents
  embedded in the Committee have actually been responsible
  for smuggling certain nobles out of the country to Avalon or
  Wische if the Council believes that they may be useful in the
  future. With the fall in turn of the Revolutionary government
  and the return of Montegue, the Council of Thirteen looks to
  a opportunity to influence a new leader with limited political
  experience and also the return of some of their network of
  the noble classes.
  
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  Vendel
  If the isolated nation of Avalon was of little interest to
  NOM, then the barbaric northern tribes were completely
  beneath the notice of the Council for centuries. It took the
  foresight of one member of the Council of Thirteen to turn
  the nation into one of the greatest tools for the group in
  modern times. Being aware of the disquiet of the
  underclasses against the rule of the Jarls, the Council
  member worked to support the uprising and used agents to
  influence key people to bring things to a point where a civil
  conflict was inevitable. He was then in a place to help to
  build the structure of the Vendel League that came out of
  this action, making sure that key members of the
  organisation were sympathetic to NOM goals if not full
  members of the organisation. With the bureaucratic morass
  that is the League becoming stronger, NOM then moved to
  bring the idea of the Guilder to the rest of Theah. While
  some argue that the idea of the currency will allow greater
  trade and prosperity throughout the west, the Council’s goals
  are not quite so altruistic as they see it as a superb tool for
  manipulating the economy of Theah and also to transfer
  funds easily among their operations. With the final defeat of
  the remnant Vestenmannavnjar and their exodus to the west,
  the League can now concentrate once more on imposing
  their agenda and that of the Council on large parts of Theah.
  Vodacce
  Vodacce is the spiritual home and also powerbase of Novus
  Ordum Mundi, stemming from the time of the Numan
  Empire and also due to the very nature of Vodacce politics.
  Few Council members who lack the skill of operating in the
  dangerous arena of Vodacce survive for long against the
  machination of their fellow leaders, the group does not
  tolerate weakness at any level. The power of NOM in
  Vodacce is centred on a number of hereditary lines, notably
  the Numanus family and in more recent centuries the
  powerful Villanova line of Merchant Princes. Through
  sponsorship of key members of the different Merchant
  families, the Council members of NOM play their own
  version of the Great Game pitting their resources against
  each other while all the time keeping Vodacce divided and
  controllable. Few major twists in Vodacce history have not
  had NOM influence somewhere at their core, from the
  founding of the major Merchant families through to the
  Crusades, they have all at least at first been guided by some
  greater plan by the Council. The one notable exception to
  this is the recent loss of status of the Caligari family and the
  unexpected action of Alcide Mondavi that lead to the loss of
  Merchant Prince Lucani. The removal of two great players in
  the Vodacce political scene has had great repercussions
  throughout the south of Theah and the Council have so far
  taken limited steps to stabilise the situation until they can
  better assess the climate.
  Crescent Lands
  The Council has a long history of involvement in the
  Crescent peninsula both before and during the time of the
  Church embargo. Much of the coastal areas were tribute
  states of the Numan Empire and so where the government of
  the Empire went so did the agents of the Council. With little
  in the way of a cohesive nation following the fall of the
  Numan Empire, the Council relied on influence with certain
  key leaders and a number of small nomadic groups to
  forward their agenda. What was thought to be needed was a
  significant threat to the people of the area in order to force
  the various groups together under strong leadership and lead
  to a single nation-state. When the Second Prophet was killed
  in Crescent lands, the Council saw the opportunity and used
  its influence in the Church to call for a Crusade against what
  they painted as a heathen land that needed the control of the
  west. While the likelihood of the western powers being able
  to control the vast peninsula was slim, they hoped this would
  act as the catalyst for the formation of a Crescent that they
  could more easily control. When the Crusades finally ended,
  there was a number of strong leaders but things quickly
  descended into factionalisation again and it is not until the
  late 14th century that the entire region has come under the
  control of one authority in the form of the Sultan at Iskandar.
  The Council are working to influence this new government
  and also promote its opening to outside influences,
  something that has been helped by partially lifting of the
  embargo such as by the Bernoulli family and also the fateful
  events from the rising of Cabora. In all these endeavours the
  agents of NOM must be very wary of the Eyes of the
  Peacock, who appear to be both beyond the usual corruption
  and have proven themselves competent at tracking down
  conspiracies or those that seek to unduly influence the
  
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  Sultan.
  Far Cathay
  Cathay has the noted feature on the continent of Theah of
  having had no contact with the Numan Empire, so there was
  never a historic opportunity to establish a foothold
  in this distant land. NOM has access to the
  reports of the few Church expeditions that
  have ventured to Cathay and a number of
  agents have also entered into the nation but
  have left little impression. The main reason
  that NOM has had so little effect on Cathay is
  partially down to its remoteness and lack of
  involvement with the rest of Theah, but also to the fact that
  the governance of the land is run in such a different way that
  any other nation. While the Empress is served by a gigantic
  bureaucracy that makes any other in Theah look like a small
  business, the way that it operates on favours, protocol and
  traditions form an impenetrable wall to infiltration by
  outsiders. While some agents have managed to find ministers
  and clerks in the system that are open to bribes for certain
  favours, they are also equally likely to turn on the outsider a
  some later date if it is deemed to be in their or the countries
  interest.
  Knights of the Rose & Cross
  This popular organisation has resisted most attempts by the
  Council to infiltrate it in its relatively short history, much to
  the annoyance of a succession of Council members eager to
  turn the group into a tool of NOM. Existing agents
  had either failed to be accepted entry into the
  Rose & Cross or else were inexplicably
  passed over for promotions and never
  attained any level of information or
  influence in the group. Knights have also
  proven on the whole to be more reticent than
  most to the philosophy of NOM or the more
  typical methods of bribery and threats. Again like many
  times in the history of NOM, it took the long-term plans and
  insight of a single Council member to change this situation.
  Hughes Sices du Sices was born the second son of a minor
  line of the Sices du Sices family and under normal
  circumstances in Montaigne would have had little
  opportunity in society. However, his uncle was a member of
  the Council of Thirteen and had a particular destiny in mind
  for his newborn nephew. The success of the operation to get
  a key operative into the Rose & Cross has gone further than
  the now departed elder Sices du Sices could have guessed.
  The situation is still delicate though, as although the
  position gives Hughes great influence in the
  group, the nature of the Rose & Cross means
  that he cannot use the group in a lot of areas
  and his control is checked by both the other
  Master Knights and, in the absence of the
  Minister, also by the secretive Seneschals.
  The Invisible College
  The nature of this secretive group of scholar has been almost
  entirely subverted by the machinations of Alvara Archiniega
  to make it entirely dependant on his control and able to serve
  his grand plan. With the threat of the Inquisition now
  diminished, the scholars are starting to show the first signs
  of breaking with Archiniega’s control and it is only a matter
  of time before the differences in belief within the group
  come to a head. The constant determination of Archiniega to
  focus on Blood Alchemy threatens not only to split the
  Council of Thirteen but also the College, with many senior
  scholars speaking out against the research even without
  being aware of the darker acts that the alchemists carry out
  to advance their knowledge. If he were to lose control of the
  College, Archiniega would suffer a massive loss of resources
  and prestige within the Council, so this is a possibility that
  he will take any and all actions to prevent. He already gave
  up the eminent Jeremy Cook to the Inquisition in
  sacrifice to his goals, so he is certainly not
  afraid to do so again.
  Explorer’s Society
  The Explorer’s are one of the youngest groups
  of its type in Theah and as such the Council have
  not had that much time, or even inclination, to heavily
  influence the group. Many Council members argue that the
  organisation is not worth the effort and resources it would
  take, but this is countered by some that see the Explorer’s as
  becoming more important as time progresses and also warn
  of them making a significant discovery that the group is
  
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  unprepared to deal with. The fact that Merin Zumer has risen
  to a position on the Council of Thirteen shows
  how serious some take the potential of the
  group, although it is also in part to the lack
  of other influence in the Avalon isles where
  the Explorer’s are becoming a prominent
  special interest group within many
  government circles. NOM infiltration tends to
  concentrate on the administration side of the
  organisation, since this allows greater coverage with fewer
  individuals and the nature of small groups of explorers
  venturing into the wilds does not lend itself well to other
  types of mission.
  Die Kreuzritter
  The Council is one of only a few organisations fully aware
  of the existence and operations of the Black Crosses, mainly
  through their infiltration of the Vaticine Church. They see
  the potential in an organisation of shadowy assassins
  dedicated to a cause, but do prefer to keep the
  Kreuzritter at arms length as they recognise that
  the group could make as powerful an enemy as
  there are a tool. Like with the Rose & Cross,
  infiltrating the group has proven difficult and
  a NOM operative has never reached any high
  level of influence within the organisation. Instead
  the Council rely on their operatives in the Church to keep
  them informed of Kreuzritter actions and if need to feed
  selected information on the group to get them to do specific
  things or act in a certain way. One such action was providing
  the details of the route of the fleeing Leon Alexandre, which
  lead to his capture and execution by the Order. Serk
  Markstrom has also been responsible for some of the tension
  between the Rose & Cross and the Kreuzritter in southern
  Eisen, by his subtle involvement in the creation of a new
  Rose & Cross chapterhouse in Tannen that is seen as a
  threat to the other organisation.
  Sophia’s Daughters
  The Council of Thirteen distrust the Daughters
  like no other group or organisation in Theah,
  mainly due to their power and the fact that they
  also exist behind the scenes trying to manipulate the
  shape of Theah to their own goals. While the Council has
  been aware of the existence of the group for a
  number of centuries, they have tried to ensure
  that the full extent of their own organisation
  does not come into the view of the
  Handmaidens or the Sophia herself. Council
  members have sacrificed key agents if they
  believe that they may be compromised by
  Daughter operations to prevent them from revealing
  anything further. NOM have taken direct action against the
  Daughters on a number of occasions so long as they believe
  they are able to cover their tracks or work through
  intermediaries, an example of which being the execution of
  Madeline de Chatelaine in Montaigne due to the paranoid
  suspicions of Arnaud Maximilian du Charouse. When the
  Council discover the truth behind Aden Wigsfield as a cover
  for Reune Vengesdotter, they will act quickly to remove the
  problem and this will have serious repercussions for Alvara
  Archiniega himself due to his association with her.  Another
  issue is the affiliation of Villanova’s wife and
  mistress with the group, which has lead to the
  wounded Merchant Prince to rally against the
  society at Council and call for NOM to use
  all its resources to destroy the secret society.
  Rilasciare
  The fractured nature of the Rilasciare make it both a threat
  and a boon to the Council members of NOM. Some cells and
  groups have wittingly or unknowingly worked for the
  Council on certain operations, while others have come close
  to finding out about the network through their contacts in the
  Thean criminal underworld. While the Council of Thirteen is
  more aware of the size of the Rilasciare movement than most
  in Theah, it is true that even they do not know the full extent
  of the group. The ability of the Jacob’s Political Society to
  influence the massive changes in Montaigne with the fall
  of Leon Alexandre came as something of a
  surprise given reports on the nature and
  efficiency of that group to the Council. A
  number of agents have now been tasked with
  reassessing the threat posed by the group to
  NOM operations and if any major plans will
  need to be made to deal with them. One immediate
  threat has been the evidence of the existence of NOM
  
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  uncovered by Nolan Chaucer, although the Council remains
  divided about whether to recruit or assassinate the important
  Rilasciare figure. With their knowledge of the Porte abilities
  of Chaucer’s main courier and close associate, they would
  certainly be able to set him up to be dealt with by areas of
  his own organisation.
  Los Vagos
  During the height of Inquisition control in
  Castille, the activists of Los Vagos became a
  convenient scapegoat for a number of NOM
  operations in the country. While no agent was
  actually a member of the Vagabonds, quite a
  few used the imagery or name of the group to
  cover their own actions. This has included the
  assassination of a number of low-level church officials that
  were problematic to the Council, which is one of the reasons
  that the Inquisition was so set against the Los Vagos. Since
  the end of the Montaigne invasion and the fall of the
  Inquisition, the group has been seen to be rather without a
  cause and sightings have diminished. NOM is keeping a
  watchful eye on the situation as with all others, but at the
  current time has no real interest in the group.
  The Rye Grin
  This small group of noble supporters in Montaigne at the
  height of the Frenzy came to the interest of the Council
  purely as a means of covering up from any operations they
  carried out to smuggle nobles with NOM
  connections to safety. With a number of
  agents within the Committee for National
  Welfare, the Council were able to either use
  the Rye Grin as unwitting dupes to do the
  deed for them or an agent would fabricate
  evidence pointing to the activities of this thorn
  in the side of the revolutionary government to cover their
  own involvement.
  Adventurer’s Society of Luthon
  The Council knows of the true purpose of the small explorer
  group in subverting the monarchy through it core players
  referred to as the “Foundation”. They have approached the
  leader Wesley Johns IV on two occasions now to join their
  ranks, he has refused both times and the Council must now
  decide what action to take against him. With the fall of
  Elaine into a coma in 1672, it puts power back to parlement
  and gives the Foundation impetus to step up their actions.
  A Novus Timeline
  To detail all NOM activity going back to the beginning of
  the organisation would take a small library,
  something like the one that the group has in
  Numa. Here is presented some information on
  NOM involvement in more recent events, some
  of which reveal a second side to incidents that
  the public are well aware of while others are
  completely in secret. The events that occur after 1670
  will in many cases be dealt with in future writings.
  1642 - Alvara Arciniega graduates from La Ciencia and stays
  under the tutelage of Iselo Arciniega de Aldana.
  1657 - Alvara Arciniega uses his own wealth to build la
  Universidad de Arciniega while becomes a prime recruiting
  ground for NOM scholars.
  1658 : With the rise of Elaine, Montaigne NOM nobles in
  Avalon are forced to leave, including Council of Thirteen
  member Jean Pierre du Lac.
  1659 - The headmaster of La Ciencia and a vocal
  opponent of Alvara is murdered by a petty thug
  in a NOM operation.
  1660 - Iselo passes away from a long-term
  illness and is succeeded to the head of the
  Council of Thirteen by his chosen protege, Alvara
  Arciniega.
  1662 : Alvara Arciniega betrays Jeremy Cook to the
  Inquisition, forcing the Invisible College further
  underground and reliant on his communication protocols.
  1664 : The Vendel League with unknown financial and
  technical help from the Council launch the Guilder in a bid
  to standardise currency in Theah.
  
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  1665 : NOM agents in the Church and Castillian court work
  to deny the young Sandoval full control in order to preserve
  their influence in the nation.
  1665 : Gaius Ilya comes of age and kills the father of Aleksi
  v’Novgorov, who inherits his fathers seat on the Council
  1666 : The death of the Hierophant leaves the Inquisition
  unchecked and NOM influence in the Church is threatened
  1666 : Alvara Arciniega announces his discovery of the light
  spectrum, but just escapes the Inquisition who move quicker
  than he had expected.
  1667 : The suicide of Imperator Reifenstahl throws Eisen
  into chaos and the Council withdraw until they are certain of
  the new political entities that arise.
  Spring 1667 : Following from
  the Inquisition attack on his
  person, Leon Alexandre declares
  war on Castille and catches the
  Council unprepared.
  Summer 1667 : With NOM agents whispering of
  treason, Leon Alexandre sends his son-in-law Montegue on
  an ill-fated invasion of Ussura. The attack on Castille slows.
  Tertius 1668 : The attack on a merchant ship of the
  Villanova family by the Vendel threatens an open war, but
  the Council manage to restore the situation.
  Julius 1668 - Monica Allais du Crieux is rescued from the
  Inquisition by Quinn and brought to Alvara Arciniega.
  Corantine 1668 : The Council becomes aware of reports of
  a mystical event centred on the Mirror. Shortly afterwards
  Caligari’s island sinks and the mysterious Cabora rises.
  Septimus 1668 : Villanova escapes the assassination attempt
  by Alcide Mondavi. The Council are again surprised by the
  actions of Modavi but refuse Villanova’s request to have
  him assassinated.
  Septimus 1668 : Rioting in Charouse blossoms into a full-
  scale revolution. NOM agents manage to smuggle a number
  of noble informants and operatives out of the city.
  Octavus 1668 : NOM agents pass the details of Leon
  Alexandre’s escape route to the Kreuzritter and the former
  Empereur is caught and hung.
  Octavus 1668 : The Treaty of Cabora is signed to limit
  access to the dangerous island. Not wanting any technology
  to fall into the wrong hands, the Council ensure that all
  governments ratify the treaty through their influence.
  Nonus 1668 : The new Revolutionary Government of
  Montaigne is formed, with a number of different
  groups having infiltrated the structure.
  Decimus 1668 : Valentina Villanova kills her
  two sons and flees with Juliette, leaving a
  vengeful Giovanni with one less eye and a
  burning hatred.
  Primus 1669 - At the annual meeting of
  the Council of Thirteen, Alvara accuses
  Jean Pierre of acting against his
  daughter. With du Lac destroyed, he
  elevates his own daughter to take his place
  over protest of the Council.
  Julius 1669 - The death of Aristede Baveaux raises Hughes
  Sices to Sices to Grand Master of the Rose & Cross, while
  plunging Montaigne into the beginning of the Frenzy.
  Corantine 1669 - The Committee of National Welfare is
  formed and quickly infiltrated by NOM agents.
  Corantine 1669 - Evidence provided by NOM agents sees
  Madeline de Chateline of the Sophia’s Daughters executed
  for treason by the Montaigne government.
  Quintus 1670 - Evidence of the location of the missing
  Montaigne archbishops comes to light. A transfer of
  Inquisition gold is revealed to Cardinal Durkheim by NOM.
  
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  Sextus 1670 - After sixth months of bloodshed in
  Montaigne, Posen releases Montegue who returns and takes
  control of the nation.
  Octavus 1670 - Arnaud du Charouse becomes the last
  victim of le Coiffeur. Most of the NOM operatives in the
  government manage to plea clemency or are smuggled out.
  Primus 1671 - Cardinal Verdugo looks to start the new year
  with ending his El Vago problem. He captures and quickly
  executes Don Andres Aldana, but when shown to be wrong
  is forced to acquiesce to Sandoval’s demands.
  Secundus 1671 - King Sandoval is granted Rex Castillum
  and without his two senior advisors becomes reliant on the
  other Dons, many of which are NOM influenced.
  Quartus 1671 - The restored Montaigne archbishops choose
  Victor Allais de Crieux as their new Cardinal, so completing
  the Hieros Council once more.
  Julius 1671 - The Hieros Council meets for the first time
  since the death of the Hierophant. It rules against Cardinal
  Verdugo’s recent actions and confines him to a monastery at
  the foot of the Sierra de Hierro mountains.
  Nonus 1671 - Derwyddon is tricked by Queen Maab into
  battle and trapped inside a small pearl.
  Tertius 1672 - Bors McAllister finds the comatose body of
  Queen Elaine in her quarters, having been struck with Sidhe
  blade. The Sidhe withdraw from Avalon and the power of
  Glamour lessens, leaving Carleon a dark place.
  Quartus 1672 - With Avalon in turmoil, the Council move
  to secure parlement using their agents and Lady Killmarvon
  to rally loyalist forces against Piram.
  Sextus 1672 - Facing imminent attack from Piram’s forces,
  parlement issues an emergency bill to raise a new model
  army that will serve them alone.
  Corantine 1672 - The O’Bannon disappears supposedly in
  order to fight for the Sidhe, leaving the Inish court mainly in
  the control of the O’Brien clan.
  Nonus 1672 - After a number of indecisive skirmishes and
  in the coldest month in living memory, the army of King
  Piram marches on Luthon.
  Sextus 1673 - At the annual Althing, the Vestenmannavnjar
  leadership decides on an exodus into the West. A small
  group stays behind under the control of Magnus
  Brynjulffrsson to face the Vendel.
  Corantine 1673 - A large army of Vendel and Eisen
  mercenaries, funded in part by NOM finances, destroys the
  remaining Vesten tribes on the slopes of the Tårn.
  Octavus 1673 - Cardinal Sergio Bilardo dies during the
  debates on choosing the new Hierophant. Against the
  influence of the Council, the other Cardinals chose the
  unknown Eisen Ferenc Orlund von Durenstad in his place.
  Decimus 1673 - Herself out of the running, Cardinal
  Durkheim confronts Cardinal Christina about her
  connections to NOM, although the Eisen does not know the
  exact details of the group. Cardinal Christina Lorente de
  Cisneros quietly removes herself from the running in
  exchange for taking over the reformation of the Inquisition.
  Nonus 1674 - After almost another year of intermittent
  debate, the Cardinals finally chose the new Cardinal Ferenc
  to become the next Hierophant. Humbled and shocked by
  the selection, Ferenc takes the name Pius and is presented to
  the jubilant people in Vaticine city.
  Primus 1675 - Serk Markstrom finally makes his move
  against Arciniega by levelling accusations of incompetence
  in his leadership with the selection of the Hierophant.
  Secundus 1675 - Cardinal Esteban Verdugo, having
  returned to his residence in the Vaticine City receives an
  unexpected visitor.
  
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  The Burning Fortress
  History
  One of the most powerful castles in Théah rests high in the
  mountains of La Sierra de Hierro. These mountains in
  Rancho Gallegos reach from the southern end of the La
  Peninsula de las Naranjas to the end of the great River. The
  people here, who have little contact with the rest of Castille,
  share a rich history of folk tales and superstitions about the
  mountains and those who work with flame, the El Fuego
  Adentro sorcerers. But stories about these magic-users are
  not restricted to the wilds of Castille’s highest mountains.
  Even at the most sophisticated dining tables in the nation,
  you may hear tales about enclaves of these excommunicated
  magicians and their wild experiments with deadly flames.
  The tower is so closely formed to the cliffs on which it rests
  that it looks like a giant claw gripping the landscape. The
  cliffs are over 200 feet high, and the fortress walls rise 80
  feet above that. Set behind the walls is a smooth stone keep
  that rises yet another 70 feet. The fortress goes down as far
  as it goes up, burying itself into the mountain beneath in a
  mass of tunnels and dungeons below. The only outward sign
  of this network are five support towers fused to the cliffs.
  Resembling fingers, they give the castle its claw-like
  appearance. One of them serves as an entry point and (given
  the height of the structure) is the only way into the castle.
  Despite its towering height, the castle is also one of Castille's
  most well kept secrets. Few travellers dare to stray into the
  lands controlled by El Fuego Adentro sorcerers. Those who
  do so rarely get close enough to see the fortress before those
  same sorcerers deal with the interloper. The lord of this
  fortress is the famed scientist Alvara Arciniega. It is his
  stronghold and secret base, but it is not just there to hold
  against the Inquisition; even Cardinal Verdugo has little idea
  that it even exists. While equipped to defend itself, the
  fortress is in reality the largest laboratory in Théah with
  whole rooms dedicated to single experiments and is the
  foremost place for the study of Blood Science.
  The tower did not belong originally to Arciniega. During its
  600-year history, many of its owners have added to the
  original structure, not the least of whom was the old king of
  Castille.
  Juan Carlo Gallegos, a Castillian nobleman, originally built
  the castle long ago sometime between 800 and 850 AV. His
  merchant dealings made him very rich, largely because he
  took risks with bad cargoes and criminal elements. As his
  wealth and power increased, he grew arrogant. His risk
  taking reached a peak when he tried to double-cross the
  Lorenzo family in Vodacce, which turned out to be a big
  mistake. He realised his error soon after the deal had been
  struck, and decided to leave town in a hurry. He needed to
  find a safe, remote bolthole so he secretly retained the
  services of an architect and local builders high in the Sierra
  de Hierro Mountains. He reasoned that if he moved around
  for a while as they built in secret, he could lose the Lorenzos
  and then go into hiding.
  He paid the laborers a good proportion of the money up
  front telling them to build a strong keep in the mountains.
  He was going to go “on tour” for a while, and would be
  unreachable until the project was finished. If he wanted more
  done, he would send more money. With that he left them to
  it, and started wandering Théah in an effort to avoid the
  Lorenzo assassins who no doubt were after him. It was all in
  vain, as three days later he was found dead in an inn after
  drinking poisoned wine. With no one to instruct the secret
  laborers, the work on the tower continued.
  No one knew what they were supposed to do and so secret
  was the project that no one was able to tell them their
  employer was dead. Juan Carlo had also set up an emergency
  plan with his steward to keep paying the mountain locals. He
  had not told him why, so the steward kept paying them,
  along with other payments that kept the land and estate
  going.
  Nearly fifty years later, the tower was finished and far larger
  and more impressive than Juan Carlo had dreamed. After all,
  each time the locals received money, they added something
  new to the building plans. Even when the architect Marcello
  Rodrigez, fell ill and died, they completed his final plans.
  Marcello knew it was going to be his last work, and so he
  made it his best. When the laborers finished the work they
  
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  decided to come down from the hills and ask for the final
  payment. They were in high spirits and proud in their
  achievement, so they were a little upset to discover that their
  employer and his majordomo were dead, and no one had any
  idea who they were. Needless to say, heated arguments
  broke out.
  The dissension reached the ears of the King very quickly.
  Neither side would budge from their position. The laborers
  wanted payment for a completed job, but the family had very
  little money left and no hope of paying even a fraction of
  what was owed. They also felt it was not their debt, as they
  had not asked for a castle in the middle of nowhere. The
  situation began to get nasty so there was only one solution --
  the king decided to buy the castle. He got a good deal
  because he only needed to pay the final instalment. He got
  was a castle in the middle of nowhere that he did not really
  need but royal funds settled the problem and everyone went
  home more or less happy.
  The castle remained almost unoccupied for another fifty
  years or so, until around 900 AV when the next king of
  Castille gained another son. Don Faustus del Castillo was an
  El Fuego Adentro sorcerer of incredible potential. As the
  youngest of several brothers, he had little claim to the
  throne. What he lacked in birthright, however, he made up
  for in lineage. His fire magic was some of the greatest Théah
  has ever seen. He could control great pillars of fire, or create
  delicate creatures from tiny flickers. The fact that he grew
  increasingly more obsessed was a minor inconvenience.
  As Faustus grew up he was considered a great asset. With
  such a sorcerer beside them, the royal family feared little.
  His power was such that he could almost destroy an army
  with sheets of fire. However, as time passed, it became
  obvious he had become almost impossible to control. Unless
  he had one to play with, he would start a fire and the fire in
  his blood gave him terribly passionate mood swings. He was
  a teenage nightmare with the power to burn down buildings.
  The only person who could control him even a little was his
  older sister Isabella. She had been born without any fire
  magic, which made her the calmest and most level headed of
  the family. Somehow her calm and peace were almost
  tangible. Arguments would cease as she entered a room.
  More importantly Faustus would become quiet and gentle in
  her embrace.
  It was inevitable that Faustus would have to leave the capital
  some day. The King finally made that decision when shortly
  after Faustus’ fifteenth birthday he burned an entire wing of
  the palace during one of his renowned “tantrums.” Not even
  the sorcerous might of the entire family or Isabella’s gentle
  touch would be able to halt the blaze before it consumed
  much of the palace.
  The King decided that Faustus and his obsession must be
  moved somewhere he could do less damage. It was not only
  his pyromaniac tendencies that made life in San Cristóbal
  impossible. Due to the rage in his blood, he could not stand
  the cold. Even in Castille, winter turned him into a shivering
  wreck. He needed to live in a very warm place. The king had
  no money to build a new castle even for his own son;
  besides, it would take time he did not have. When he learned
  about the family holding high in La Sierra de Hierro, his
  problem was solved. The castle was perfect, miles from
  anywhere and built to last. In that isolated locale, the King
  reasoned that Faustus could do little damage.
  The King authorised work to strengthen the old walls and
  fortifications, just in case. Stone was hewn from the nearby
  rocks to strengthen the main keep and add a low wall around
  the perimeter. It definitely needed to be strong enough to
  contain Faustus’ worst moments of madness. The only
  problem would have been the cold from the high altitude but
  luckily the mountain still had places of volcanic activity. In
  fact, the castle was built on one, and deep below the
  basement there was a source of raw magna. Sorcerers from
  the royal family drew up the river of molten rock and used it
  to warm the castle. Such heat was almost intolerable for
  most, but Faustus was happy and content. His sister spent all
  the time she could with him, keeping him calm and gentle.
  The castle also became a great draw for other fire sorcerers.
  Nobles came to bask in the heat. They also had a wide area
  to practice their magic without fear of damaging the
  countryside. It became a popular retreat, and Faustus loved
  to hear news from home. He also loved the constant chaotic
  
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  whirl of people and magic that flowed throughout the place.
  As a side benefit, villagers from local mountain towns
  discovered a wealth of trade opportunities were available at
  the castle. They joined the staff as servants and guards and
  enjoyed the rich trade the nobles brought with them. A
  certain degree of intermingling in the remote area led to
  quite a few children being born with noble blood.
  Such heady days of sorcery and hedonism could never last.
  The warning signs began soon after Isabella married. She
  went to live with her new husband, (one of the sons of the
  Eisen Imperator) in southern Eisen, so her visits to Faustus
  became less frequent. It was not that her husband refused to
  allow her to visit, but her duties as his wife made her less
  able to take the long and arduous journey to visit her
  brother. Soon she became pregnant, and was unable to visit
  at all for a year. Those around Faustus began to see a return
  of his renowned fits and tantrums. It was as if some chain
  that kept him manageable was weakening and breaking.
  Without his sister’s calming influence he could no longer
  control his rage. Visitors quietly decided to leave after
  witnessing one too many of his moments of madness.
  Left alone, he would retire to the deep places of the castle
  and cast magma against the walls. He would conjure such
  heat and flame that the walls would melt around him. He
  began carving a network of caves under the castle as he took
  his frustrations out on the rock beneath.
  Word of his state eventually reached Isabella, who realised
  only she could help him. Although close to delivery, she left
  immediately and headed to Castille, her husband and retinue
  in tow to guard her on the journey. When they arrived,
  things were even worse than she had been told. Only Faustus
  was left in the castle. Some of the staff had been burned to
  death in “accidents” and everyone else had fled. Faustus had
  lost control completely and set fire to everything. While the
  stones of the castle’s walls were intact, every room was an
  inferno of blazing furniture and tapestries. Isabella and her
  husband fought their way inside despite the danger. They
  followed the crazed laughter they heard echoing down the
  corridors into the dungeons below.
  Eventually they came to the deepest room, a cavern of
  magma where the heat was incredible. On an island below
  them, Faustus stood, covered in flame, blasting away at
  rocks with sheets of fire. His laughter echoed round the huge
  room amid the boiling of molten rock. Thinking the group
  approaching him were more of the long dead or fled castle
  occupants come to control him he lashed out with sorcery.
  Isabella at the head of the group was covered in flame.
  Faustus saw her engulfed and came to his senses.
  The fires throughout the castle extinguished in an instant,
  
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  but it was too late for Isabella. She died of her burns in her
  husband’s arms. He said nothing, but picked up his
  crossbow and shot Faustus through the heart. The mage
  could have fried the bolt and the men with ease, but did
  nothing as the shot smashed his chest and threw him off the
  island into the magma. Isabella was buried nearby, and her
  husband returned to Eisen. The castle was locked and
  barred. No one would enter it again for another 300 years.
  The dustsheets were removed in the late 1200's. This time,
  however, it was not some local noble but a notorious group
  of bandits who took up residence in the abandoned castle.
  Many bandits had occupied the place, but few for long.
  Although the place was remote and very inaccessible, no
  bandit group ever had enough men to cover all the access
  ways. Sometimes local law enforcers arrested them, other
  times they were thrown out by a new bandit group. There
  were even rumours of bandits following a young woman to
  the cliffs and then plunging to their death.
  The group who stayed the longest (around 1400) were truly
  fearsome. Called Los Cuchillos Negros (The Black Knives)
  they were led by a ferocious man called Sangriento
  (‘Bloody’) Santos. The group did very well raiding caravans
  travelling from Vodacce to Eisen or Castille, and then
  retreating to their fortress if the authorities came along. The
  operation worked so well that it was not long before they
  could afford to add to the fortress outer wall. They restored
  the towers and raised the wall its almost impregnable level.
  The band was large enough to hold the fortress against the
  many attempts made by the Castillian authorities to bring
  them to justice.
  Inside their powerful castle Los Cuchillos Negros grew
  arrogant and decadent until they finally went too far. They
  killed, raped and pillaged their way around a small area “just
  for fun.” Unbeknownst to the bandits the villagers were the
  families of people who had served in the fortress. Despite
  their humble appearance, they were skilled El Fuego
  Adentro sorcerers so they simply raised the magma
  underneath in revenge. The bandits had fortified the fortress
  so well that they could not escape; they were burned alive to
  a man, and the castle stood empty once again.
  There was to be one last occupant before the place passed to
  Alvara Arciniega and that was Victor Markstein, a brilliant
  Eisen doctor and scientist. He had lost his Castillian wife in
  a bandit attack that left him with a permanent limp.
  Tragically they had been attacked on their way to his
  family’s estate right after their marriage. After Celina’s
  death, Victor threw himself into his work, hardly noticing
  when the bandits were caught and hanged. As time went on,
  he began to focus on darker and darker aspects in the field of
  medicine. Unable to cope with Celina’s death, he searched
  for a way to bring her back but his experiments grew so
  distasteful to his neighbours that he was forced to leave
  Eisen. He came across the empty fortress and set up house
  there, turning it into a huge laboratory.
  No one is really certain about what he did up there. Villagers
  told of terrible noises late at night. The few servants Victor
  employed talked of strange and unholy experiments.
  Eventually the Inquisition took notice and led a small force
  to take the castle. Few spoke of the inhuman horrors that
  rose out of the darkness to defend the castle. The only thing
  that was certain in the morning was that Victor was dead and
  castle was empty.
  Arciniega needed a base of operations in a quiet area and
  acquired the castle in 1660 for a very reasonable price
  because the land apparently did not belong to anyone. A
  scientist himself, he knew about Markstein’s laboratory so it
  was not difficult for him to find the old place and negotiate a
  sale from Markstein’s estate. It was more difficult, however,
  to win the trust of the local El Fuego Adentro sorcerers who
  have always had connections to the great tower. Arciniega’s
  patient and clever diplomacy ensured that he would last
  longer than any other occupant.
  Layout
  The curve of the mountains offers few places to view the
  structure from the base of the mountains. It is so high up that
  details are unclear; from the ground it just looks like an old
  watchtower. Only those willing to brave the climb to stand
  beneath the massive building can appreciate its size and
  majesty.
  The fortress consists of a huge round tower keep that looms
  
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  over a courtyard surrounded by high walls that rise from the
  cliffs themselves. Sunk into the walls are five circular
  watchtowers that function as guard posts and equipment
  stores for those manning the wall. What cannot be seen is
  the large expanse of tunnels underneath the fortress that
  were blasted out of the rock by the mad prince of Castille
  years ago. Others have added to and adapted them, albeit
  with less dramatic methods.
  Thanks to the new inhabitant, the fortress is not what it
  appears to be. It is no longer merely used as a powerful
  fortress. Now it is a laboratory, the largest and most well
  stocked in Théah. The large spaces allow whole rooms to be
  given over to just one experiment. The powerful walls and
  strong construction also allow the most dangerous tests to be
  conducted. Only Arciniega really knows and understands the
  processes carried out in his castle. His staff is well aware
  that touching or even looking at things that do not concern
  them will bring dire consequences.
  With the help of local El Fuego Adentro sorcerers, Arciniega
  has modified and expanded the fortress’ heating system so
  that raw magma could be pumped through certain tunnels
  that were closed off to the inhabitants. The presence of this
  magma so close to the surface makes the whole place very
  warm, even in winter. Although it would be possible to
  provide heat for the top-most rooms, Arciniega has different
  temperature needs for his experiments, and keeps the higher
  rooms colder. Containing the power source in the basement
  is wise for another reason. Experience with Faustus taught
  that molten rock could do tremendous damage to the castle
  and its inhabitants should it get out of control. While
  Arciniega trusts the sorcerer who keeps the system running
  smoothly, he does not like so much power over his domain
  in another’s hands.
  The tower is the oldest part of the structure. Rising 150 feet
  above the courtyard, it contains 15 floors. The tower itself is
  quite thin, one of the reasons it can support its great height.
  The structure is somewhat vulnerable to the punishing winds
  that blast past at this altitude so the architect designed the
  first three floors in a bell shape to provide foundation and
  then built a series of flying buttresses to stabilise the tower
  which gives it a dark and threatening appearance.
  The tower contains mostly laboratories and a few
  guestrooms. It also contains “guest laboratories,” areas for
  visiting scientists to use. They are fairly basic but sufficient
  for any scientist in Théah to be impressed by their quality.
  The same goes for the guestrooms.
  Arciniega maintains rooms in the middle of the tower,
  although the best suite of rooms is at the top with its
  incredible view over the mountains. Truly pragmatic, the
  Castillian scientist converted that suite to a laboratory for
  experiments needing cold and altitude. His rooms below are
  well appointed but very impersonal. Everything to Arciniega
  is potential workspace. His laboratories are maintained in
  fastidious order but his personal quarters are piled high with
  books and papers in system that only he understands.
  Despite the appearance of utter chaos, somehow Arciniega
  manages to find exactly what he wants instantly.
  The only truly public areas in the castle are the walls.
  Arciniega has ordered the tower and catacombs below
  completely off limits, even to his guards. There are too many
  delicate experiments to risk some idiot walking into the
  wrong room at the wrong time. The real reason for such
  restriction is that Arciniega also has a lot of important guests
  who like their work and identity kept very quiet.
  The guards do not mind being restricted to one area. There is
  enough space in the watchtowers to house quite an army, but
  Arciniega does not need one, so much of the space remains
  empty. The guards tend to congregate in the middle tower,
  but pass their duty hours in the entrance tower. The walls are
  thick but not built for living quarters. There are a few
  corridors to link the towers but no firing positions because
  the designer wanted nothing to weaken the integrity of the
  stonework. The guards patrol the walls and the other towers.
  It would be very difficult to climb the walls so only the
  entrance tower really requires any manpower. After all, few
  people even make it this far.
  The tunnels are the busiest part of the castle. Arciniega
  handpicks the few guards stationed here for their skill,
  loyalty and most importantly their discretion. The tunnels
  weave under the castle in no particular order, and the whole
  place is riddled with secret entrances and corridors. A dry
  
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  heat pervades the place and gets worse the further down one
  goes. There are many levels under the fortress, but it is
  difficult to tell one from the other because of sloping
  corridors and dead end staircases because a madman cut
  most of them out.
  Deep below them all is the lowest chamber, and the source
  of the heat – a huge cavern filled with molten lava and
  containing only a small island in the centre. It has only one
  entrance and a small outcropping links it to the island. Any
  wooden object bursts into flame almost as soon as it enters
  the room. The resident El Fuego Adentro sorcerer works
  here, controlling the flame and heat, which is then directed
  into the various small tunnels to heat the building. These
  tunnels are technically large enough for a man to crawl
  through, if he could resist molten lava.
  Dramatis Personae
  The Unnamed Man
  This quiet and gentle servant was actually created by the
  previous owner, Victor Markstein, and stands as his greatest
  achievement. The Unnamed Man is very strong and resilient.
  The heat from below powers his heart so he cannot leave the
  tower. He is loyal to Arciniega as he has nowhere else to go,
  and it is in his personal interest that the fortress stands
  unharmed. The secrets of his creation were lost with the
  death of his creator. However, Markstein kept a detailed
  diary, which Arciniega found in a secret safe in the fortress.
  The Castillian now keeps the tome locked in a hidden safe in
  his most secret laboratory. Even he is unwilling to share the
  secrets of creating life, especially as much of the book is
  written in Syrneth codes and uses Syrneth items. To see this
  book would terrify Cardinal Bilardo or any of the members
  of die Kreuzritter who have seen a similar diagram on a
  plaque in a vault beneath Numa’s cathedral.
  The Unnamed Man - Henchman ( 7th Sea™ )
  Brawn 5, Finesse 4, Wits 4, Resolve 6, Panache 3
  Reputation: 10
  Background: Obligation
  Arcana: Self-Controlled
  Advantages: Eisen (R/W), Castillian (R/W), Théan (R/W),
  Vodacce (R/W), Keen Senses, Large, Lightning Reflexes,
  Toughness
  Athlete: Climbing 3, Footwork 3, Sprinting 3, Throwing 2.
  Commander: Strategy 3, Tactics 5, Logistics 5
  Servant: Accounting 4, Etiquette 3, Fashion 2, Haggling 3,
  Menial Tasks 4, Seneschal 5, Unobtrusive 5, Valet 4
  Spy: Bribery 3, Conceal 4, Interrogation 3, Memorizing 5,
  Shadowing 3, Stealth 3
  Fencing: Attack (Fencing) 3, Parry (Fencing) 3
  Knife: Attack (Knife) 3, Parry (Knife) 2, Throw (Knife) 2
  The Unnamed Man ( d20™ )
  Fighter 3 / Alchemist 3 / Man of Will 3: CR 9; HD 3D10 +3D6
  +3D12+45; hp 95; Init +3 (Dex); AC 19 (+3 Dex +6 UDP); Atks:
  rapier +7 melee (1d6+4); SA: Craft Elixir, Brew Potions,
  Unstoppable, Fearless, Clarity; SV Fort+9, Ref+3, Will+7; Str 19,
  Dex 16, Con 20, Int 12, Wis 14, Cha 12; AL N; Skills:
  Alchemy+5, Climb+3, Concentration+5, Decipher Script+7,
  Diplomacy+5, Handle Animal +4, Intuit Direction+5, Move
  Silently+5, Profession (Servant/Steward)+10, Sense Motive+4,
  Speak Language (Eisen, Castille, Théan, Vodacce), Swim+2;
  Feats: Ambidexterity, Blind Fighting, Dodge, Reserve Energy,
  Servant, Unarmored Defense Proficiency (Beginner)
  Ceandro del Vasquez, Resident Sorcerer
  Ceandro has served at the fortress for the last five years,
  succeeding his father who trained him in the arts of El Fuego
  Adentro. Ceandro lives underground near the magma
  chamber deep below the fortress. He does not need to stay in
  the chamber all the time as there are at least four apprentice
  mages who take shifts and assist him. However, he cannot
  leave the castle itself, in case something goes wrong.
  Ceandro is young, and wishes he could travel and see the
  world but he is happy where he is, and Arciniega rewards his
  sacrifice by providing a very good lifestyle. Even if he could
  leave he would not for he has fallen madly in love with
  Corabella Rodriguez one of the guards (who also shows
  talent as an El Fuego Adentro mage). She seems to return his
  affections, but has not quite entertained his advances. Some
  of the other castle residents worry that Ceandro may take any
  rejection badly, and with dangerous passion. He loves his
  fire and is only alive when feeling flame run and play at his
  command. He is a tall and broad man with a passionate
  demeanour who sometimes displays a worrying tendency
  towards insanity.
  
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  Ceandro del Vasquez - Hero ( 7th Sea™ )
  Brawn 2, Finesse 3, Wits 2, Resolve 3, Panache 2
  Reputation: 10
  Background: Obligation
  Arcana: Hot-Headed
  Advantages: Castillian (R/W), Vodacce (R/W), Full blooded (El
  Fuego Adentro), Appearance (Above Average), Showmanship
  Athlete: Climbing 4, Footwork 3, Sprinting 3, Throwing 1
  Courtier: Dancing 3, Etiquette 2, Fashion 2, Oratory 3, Scheming
  3, Seduction 3, Sincerity 3
  Hunter: Ambush 3, Stealth 2, Survival 3, Tracking 3
  Fencing: Attack (Fencing) 3, Parry (Fencing) 3
  El Fuego Adentro ( Master) : Concentrate 5, Extinguish 5, Feed
  5, Range 5, Firestarting 5, Flaming Blade 5, Hurl Fire 4, Fireflies
  3, Flame Serpent 3, Firebird 4
  Gallegos ( Apprentice ): Riposte (Fencing) 1, Feint 3, Tagging 1,
  Exploit Weakness (Gallegos) 2
  Ceandro del Vasquez ( d20™ )
  El Fuego Adentro Sorcerer 18 / Courtier 1 / Gallegos
  Swordsman 1: CR 20; HD 18D8+1D6+1D8+40; hp 146; Init +2
  (Dex); AC 21 (+2 Dex, +9 UDP); Atks: gallegos blade +14/+8/+3
  (1d6+1 18-20/x2); SA: Heat Immunity, Range 100, Fire
  Resistance (10), Fast Healing (5), El Fuego Adentro Check+9,
  Spell Use, Wealth, Talent, Style & Grace, The First Circle; SV
  Fort+11, Ref +6, Will+15; Str 12, Dex 14, Con 14, Int 15, Wis
  10, Cha 16; AL CN; Skills: Alchemy+8, Balance+12, Bluff+4,
  Concentration+8, Craft (Blacksmith)+8, Disguise+8, Escape
  Artist+8, Intimidate+4, Knowledge (Arcana)+8, Listen+10, Move
  Silently+12, Sense Motive+8, Spellcraft+8, Speak Language
  (Castille, Vodacce); Feats: Appearance (Above Average),
  Dashing & Daring, Dodge, Low Light Vision, Unarmed Defense
  Proficiency (beginner), El Fuego Adentro; Spells
  (9/9/8/7/6/5/4/3/2/1 save 10+spell level): All El Fuego spells in
  Swashbuckling Arcana except Firebird
  Alois Varnkern, Captain of the Guard
  Alois is the powerful half-Eisen, half-Castillian Captain of
  the Guards for he fortress. He trains new guards and
  handpicks the best for “special duties” in more sensitive
  areas of the fortress. He has spent much of his life in
  Altamira where he gained something of a reputation as a
  swordsman and mercenary. Although his short stature has
  made him the butt of many jokes, his skill and temper ensure
  those jokes are only made once. He fought in the War of the
  Cross but two years of that much pain and bloodshed was
  enough to make him loose his faith in the sword, and he
  retired, returning to Altamira. Arciniega needed a proper
  captain for his army after the old captain, a long-serving
  NOM agent, “retired.” Alois is an honourable and loyal man
  who loves his new life but keeps such feelings to himself
  with typical Eisen stoicism. He is aware that his employer
  has a number of shadowy affiliations but he does not know
  the details and makes no effort to learn more.
  Alois Varnkern – Hero ( 7th Sea™ )
  Brawn 4, Finesse 3, Wits 5, Resolve 5, Panache 4
  Reputation: 56
  Background: Obligation
  Arcana: Self-Controlled
  Advantages: Castillian (R/W), Eisen (R/W), High Eisen (R/W),
  Vodacce (R/W), Cold Climate Conditioning, Combat Reflexes,
  Indomitable Will, Small
  Athlete: Climbing 3, Footwork 5, Sprinting 3, Throwing 4
  Courtier: Dancing 1, Etiquette 2, Fashion 1, Oratory 4, Scheming
  3, Sincerity 3
  Hunter: Ambush 3, Stealth 5, Survival 5, Tracking 5
  Scholar: History4, Law4, Mathematics3, Philosophy3, Research3
  Spy: Shadowing 3, Stealth 3
  Commander: Artillery 2, Ambush 3, Cartography 2, Diplomacy
  3, Gunnery 3, Incitation 5, Leadership 4, Logistics 5, Strategy 5,
  Tactics 5
  Fencing: Attack (Fencing) 5, Parry (Fencing) 5
  Knife: Attack (Knife) 3, Parry (Knife) 2, Throw (Knife) 2
  Rider: Ride 5, Mounting 4
  Pugilism: Attack (Pugilism) 5, Footwork 5, Jab 4, Ear Clap 3,
  Uppercut 5
  Gallegos ( Master ): Riposte (Fencing) 5, Feint 5, Tagging 5,
  Exploit Weakness (Gallegos) 5
  Unabwendbar ( Master ): Advance 3, Charge 5, Envelop 5, Flank
  5, Hold Ground 5, Regroup 5, Scout 5, Set Vs Charge 4, Trim
  Line 4, Withdraw 5
  Alois Varnkern ( d20™ )
  Fighter 6 / Gallegos Swordsman 5 / Unabwendbar
  Commander 5 / Wanderer 3: CR 19; HD 11d10+8d8+76; hp
  180; Init +2 (Dex); AC 11 (+2 Dex, +16 UDP); Atks: gallegos
  blade +18/+1 melee (1d6+3 18-20/x2) or pistol +17 ranged
  (1d10); SA: Weapon Specialization (rapier), The First Circle, The
  Second Circle, The Third Circle, Concentration, Schooled in
  Command (includes Leadership and Orders feats), Take & Give
  Orders, Lead by Example, Evasion, Ward of the Albatross,
  Uncanny Dodge; SV Fort+11, Ref+7, Will+11; Str 16, Dex 14,
  Con 18, Int 12, Wis 18, Cha 10; AL N; Skills: Balance+6, Bluff
  +6, Climb+7, Escape Artist+6, Handle Animal+5, Jump+8,
  Knowledge (War)+8, Listen+5, Move Silently+8, Profession
  
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  (Commander)+8, Ride+5, Sense Motive+6, Speak Language
  (Castille, Eisen, High Eisen, Vodacce), Spot+5, Tumble+8, Use
  Rope+8, Wilderness Lore+4; Feats: Able Drinker, Back Brother,
  Beat, Bruiser, Commander, Detect Lie, Dodge, Exotic Weapon
  Proficiency (firearms), Expertise, Firm Grip, Weapon Focus
  (rapier), Unarmored Defense Proficiency (master).
  Guards
  The guards are mainly Castillian men and women, many are
  whom were recruited from the mountains and trained by the
  captain and more experienced soldiers. Although they see
  little active service, Alois allows no one to become soft or let
  their skills to go lax.
  Anyone wishing to visit the tower must first stop at the
  “waiting place” which is a small cottage set in a clearing in
  the forest. After a thorough inspection, guests are
  blindfolded and escorted up the mountain to the fortress.
  The guards must learn the difficult and dangerous route very
  well. At least five guards remain in the waiting place at all
  times.
  There is, however, an alternate route from the waiting place
  to the bottom of the mountain, which is reserved for
  Arciniega and those he trusts.
  Guards of the Fortress Watch ( 7th Sea™ )
  Rank Three Castillian Brutes
  Threat Rating: 3
  Usual Weapons: Swords (Medium Weapons: 6), Firearms (15)
  TN to be Hit: 20
  Castillian Nation Bonus: These Brutes Roll and Keep +1 extra
  die on their actions.
  Knacks: Ambush 4, Climbing 4, Etiquette 1, Menace 3, Riding 2,
  Tracking 2,
  Swordsmen: Gallegos (Apprentice): Riposte (Fencing) 2, Feint 1,
  Tagging 1, Exploit Weakness (Gallegos) 1
  Standard Guard ( d20™ )
  Fighter 5 / Gallegos Swordsman 1 / Wanderer 1: CR 7; HD
  5d10+2d8+7; hp 50; Init +2 (Dex); AC 17 (+2 Dex, +5 UDP);
  Atks: rapier +7 melee (1d6+1 19-20/x2) or pistol +6 ranged
  (1d10); SA: Weapon Specialization (rapier), The First Circle,
  Evasion, Tradesman; SV Fort+4, Ref+3, Will+3; Str 12, Dex 14,
  Con 14, Int 11, Wis 14, Cha 12; AL Any; Skills: Balance+2,
  Bluff+2, Climb+6, Handle Animal+2, Jump+2, Ride+2, Speak
  Language (Castille, Eisen, Vodacce), Spot+2, Swim+2,
  Tumble+8; Feats: Dodge, Expertise, Exotic Weapon Proficiency
  (firearms), Weapon Focus (rapier), Unarmored defense
  proficiency (beginner)
  These hard trained men and women are largely untested
  (there are few attackers in the Fortress' remote location) but
  are skilled and prepared nonetheless. They are trained and
  ready to do anything for their superiors. As part of their
  regimental training the Guards are all Apprentices of the
  Gallegos School.
  Sergeant of the Guard - Henchman ( 7th Sea™ )
  Brawn 2, Finesse 3, Resolve 2, Wits 2, Panache 3
  Reputation: –10
  Advantages: Castille, Commission, Théan
  Knacks: Climb 4, Footwork 3, Throwing 2, Break Fall 1, Leaping
  3, Attack (Firearms) 2, Attack (Fencing) 3, Parry (Fencing) 2,
  Ambush 4, Stealth 2, Survival 3, Tracking 2, Riding 2, Etiquette
  1, Stand Watch 2, Unobtrusive 1
  Gallegos (Apprentice): Riposte (Fencing) 3, Feint 2, Tagging 2,
  Exploit Weakness (Gallegos) 3
  Officer of the Guard - Henchman ( 7th Sea™ )
  Brawn 3, Finesse 4, Resolve 3, Wits 3, Panache 3
  Reputation: –15
  Advantages: Castille, Commission, Théan, Toughness
  Knacks: Climb 4, Footwork 4, Throwing 2, Break Fall 3, Leaping
  3, Attack (Firearms) 4, Attack (Fencing) 4, Parry (Fencing) 4,
  Ambush 4, Stealth 3, Survival 3, Tracking 4, Riding 3, Etiquette
  3, Stand Watch 4, Unobtrusive 4
  Gallegos (Apprentice): Riposte (Fencing) 4, Feint 3, Tagging 3,
  Exploit Weakness (Gallegos) 3
  Raffaella Corazza, The Collector
  In her younger days, Raffaella was a great courtesan attached
  to the Falisci family. Born to poverty on the mainland, the
  chance to become a courtesan was a dream come true. She
  wanted only to escape her life and gain power and respect.
  But she was not as clever as she thought she was or as ready
  for the danger of the islands. She made the mistake of
  cheating a Villanova, and he cut her face to teach her a
  lesson. The wound left a vivid scar that no amount of make-
  up could hide, and because of this no one wanted her
  anymore.
  In the space of a year she went from a celebrated courtesan
  to a common Jenny in Altamira. She had left for Castille
  
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  because at least there, no one knew how far she had fallen.
  Shrewd and desperate, she managed to survive and it was
  these traits that brought her to Arciniega’s attention. When
  she discovered one of his Harvesters she beat the girl into
  telling her what was going on and Raffaella realised this may
  be a way out of the street life. When the beaten Harvester
  had explained what had happened to her employer, he sent
  someone to “silence’ Raffaella. The clever woman ambushed
  her would be attacker and forced him to take her to
  Arciniega.
  Impressed by her talent and determination, Arciniega offered
  her a job. He needed someone to collect the samples from
  his Harvesters and manage the network. Raffaella was clever
  and resourceful enough to do that. More importantly she was
  desperate for a new life, and this was her only chance for a
  decent one. Arciniega keeps her well paid and she travels
  round the Harvester network collecting their blood samples
  and bringing them back to the fortress. She will go to any
  extreme to protect Arciniega and the life she now has
  because without it she would have nothing - and nothing to
  lose.
  Raffaella Corazza – Villain ( 7th Sea™ )
  Brawn 2, Finesse 4, Wits 5, Resolve 4, Panache 3
  Reputation: -46
  Background: Exiled
  Arcana: Ambitious
  Advantages: Castillian (R/W), Eisen (R/W), Montaigne (R/W),
  Thean (R/W), Vodacce (R/W), Appearance (Below Average),
  Dangerous Beauty, Indomitable Will, Toughness
  Athlete: Climbing 3, Footwork 4, Sprinting 4, Throwing 2
  Courtier: Dancing 5, Etiquette 5, Fashion 4, Oratory 4, Scheming
  5, Seduction 5, Sincerity 4
  Courtesan: Acting 3, Cold Read 4, Gossip 3, Jenny 4, Masseur 3,
  Politics 3, Poison 3
  Performer: Acting, 4, Cold Read 5, Dancing 5, Disguise 4,
  Oratory 4, Prestidigitation 3, Singing 1
  Spy: Bribery 5, Conceal 5, Interrogation 5, Lip reading 3,
  Memorizing 4, Shadowing 3, Stealth 3
  Streetwise: Socialising 5, Street Navigation 3, Scrounging 4,
  Underworld Lore 4
  Knife: Attack (Knife) 5, Parry (Knife) 5, Throw (Knife) 5
  Cappuntina ( Journeyman ): Pin (Knife) 4, Throw (Knife) 4,
  Trick Shooting (Knife) 5, Exploit Weakness (Cappuntina) 4
  Note - Without the long knife scar that runs from her right eye to
  her mouth she would have the Appearance (Intimidating)
  advantage. As it is, she has the Appearance (Below Average)
  disadvantage. However her ‘Dangerous Beauty’ negates this a
  little.
  Raffaella Corazza
  Assassin 2 / Spy 4 / Courtier 8 / Cappuntina Knife Fighter 3:
  CR 15; HD 14d6+3d8+51; hp 130; Init +3 (Dex); AC 21 (+3
  Dex, +8 UDP); Atks: knife +11 melee or thrown (1d4+2 x2); SA:
  Poison Use, Sneak Attack+1d6, Death Attack, Alias, Contacts,
  Brilliant Getaway, Wealth, Talent, Style & Grace, Iron will,
  Gossip, Twist the Heart, Dominate the Weak, Versatile, Weapon
  Specialization (dagger), Quick Draw, Off Hand Fighting, Pinning
  Attack; SV Fort +4, Ref+12, Will+8; Str 10, Dex 16, Con 16, Int
  17, Wis 17, Cha 18/8*; AL NE; Skills: Appraise+3, Bluff +10,
  Craft (Love Play) +12, Decipher Script+10, Diplomacy+10,
  Disable Device+6, Escape Artist+8, Gather Information+12,
  Heal+6, Intimidate+7, Knowledge (Etiquette)+10, Knowledge
  (Vodacce Games)+10, Listen+12, Move Silently+4, Open
  Lock+6, Perform+10. Read Lips+8, Search+10, Sense
  Motive+12, Speak Language (Castille, Eisen, Montaigne, Théan,
  Vodacce), Spot+12; Feats:Alertness, Courtesan, Sex Appeal,
  Unarmored Defense Proficiency (beginner), Weapon Focus
  (dagger)
  Note - With and without scar her figure is stunning, but her face
  is twisted
  Adventure Seeds
  Isabella’s ghost still walks the castle walls in the dead of
  night. She is looking for Faustus’ restless soul, hoping to
  finally bring him peace. His soul writhes in torments of his
  own devising for killing her. She calls out to the players in
  their dreams, drawing them to the secret stronghold of
  Arciniega. She hopes they can call the spirit of Faustus to
  the mortal realm so that she can forgive him and thereby
  allow him to forgive himself. But Arciniega and the forces at
  his command dislike visitors, especially ones who have
  discovered the secret paths to his stronghold. He is unlikely
  to believe a ghost showed them the way.
  Another twist to the story above is that the woman who
  walks the walls is not Isabella but Celina, Markstein’s young
  wife who wanders soulless and alone. Before he died
  Markstein managed to bring her back in the same way he
  made the Unnamed Man. It was not the Inquisition who
  burned the castle and killed the scientist. When he brought
  his wife’s body to life he found it had no soul and realised
  
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  his wife had truly passed beyond his reach. Either he killed
  himself in a rage or Celina’s now-living corpse destroyed
  him in revenge for the dark half-life he had given her. It is
  her soul that calls out to the players to help destroy her body
  and give her release.
  An enemy the players have been trying to destroy begins a
  secret journey, travelling high into the mountains of
  Gallegos. The enemy is at the GM’s discretion – a member
  of NOM visiting the stronghold for a secret meeting, a
  member of the Invisible College, a rogue scientist who wants
  to share something with Arciniega or perhaps kill the
  Castillian or maybe it is a member of the Explorer’s Society
  who has wandered away from a dig. By following him the
  players should get far more than they expected.
  One of the players, a sorcerer, wakes up feeling ill after an
  amorous encounter with a lady of ill repute. Unlike many
  Harvester encounters, the lady he spent the night with lies
  unconscious on the floor. After taking his blood she tripped
  over something on her way out, apparently hit her head as
  she fell, and knocked herself cold. The player may be
  curious to know why a vial of blood lies next to her. Will
  she reveal the reason for the blood, and can the players
  discover anything more about the conspiracy if they are led
  to Raffaella?
  There are a number of secret rooms within the fortress and
  catacombs and plenty of space for a GM to add many more.
  The following rooms could be anywhere in the place, it is up
  to the GM to decide where to put them. After all, secret
  rooms don’t stay secret if the players get to read this!
  While there are plenty of laboratories in the place, there is
  one that is kept very secret indeed. This is Arciniega’s Blood
  Science laboratory. It is the best-appointed in Théah, filled
  with the highest quality equipment in abundance. It is used
  for nothing other than Blood Science. It also contains
  another area where known potions can be mass-produced
  although never in great quantities. Arciniega keeps the
  experiments that work set up to reproduce the same product
  when he has the materials available. He has more than
  enough space and resources to do this.
  Only two other people, both colleagues of Arciniega, are
  allowed into this laboratory: Joshua Daylen, the Avalon
  physicist (The Invisible College p14) and Don Petrigai, a
  Castillian Lecturer (The Invisible College p17)
  In another locked room is a glowing Porté portal that will
  serve as Arciniega’s escape route in case the fortress falls
  under heavy attack. It leads to the basement of his
  accomplice, Duc Auguste Danceny du Rosemonde (The
  Invisible College p72-73, 112) in Montaigne. Both ends of
  the gateway are under heavy guard. Arciniega knows that his
  escape plan could also provide a way for spies to enter his
  citadel. To ensure the Duke keeps his side of the gate well
  guarded, Arciniega has told him he will only deliver Porté
  potions to the Duke this way. The Duke is hopelessly
  addicted to the potions and knows Arciniega is not bluffing
  so he allows nothing to harm or disrupt his supply.
  The small but very valuable Potion Storeroom is guarded by
  Arciniega’s second best guard. Kept at strictly regulated
  temperature and humidity levels, it contains every Blood
  Science potion currently created. Many of the ingredients for
  Arciniega’s Blood Science experiments are also stored here,
  including sorcerous blood collected by the Harvesters and
  kept in a chilled storage unit.
  Arciniega’s most trust guard watches over the most secret
  room in the entire place. Only Arciniega and the guard know
  where it is and only Arciniega knows what it contains. The
  room is a great chamber with thirteen chairs, and is one of
  the secret meeting places for NOM. The guard knows the
  faces of the 13 men and women who are allowed to enter
  this place, but does not know their names. As a servant of
  NOM himself, he would not reveal them if he did. The inner
  council of NOM meets very rarely and not always in this
  place. In this room high in the mountains of Castille,
  decisions have been made that have changed Théah and
  toppled kings.
  
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  The Secret Library
  Background
  The Hieros War changed the shape of the Vaticine Church
  like no other event since the Corantine Convention that
  defined the faith. With the power shift to Castille, the
  Vodacce church leaders were left without their power base
  in a nation that prizes influence and intrigue almost above
  anything else. It was only a matter of time before they took
  steps to try and regain some of their lost influence. One of
  those steps was ensuring that the main library of the Vaticine
  faith remained firmly in Numa, where it had been located
  since the days of the founding of the church. The donation of
  a vast cache of seized Crescent literature and knowledge was
  the cornerstone of this plan to secure its future and hopefully
  the careers of the Vodacce Cardinals.
  However, like many things in Vodacce it was not only the
  blatant power plays of the Vaticine Cardinals that was
  behind this move. The Council of Thirteen were firmly
  behind the cause of keeping the library in Numa for one
  simple reason, they control it and it contains the greatest
  collection of secrets in the entirety of Theah. Controlled by
  the Numanus family since the times of the Second Prophet,
  the library contains a Secret Library with it. While the
  existence of the Secret Library is rumoured by many, its
  existence is refuted by the Church and
  only known for certain by very high-
  ranking members and a selected few
  church scholars. The Secret Library, as
  far as the church is concerned, contains all
  the Crescent texts and other material that
  could be considered contentious or
  heretical. For centuries now though
  it has also itself hidden another
  secret that is known to even fewer.
  The Numanus family have maintained their
  position in Novus Ordum Mundi for all these years
  through the fact that they have the greatest information
  network in existence. A veritable web of operatives and
  agents provide rumours, gossip and facts up through a
  complicated system to the family in Numa. These files are
  stored in the Secret Library, literally under the very noses of
  the Vaticine church itself. The great players of Theah know
  that the Numanus family control a resource like this, though
  not where it is, and the family does great trade in selling
  information to the great, not so great and those that aspire to
  greatness.
  The Library
  The Library itself is a sprawling mass of ancient and more
  modern buildings across the centre of Numa, centred on the
  old Forum building that used to house some of the
  governance for the Numan Empire. The library scholars that
  spend most of their lives working within the walls of the
  Library are likely the only ones that know the exact layout of
  the facility, with its labyrinthine corridors and small
  collections of texts in various areas. Many over the years
  have proposed reorganising the entire library along various
  systems, but as well as being a mammoth task given all the
  texts involved, there are those that strongly oppose such a
  step either due to tradition or for the fact that it would
  reduce the power and influence of those few that do know
  where things are located. While not overtly corrupt it is
  certainly the case that a donation to one of the senior
  scholars is often helpful in locating obscure texts that the
  reader could have spent days or weeks trying to track down
  by themselves. The library is maintained by the graces of the
  Vodacce Cardinals and also by the donations of
  prominent Vodacce families, especially the
  Numanus who have always been one of
  the greatest patrons of the Library and
  so wield great influence in the
  management and access. Due to the
  nature of Vodacce society, no one
  person has ever taken direct control of
  the Library, but it is rather overseen
  by a board of senior church scholars
  that while a very inefficient system
  does have the distinct advantage that
  no one person is the target for plots or can
  be blamed for anything that occurs within
  the Library.
  The aim of the Library is to contain a copy of every
  text of worth within Theah, although the works of the
  
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  heretical Crescent Empire and far Cathay are generally
  overlooked in this regard. It is also notable that while there
  are quite a few books on Ussura and the Orthodox Church,
  these are mostly discourses written by western scholars and
  not native Ussuran texts. Since the development of the
  printing press, the number of books produced throughout
  Theah has increased dramatically, which has made collecting
  and sorting new books to the Library ever more difficult.
  The tradition of having links with the monastic orders that
  used to transcribe the texts by hand and produce beautiful
  illuminated manuscripts has also be a casualty of this
  modernisation. Many scholars from outside the Library now
  comment that the Library is becoming increasing more
  staffed by bureaucrats and clerks than with actual scholars.
  Access to the Library is provided to anyone who can prove
  their worth and need in accessing the books. This is usually
  done by a reference from a known church scholar or one of
  the Universities that are associated with the Vaticine church.
  Scholars from Avalon and Vendel are not barred access, but
  it is certainly the case that processing their applications may
  take longer or involve significantly more paperwork. It has
  always been the tradition that Numan locals can also have
  access to certain parts of the Library and there is a Public
  Reading Room near the Piazza di Imparare, which contains
  many common books, such as the main Vaticine books of
  worship and histories of Vodacce and the Numan Empire.
  The public areas are guarded by a number of the Church
  Guard, who in theory are also responsible for the security of
  the rest of the Library complex, but in practice leave the
  closed areas to the scholars.
  The Secret Library
  The Secret Library is located on the top floor of one of the
  oldest parts of the entire Library complex, under the domed
  roof of the ancient Palazzo dei Pubblici building. This is the
  only other location apart from the Public Reading Room that
  has a permanent presence of guards, with two patrolling the
  floor on a rotating shift. The Secret Library consists of a
  single large room split over three floors with a large central
  atrium. Entered into by a non-descript set of oaken doors,
  the library is one of the best examples of late Numan design
  and would be one of the celebrated works of architecture if it
  was generally known about. At the centre is a large brass
  orrery showing the rotations of the planets around the sun
  Solas. Each of the spheres representing the planets is
  decorated with semi-precious stones associated with the
  gods from the old Numan pantheon. Surrounding this is a
  whole series of neat wooden bookcases, all with grilled
  lockable fronts filled with texts in dozens of languages from
  around Theah. Small spiral staircases, crafted in wrought
  iron after the older wooden ladders proved to be too
  dangerous for the scholars to use, reach the two higher
  levels. The top of the three floors is given over entirely to
  the Crescent collection and includes the wealth of texts
  seized from Alexia by the Vodacce crusaders. Small desks
  and leather armchairs are positioned around the rooms,
  mainly under the shuttered windows for the few scholars
  who use the Library to work on.
  Entrance to the Secret Library is incredibly restricted
  although the vast majority of the scholars working in the
  Library do not even realise it exists. Four of the senior
  scholars who oversee the Library have permanent keys of
  access, as do each of the Cardinals.  The Numanus family
  hold three keys that allow them, their agents and selected
  members of NOM to gain entry. Further there are three
  remaining keys that can be issued to scholars who manage to
  convince the senior scholars that they need access to the
  texts locked away in the library. All of these keys are not
  simply items but rather ancient relics from the days of the
  early Numan period, which do not rely on turning a
  mechanical lock but simply unlock the door by being placed
  within the keyhole. This feature has meant that the Library
  has resisted all attempts by entry from thieves and other
  criminals who have somehow found out about the Library or
  simply opportunistic about the only seriously locked door in
  the complex.
  Secret within a Secret
  The true value to NOM lies not in the wealth of information
  held in the Vaticine Library, but rather in what it in itself
  hides. A second collection of books that even the scholars
  are completely unaware exists. The access to this collection
  is only know to the Numanus family and their very trusted
  associates, but by manipulating the orrery at the centre of the
  room using the small set of brass wheels at its base, the
  planets can be placed in a certain alignment. When that
  
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  happens anyone standing in the room with feel a momentary
  sense of unexplained nausea and perhaps the briefest spell of
  the light dimming. While they appear to be in the same
  room, the doors will not open and if they inspect the shelves
  they will find that many of the books have changed from
  their heretical contents to the largest collection of
  information, secrets, rumours and gossip in the entire of
  Theah. This is the jewel of the Numanus family that has kept
  them in power for so many centuries, allowing their spy
  network to collate all heir information and store it in the one
  location that no-one would ever imagine to search. The
  Numanus will spend any effort to protect this resource and
  any hint that someone knows of its secret will meet with
  quick and violent action. However, they also know that the
  Vaticine church itself will go to great lengths to protect their
  own Secret Library and so do most of the work for the
  family. An adventurer that seeks to get the Church to help
  them by telling a Cardinal of the heinous use of their Library
  will meet with derision that something like that could have
  occurred for all this time and then questions as to how they
  came to know about the Library itself. While the Cardinals
  certainly do not approve of it on a moral basis, more than
  one curious scholar has been dealt with by the Inquisition
  for coming to close to realising that the Church was covering
  up the extent of knowledge they have in their possession.
  Even the Numanus family do not know exactly how their
  inner library works, the device that has incorporated into the
  orrery was found by a Numan expedition to a distant island
  far in the past. While a simple curiosity to most, it was
  traded from one family to another until a scholar working for
  the Numanus happened to activate the device within a closed
  room and found himself in a strangely different place. It is
  possible that the device accesses some alternate reality
  similar to the Dark Paths, but it works only for some reason
  in small, enclosed spaces. If there is a window or an open
  door, the device simply fails to do anything. The Numanus
  library has been designed so that the alternate version looks
  almost identical to the real one, if there is any major changes
  to the Secret Library, then a Numanus agent will see that the
  changes are also carried out in their version. The collection
  of information stored by the family is spread through the
  room itself, replacing copies of the main library text as it
  grows and in order that only the senior members fully know
  where to find things as an extra precaution.
  Adventure Seeds
  While it is unlikely that most parties would come across as
  major a secret as the Library in smaller campaigns, if NOM
  is heavily involved as a enemy to the group it is possible that
  certain paths may lead to its discovery. The most obvious
  route would be through the Numanus family itself, or
  Marcus Aurelian as their ambitious new leader. Other wise
  the potential would be for accidentally uncovering the start
  of a trail that leads to this destination.
  The party could defeat an important villain or intercept a
  shipment that contains one of the three Numanus keys.
  While it looks very much like an ornate brass key, there is
  something unusual enough about it and the fact that it was so
  well guarded, that it would warrant investigation by the
  players. There are a number of groups in Theah that could
  help with the start of this, such as the Church itself which
  may recognise the early Numan motif or the Explorer’s
  society who may notice that the craftsmanship resembles
  certain Syrneth artefacts. This could potentially lead them to
  the Library at Numa to find out more information, but if the
  object is shown to certain scholars there it will not gain the
  positive response that they may seek. It is likely that the
  Church would act to try and work out where the group got it
  from and how much they know. If the knowledge of their
  possession comes to NOM’s attention, their reply may be
  rather more direct.
  The Church or the Numanus family may also use the group
  to their own ends to defend the Secret of the Library. If the
  players have come to the attention of either group for their
  skill in resolving situations, they may be recruited for a
  mission. A scholar has removed one of the books from the
  Secret Library and fled the city, they want it back and the
  rogue scholar dealt with. While the Church may refrain from
  endorsing violence, this is one of those times where the
  morals of governance become murky and a worried Cardinal
  may well sanction or at least turn a blind eye to such action.
  If the players deal with the situation, they will be rewarded
  and may have gained some influence, but if they are just that
  little bit curious they may want to know what is so important
  about the book and where it was stolen from. This would
  
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  lead them into direct conflict with their previous employers
  and perhaps even in league with the fleeing scholar and
  whatever agenda or organisation he represents.
  Finally, it is quite possible that one of the older Secret
  Societies has come to suspect that the Vaticine church is
  hiding a wealth of information. Certainly the Rose & Cross
  have an extensive collection of Crescent texts themselves
  and so know exactly what kind of information was available
  to the Church through the Crusading period. The
  connections that the Kreuzritter have in the higher echelons
  of the Church may also point towards this knowledge, which
  they may want to investigate for information on the Bargain
  and how to oppose the Strangers.
  Guard Tomas Camicia di Rossa ( 7th Sea™ )
  Brawn 2, Finesse 3, Wits 2, Resolve 3, Panache 2
  Reputation: 8
  Background: Vow
  Advantages: Castillian, Thean (R/W), Vodacce (R/W),
  Membership ( Church Guard, NOM )
  Athlete: Climbing 2, Footwork 3, Sprinting 3, Throwing 1
  Polearm: Attack ( Polearm ) 4, Parry ( Polearm ) 3
  Wrestling: Grapple 3, Break 2, Escape 2
  Rossini Halberdier (Apprentice): Beat 2, Disarm 3, Bind 2,
  Exploit Weakness 2
  Captain Lucius di Schermo ( 7th Sea™ )
  Brawn 3, Finesse 4, Wits 3, Resolve 3, Panache 2
  Reputation: 17
  Background: Vow
  Arcana: Inspirational
  Advantages: Castillian, Eisen, Thean (R/W), Vodacce (R/W),
  Academy, Faith, Guardian Angel, Membership ( Church Guard )
  Athlete: Climbing 3, Footwork 4, Sprinting 3, Throwing 2
  Courtier: Dancing 2, Etiquette 2, Fashion 2, Oratory 3
  Polearm: Attack ( Polearm ) 5, Parry ( Polearm ) 4
  Wrestling: Grapple 4, Break 3, Escape 3, Head Butt 2
  Rossini Halberdier ( Journeyman ): Beat 4, Disarm 5, Bind 4,
  Exploit Weakness 4
  Fencing: Attack (Fencing) 3, Parry (Fencing) 2
  Shield: Parry 3, Attack 3
  Swords of Soloman ( Apprentice ): Bind ( Shield ) 2, Disarm
  (Fencing) 2, Attack ( Shield ) 3, Exploit Weakness 2
  Note - Church Guard shields do 1k1 damage
  Guard Tomas Camicia di Rossa ( d20™ )
  Fighter 4 / Rossini Halberdier 3: CR 7; HD 7D10+7; hp 75;
  Init +2 (Dex); AC 17 (+2 Dex, +5 UDP); Atks: polearm +8 melee
  (1d8+2 x3); SA: Protect your Charge, Anticipate the Attack; SV
  Fort+9, Ref+6, Will+4; Str 12, Dex 14, Con 14, Int 11, Wis 14,
  Cha 12; AL LN; Skills: Balance+2, Bluff+2, Climb+6, Jump+2,
  Sense Motive+8, Speak Language (Castille, Thean, Vodacce),
  Spot+6, Swim+2, Tumble+8; Feats: Power Attack, Membership
  (NOM), Weapon Focus (halberd), Weapon Specialisation
  (halberd), Unarmored Defense Proficiency (beginner)
  Captain Lucius di Schermo ( d20™ )
  Fighter 4 / Rossini Halberdier 5 / Swords of Solomon 2: CR
  11; HD 11D10+11; hp 118; Init +6 (Dex, Improved Initiative);
  AC 21 (+2 Dex, +9 UDP); Atks: polearm +8/+3 melee (1d8+2
  x3) or serpent sword +11/+6/+1 melee (1d12+2 19-20/x2); SA:
  Protect your Charge, Anticipate the Attack, Get them Before they
  Get You, Cover the Charge, Alongside the Brethren; SV Fort+13,
  Ref+8, Will+5; Str 13, Dex 14, Con 14, Int 12, Wis 14, Cha 14;
  AL LG; Skills: Balance+2, Bluff+2, Climb+8, Diplomacy+2,
  Intimidate+4, Jump+2, Sense Motive+12, Speak Language
  (Castille, Eisen, Thean, Vodacce), Spot+10, Swim+4, Tumble+8;
  Feats: Combat Reflexes, Improved Initiative, Power Attack,
  Weapon Focus (halberd), Exotic Weapon Proficiency (serpent
  sword), Unarmored Defense Proficiency (intermediate)
  Other Important Locations
  The House of Nine Keys
  The Paix chapterhouse of the Rose & Cross in southern
  Montaigne would seem to be an unusual stronghold for
  NOM but for the fact that Hughes Sices du Sices has
  maintained his position in managing the location following
  his ascension to be Grand Master. Usually the Grand Master
  of the Order is based from Crieux House, but Hughes argued
  strongly that he should remain at Paix and that he could not
  possibly take over Crieux House as a mark of respect for the
  fallen Aristede Baveaux. The fact of the matter is that he has
  spent the last decade slowly building up his resources and
  network within the House of Nine Keys and had no intention
  of starting that process again. While Hughes may be in
  effective control of the Rose & Cross, he must still act with
  great care as the organisation would almost certainly turn on
  him if they knew his true allegiances. He has ensured that
  key people within the House are loyal to him and open to a
  certain degree of flexibility in carrying out missions that he
  
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  may ask them to do. Only in the most extreme cases of need
  has Hughes had to put one of his Knights into a position
  where they need to perform an criminal or immoral act, and
  he has been sure to show that such an act was absolutely
  necessary for the greater good even if it was not really the
  case. The greater benefit of the House is not therefore in its
  occupants, but more the location within the old diplomatic
  hub of Montaigne, where NOM agents work in le Labyrinthe
  to gather information and forward the goals of
  the Council.
  Salon di Lamierine Rosse
  This base for the Espectro Acero in the heat
  of Dionna appears as any number of
  gentleman’s duelling clubs in the city. The
  ancient façade is a fine example of
  late Numan architecture and the
  interior is sumptuous to match.
  With a member’s lounge and small
  library, the majority of the
  building is taken up by fencing
  studios, all following a traditional design
  with wooden panelled walls and full-length
  mirrors. A wide selection of weapons is
  available for those training here to use,
  including a number of exotic weapons from
  places like the Crescent Empire of the western
  islands. From this base the Espectro are able
  to train new recruits and organise their
  distribution to where they are needed by the Council. Being
  close to both Numa and the border of Castille, they are
  positioned well to send operatives to those areas that are of
  critical importance to NOM. While Quinn himself tends to
  travel around the various Council strongholds to ensure the
  efficient running of the group or is performing a mission for
  Archiniega, he maintains an apartment within the Salon
  building for when he is needed in Dionna or wants to take a
  more active role in training of new members. It is within the
  Salon that Quinn instructs selected members in his own
  school of assassination, those that fail the lesson are usually
  found in an alley sometime after their instruction as a
  pointed message to the rest of the group and also a bit of
  practice for one of the trainees.
  The Palace of the West Bridge
  The parlement building in Luthon has become in recent
  years a new playground for the Council, with a number of
  members having agents working its hallways and meeting
  rooms. Formerly one of the main Montaigne estates in their
  capital, it was abandoned by one of the Montaigne families
  that fled back to the safety of the homeland. Its size and
  grandiose style were of little use to the native populace and a
  few felt that it should be tore down as a sign of the
  oppressive rule they had outlasted. Instead in an
  act of extreme
  practicality it
  was converted into
  the home of the new and
  enlarged parlement, the system of
  governance that had preceded the noble
  rule of the Montaigne. The main ball room was
  converted with raised benches to become a central
  chamber, while the rooms around the central
  courtyard were easily converted into offices and
  meeting rooms. It is said that more political
  business takes place in the small rooms and
  especially the bar of the Palace than in the main
  chamber itself. The emergence of a new
  wealthy class of businessmen and politicians
  in Avalon has lead to more groups having
  an influence on the role of parlement and
  this is a trend that NOM has exploited
  over the recent years.
  Universidad di Archiniega
  While the university is now without the presence of Alvara
  Archiniega himself, it is still one of the most important
  centres of academia for the Council due to the work of
  Alvara and Iselo before him in establishing a network of
  scholars and administrators who were either working for
  NOM or able to be influenced into carrying out their goals.
  As the most prominent university in Castille that was not
  dominated by the Inquisition, it proved a useful resource and
  was also one of the main locations involved in the creation
  of the Invisible College and its subsequent moulding by
  Alvara.
  
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  Behind the Curtain
  Bringing NOM into your game is rather difficult.  The
  Council of Thirteen are not there as cannon fodder or
  ‘villains of the week’.  They are dangerous, Machiavellian
  and protected by layer upon layer of subterfuge.  The player
  characters cannot just go blazing in, or they are going to get
  killed, that is if they can even find the right place to attack.
  NOM is a dark shadow behind plots and double dealing that
  will haunt the characters, not meet them head on.  It is so
  cloaked in subterfuge that it will take a long time for a group
  of players to even discover the most basic facts about the
  organisation.  So how do you make use of such a secret
  organisation in your game when it is difficult to even
  announce its very existence to the players?
  Not for the one night stand
  In general, NOM is so vast and far reaching that it should be
  reserved for a full campaign.  However, there is a lot of
  interesting information in this book which you may want to
  use even if you do not want to make NOM the feature of the
  campaign.  Luckily there are ways to do this without
  bringing the full force of NOM down on the characters.  One
  option is to put the players up against one of the individual
  council members.  Just because Villanova is a member, not
  everything he does involves NOM.  Each member of the
  council has their own agenda that NOM may know nothing
  about; none of them are slaves to the organisation.  In fact,
  each of them probably thinks he is using the others for his
  own ends.  So the characters can try to thwart Giovanni
  Villanova (or die trying) without crossing the line into
  dealing with NOM.  However, in fighting Villanova they
  may get the impression he has help from other allies, which
  they may later investigate.  This could be a way to extend a
  single adventure into a larger NOM based campaign.
  NOM itself is far too convoluted to allow you to get deeply
  involved in the politics of the organisation in a short
  adventure.  While you can allow the characters to skirt the
  edges of the society, you are better off using a different
  enemy organisation such as ‘The Black Tabards’ who can be
  dealt with more directly and can provide a satisfactory
  conclusion to a shorter adventure.  NOM (and even each
  council member) isn’t there to be defeated and destroyed,
  and certainly not after only one adventure.  They provide a
  powerful force that the characters can occasionally thwart,
  but never truly destroy without years of bitter struggle.  To
  do any less is to downgrade NOM and create a huge
  anticlimax.  After all, if NOM is the greatest of enemies,
  where is the challenge when it is gone?  The longer the
  characters have to fight the enemy, the better the final payoff
  for defeating it.  You may find ‘Wolfram and Hart’ in the
  TV series ‘Angel’ a good example of this in storytelling.  In
  a NOM campaign the important thing is that the good guys
  defeat the plans of the organisation, even if they cannot
  make a dent in its power, influence or resources.
  Keep the curtain closed and glance behind
  So NOM is better dealt with in a long campaign.  Even the
  existence of the organisation is a secret, from the players as
  well as the characters.  However, that doesn’t mean you
  can’t use the organisation long before the characters ever get
  to hear of it.  In a long campaign you can have an awful lot
  of interesting things happening in the background that the
  players may not discover until years later, but this does take
  planning.  When the characters begin their adventures, they
  might get involved with all manner of folk.  There is no
  reason not to have a couple of these people have ties to
  NOM.  They shouldn’t be council members at this stage, just
  agents working for the organisation, but crossing them and
  foiling their plans will get the attention of NOM.  Don’t
  make the mistake of thinking that putting the players against
  NOM must mean the involvement of the council. NOM has
  plenty of other spies and lieutenants, many of whom are
  dangerous and resourceful in the extreme.
  If the characters do well in their battles against NOM
  (whether they know who their true enemy is or not) and
  prove themselves capable and resourceful, then the
  organisation may keep an eye on them, as it will take a while
  to decide if the characters are enemies or potential recruits.
  Conversely they could instead be watching to see if the
  characters are even a threat at all.  If they just got lucky
  foiling the villain’s plans, NOM may just want them
  disposed of.  However, this may not mean simply murdering
  them, destroying the resources and credibility of enemies is
  far more effective.  After all, killing somebody raises
  
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  questions and NOM is above petty revenge attacks.  This is
  why it is in the position that it is today.  It is important to
  remember that NOM takes its time.  It will be patient and
  only move when assured of success.  The council may look
  like Bond villains, but they don’t make the same mistakes.
  At this stage the players will still be completely unaware of
  NOM.  The bad guy is certainly not going to say anything
  about it.  He knows that if he does, he may be dead before
  nightfall.  Anyone who works for NOM will never divulge
  their association unless tortured or interrogated.  They are
  certainly not going to volunteer the information, and the
  characters won’t know to ask.  If you want to be especially
  sneaky, then you can ensure that not even the bad guy knows
  anything about NOM.  He is just delivering a cargo, and the
  agents of NOM are employing him or just watching from
  afar.  In this case he is working for NOM, but has no more
  idea about it that the players do.  Don’t be afraid to put
  NOM agents a long, long way away from anything that may
  link them to the bad guys, especially at the beginning.  These
  people are extremely subtle and patient.
  Predicting the future conspiracy
  This may all seem a bit pointless.  After all, if the players
  don’t know NOM are involved in some way, why does it
  matter?  The answer might only be apparent when you reach
  the end game, but remember that the best plots take time to
  build.  So don’t be afraid to take time building yours.
  Imagine the looks on the player’s faces when they discover
  the guy they fought a few years ago in the campaign was part
  of the organisation they are fighting, or that a minor NPC is
  actually a member of the council who has been watching
  them since the beginning.  Everything in your game will
  suddenly take on new significance as they become aware you
  have been playing them all from day one.  Who else can’t
  they trust?  How long has NOM been involved?  Was it
  coincidence at all that they got together in the first place, and
  are any of the other players in on this as well?
  If you are looking for a model, then watch the ‘Alias’ and
  ‘Babylon 5’ TV shows.  Both have complicated arc plots
  that take several seasons to develop.  As a viewer you are
  amazed and intrigued by how things relate in the previous
  seasons to what is happening now.  In ‘Babylon 5’
  particularly, throw away lines and comments come to have
  great significance later on.  Again, the key here is forward
  planning.  Just like the writers of the TV shows, you must
  have at least a loose idea of how you want to see things
  develop.  That way you can create vast and intense arc plots,
  as long as you are patient enough to let them develop slowly.
  So look for the small things and make them important in
  ways the players cannot dream.  For instance, let’s say a
  character abuses a Jenny, or spurns the love of a paramour.
  The character thinks little of the incident and forgets about it
  before too long.  However, should the lady have another
  lover who is involved in NOM, the character could be in a
  lot of trouble.  When NOM comes after them, they may
  wonder which dastardly plot they foiled to bring such wrath.
  Few will consider such a forgettable mistake to be the cause
  of the storm that descends on them.  To make things even
  more complicated, perhaps the lady’s lover does not have the
  go ahead from NOM for revenge.  What will the players
  think when he turns up dead after threatening them, and will
  they be blamed?  You may also want to keep in mind that it
  need not be a person, or committing a mistake that gets
  NOM’s attention.  For instance, the characters foil a group
  of slavers, the slaves are freed and the ship’s remaining
  cargo is impounded.  Now, suppose NOM had a small cargo
  in the hold, mixed in with a few others, nothing important or
  illegitimate, just a few bales of cloth.  This seems innocuous
  until you discover the cloth was a pay off to a merchant who
  wanted payment in something less traceable than money.
  Now the payment is no use, as impounding it has created a
  paper trail and the merchant is causing all manner of
  problems for NOM.  Whose fault is it?  Why the do-gooder
  characters fault of course.
  If this all sounds too complicated, don’t worry.  As a GM
  you can rewrite the unknown parts of history as you go.
  Hindsight is a wonderful thing, and you can always change
  and adapt the unknown past of your adventures when it
  doesn’t conflict with what actually happened.  Say that you
  put an NPC pirate against the characters, one you expect
  them to easily defeat.  However, he manages to escape and
  you decide to use him again.  You certainly expect him to
  get killed this time, but again the characters make a mess and
  he escapes.  So you decide he has a NOM connection, that it
  is NOM helping him escape each time.  This soothes the
  
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  character’s ego and provides you with an agent of the
  organisation.  When the players finally defeat him and
  possibly discover his allegiance, they will be amazed.  They
  will assume you had this idea from the very start, and not a
  few days before the last game session.  Suddenly your
  Machiavellian scheming places you in a new light and the
  players are intrigued about the other plots wait for them in
  the game.
  Down the rabbit hole
  However it happens, eventually the characters will discover
  the existence of NOM.  So then what do you do?  Luckily,
  the players need not discover everything all at once.  The
  first thing they are likely to find out is the name.  Make sure
  some NPC dies to bring them even this small piece of
  information, to underline its importance.  The characters
  should realise from the first encounter that this organisation
  is willing to protect its secrets, whatever they may be.
  At this stage of the campaign don’t make NOM the central
  focus quite yet.  Instead, begin to reveal the depth of the
  conspiracy.  They should believe NOM to be something new
  at first.  Let the only piece of information they know (the
  name and possibly symbol of NOM) start to appear in all
  manner of places.  Suddenly lots of disparate and powerful
  things are connected somehow.  Next, let them hear the
  names of their old enemies connected to the organisation.
  These connections won’t be direct at first, use lots of
  circumstantial evidence to lead the characters to this
  assumption about NOM’s presence in their past dealings,
  and even then only for a few of their enemies.
  This will serve to make them wonder two important things,
  how big is the conspiracy, and how deep does it go?  They
  must wonder how many people already know about this
  organisation or are working for it.  Do all of their old
  enemies have a hand here, or just the ones they know about?
  The depth of the conspiracy will let their paranoia run riot.
  Their first thought may be to call on the authorities.
  However, if they start to see circumstantial evidence linking
  their friends to the organisation they will get really scared.
  Who can they tell?  Who is really their friend? Does NOM
  know how much they have figured out, or worse know more
  about them than they do about it?
  There are all manner of ways to enhance paranoia, but do it
  with subtlety.  The key here is in the details.  Don’t point
  them to huge clues, lay lots of small ones in front of them,
  and quietly dismiss their paranoid conclusions.  The players
  will start to wonder what you are up to, and that alone will
  kick in their paranoia.  However, be very careful not to
  overdo it.  An enemy the characters cannot see is very
  frustrating and may provoke your players into acts of
  desperation with their characters. They may try and blow
  things up or assassinate their suspects, no matter who they
  are.  Nothing wreaks an atmosphere of brooding menace
  than a barrel of gunpowder.  So when the battle lines
  between NOM and the players have been drawn, provide
  them with something to fight.
  The enemies should gradually build from the toadies and
  pawns to lieutenants and even finally a council member.
  Again, take your time.  Start with the pawns who are so
  scared they will die or commit suicide rather than give away
  secrets. The player won’t learn much from them, but at least
  they are trashing some of the bad guys.  When they have
  dealt with a few of those, let them get the name of a proper
  agent of NOM, and craft a few adventures that climax with
  them capturing and finally interrogating him.  Then they can
  use this information to try and locate the ‘mysterious
  mastermind’ behind their enemy.  Eventually they may
  discover the identity of the bad guy (after many mistaken
  identities) and they can finally place a face to their arch
  nemesis.  Once identified, the characters can spend their
  time putting a stop to the plans of the master villain, even if
  he proves untouchable.  They will be looking for him to
  make one critical mistake.  All the time they are trying to
  discover the identities of his accomplices and bring the
  whole organisation down. If you do this right, even if they
  destroy the entire council they will be wondering who was
  behind them pulling the strings.
  Working for the man
  The other way to get NOM involved in your game is to make
  the players agents, but without them knowing of course.
  Players have a useful tendency to assume that secrets only
  ever go one layer deep.  Many will assume that they know
  Arciniega’s secrets, because he is the head of the Invisible
  College.  They are very unlikely to assume that he could be
  
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  running another, darker organisation as well.  If you can
  convince the players that they have learnt all his secrets (or
  those of another NOM NPC), they will trust him and as soon
  as they trust him, they are yours.  Usefully, players also have
  a certain gullibility that makes them trust the secret societies
  their characters join.  So use this, and whatever other tricks
  you can think of to get them to see the NPCs the way you
  want them to, but don’t overdo it as that is often
  counterproductive.  “What? He gives money to the poor and
  helps old ladies across the street?   That sounds suspicious,
  we must destroy the fiend!”  If the players have to work to
  discover the ‘inner goodness’ of an NPC, they will believe it
  far more as they think they have discovered a secret.  They
  often think all secrets must be true, otherwise why would
  they be secret?  Remember that to a certain degree, you must
  fool and manipulate the players as well as the characters.  It
  need not be outright lying, but a certain amount of
  misdirection and false propaganda is still fair.  It is all about
  trust, and you need to gain the players trust to lead them into
  darkness.  However, one trust you cannot abuse is the trust
  they have in you to create a good story.  If you manipulate
  them just so you can tell them how stupid they were, you
  deserve all the trouble you are going to get.  Either way, they
  will call you an evil bastard when the game is finished.  The
  important thing is whether they are smiling or growling
  when they do so.
  Using the players as unwitting agents of NOM can be a very
  good way to provoke adventure and gradually reveal the
  agenda of NOM to the group.  All the time they are working
  for NOM, they are being assessed on their usefulness.
  Player characters tend to get the job done (even if they prove
  a little unconventional) so they will be of interest to NOM as
  more than just pawns.  Good agents are hard to find, and
  NOM needs all it can get.  Quite quickly the players are
  likely to prove useful and resourceful to the masters of
  NOM.  What will give their employers pause is the degree of
  stealth and discretion the players employ.  NOM wants
  things handles efficiently and quietly.  Subtly and the use of
  gentle pressure in the right place are the marks of a good
  agent.  While Player characters often succeed, very few do it
  with any degree of secrecy.  So as a GM you must run two
  separate campaign plots.  The first is the open series of
  adventures for their employer (who is actually a NOM
  power-broker).  The second is their gradual involvement in
  NOM.  The first you can run as any normal game.  The
  second is very much determined by the way the players go
  about their missions in the first.  After each adventure,
  secretly mark each individual character for how well they
  did their part.  You are looking for how well they achieved
  the result, and how subtle and secretly they managed to do
  so.  Award extra marks for using as little resources as
  possible.  Each time the players score well, they will be
  drawn a little further towards the NOM masters bringing
  them into their confidence. However, remember that the
  NOM masters won’t let you join with just a single lucky
  mission.  The players must prove consistently useful to be
  granted higher station among the minions of NOM.
  One of us or really one of us?
  If the players do well, you may allow them to become full
  agents.  As above, they will first have to prove themselves to
  NOM.  So they will need to unwittingly impress one of the
  secret masters of the organisation or find out about the
  society and ask to join.  The first option is what we have just
  talked about, and the second option usually gets you killed.
  No matter how evil and competent you are, you can’t just go
  into a bar and ask about NOM.  Spreading that name around
  will put you on their hit list very quickly.  Once an evil
  group has got wind of a secret power player in the
  underworld they are going to have to work very carefully
  indeed to make contact without getting themselves in
  trouble.
  NOM likes to keep as many people in the dark as possible,
  so you have to prove rather special to be told the true nature
  of who you are working for.  If the players have proved too
  squeamish to do evil then they will have to discover the true
  nature of NOM for themselves (more on that later).  So only
  if the group are pretty nasty are things are a little easier.
  However, just being evil is not good enough.  NOM is not
  by nature an evil organisation.  It is a very selfish one
  looking to gain as much power and resources as it can.  It is
  prepared to do almost anything to get what it wants, but it is
  not looking to do evil for its own sake.  NOM agents will
  help an old lady across the street or kill her because of what
  that action gains the society rather than any moral agenda.
  However, evil agents have more promise as they are more
  
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  use.  They need not be manipulated into doing bad things,
  they can just be told to go out and do the job.  However, evil
  people are less trustworthy, they tend not to keep their word
  and often look to steal from, or blackmail their masters.  So
  NOM employs a few techniques to keep them in line.
  If the group prove worthy of elevating to a more informed
  position, they will be tested, not for ability (which by now
  should be established) but for morals and loyalty. These tests
  will be disguised as normal adventures and missions from
  their patron as usual.  They will involve simple things at
  first.  Can they be trusted to take a letter to someone without
  looking at the contents?  Will they deliver the full payment
  when they are given more money than expected?  Can they
  resist the charms of their patron’s stunning and lascivious
  daughter while they guard her?  It will be a long time before
  they will be asked to do anything more obvious, such as kill
  anyone for NOM, and by then the society will already have a
  pretty good idea about whether they trust them or not.
  Another good way to ensure loyalty is to make sure the
  organisation can blackmail their employees.  This can be a
  good way to get free work from them, but is inadvisable in
  the long term.  People coerced into work do not make good
  agents as they are not looking to further the goals of the
  society themselves.  However, NOM collects as much dirt on
  people they use as they can and keeps it on file.  This way
  when one of their own threatens to tell the world about
  NOM, they can calmly hand over the file and announce they
  will do the same.  This has the effect of making the agent
  realise he has bitten off more than he can chew, and actually
  creates a greater level of trust.  After all, both parties are
  now keeping secrets for each other, and the agent knows that
  NOM could have blackmailed him from the start but chose
  to pay him (very well) instead.  NOM does use blackmail on
  occasion, but not as often as you’d think.  Of course this
  polite behaviour only applies for agents who are useful.
  Most people who take on the masters of NOM using the
  threat of exposure find themselves being fished out of the
  Dionna canals in the morning sunshine.
  This leads us nicely into another popular way of keeping
  people polite, fear.  NOM ensures that all of its agents
  outside the council have a healthy fear of what the society
  can do.  They do not have to remind their agents about the
  penalties of failure because these penalties are obvious on a
  daily basis.  This fear need not keep them trembling twenty
  four hours a day, but it needs to be enough to keep them
  loyal.  So NOM makes sure that while it is draconian in its
  dealings, it pays very well and does a lot to help its agents
  when they need it.  As a consequence the agents feel they
  have some back up from the organisation and do well by
  their association.  However they also know that they had
  better remember who looks after them or they are in trouble.
  The ways to keep the fear alive are many and varied, and
  most involve death or pain in some form.  The most common
  are to ensure the agents are there to witness the torture and
  death of the society’s opponents or (as a loyalty test) to be
  sent to kill people that they know, who are also (knowingly
  or unknowingly) such opponents.  However, there are plenty
  of other ways to inspire fear, and many are quite subtle.
  Threats against family are popular, and need not be overt.  If
  an agent comes to visit a secret mistress and she casually
  says she thinks she is being watched, the agent will feel a
  cold shudder.  Seeing the fear in others can also be a strong
  motivator.  If a powerful duellist or nobleman seems terrified
  of NOM, he can pass on such fear easily.  After all, if the
  riches or prowess of the duellist or noble cannot protect
  them, what chance do the agents have?  Just to add another
  level, NOM often employs high level undercover agents
  whose remit is to ‘be afraid of NOM’, to inspire this fear in
  the lower agents.
  If the group are trying to toady up to the bosses, NOM can
  dangle the carrot of proper membership, whether they are
  really considering it or not.  A motivated worker is a
  dedicated worker and many low level thugs labour under the
  mistaken belief they are being groomed for top positions.
  The only trouble here is that NOM does have to promote a
  few people to keep the pretence up.  They get round this by
  making certain thugs the leaders of other disposable thugs.
  This way the idiots can get promoted a lot, but never actually
  get any deeper into NOM.  Sometimes the lower end agents
  become discontent when they figure out that they are not
  really getting anywhere.  So NOM promotes them to run
  another area of the operations.  They say goodbye to their
  colleagues and set off for their new command, which is
  usually the bottom of a canal, or the sea between Théah and
  
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  the Midnight Archipelago.
  When allowing the players to become a part of NOM,
  remember that you need not treat then all equally.  Do not
  think you need promote them all at the same time.  Some
  players do better than others, and will get ahead on points
  during the test missions.  If someone proves their worth but
  the other members of the group haven’t, you need not wait
  until they all catch up before you start promoting characters.
  Needless to say the rest of the group need not know anything
  about this.  NOM isn’t fair, and they only employ the best
  they can find.  In fact the character who gets promoted may
  be assigned the mission of testing his comrades.  If the
  characters are all upstanding and moral, they may not be
  offered proper membership.  However, if one of the
  characters shows moral weakness as well as competence he
  may still get a tentative offer.  If he accepts he will be
  assigned to watch the group from the inside and sabotage
  any plans they have against NOM.  The organisation won’t
  want him to kill the others unless things go very wrong.
  However he will need to get to clues first and destroy
  witnesses to keep the others in the dark.  He may also work
  to convince some of the group to be a little less moral,
  grooming them as agents themselves.
  Stripping the mask
  A game where the players are the patsies for NOM’s secret
  agenda is not going to be fun for long.  After all, if they
  never get to discover the GM’s evil plot the only fun you get
  is to smile smugly at them.  This may be fun for a while, but
  the campaign needs to move on.  If the characters are being
  played along by a traitor, eventually they can discover the
  viper in their midst.  This can be an NPC patron or even (as
  seen above) one of the group.  They may discover some of
  their missions are not as benign as they thought.  They may
  just get suspicious and decide to investigate their patrons.
  While they can be manipulated and sometimes do foolish
  things, never underestimate your player’s tendency for
  cleverness, which under the right circumstances can dupe
  even NOM.
  Discovering the true agenda of NOM is very tricky.  They
  don’t reveal themselves on a whim, especially to people they
  have been manipulating.  Doing so is just asking for trouble
  and may turn their useful pawns into dangerous enemies.
  After all, good agents are also capable opponents, even more
  so when they realise they have been deceived.  However, the
  players may begin to join up the dots as they do more and
  more missions for NOM.  You can allow them a few small
  clues to the consequences of their actions.  Maybe someone
  turns up dead after they deliver a parcel to a servant in the
  victim’s house.  Perhaps the ‘evil merchant’ they have just
  killed turns out to be a dedicated benefactor for the local
  orphans.  These first few clues need not be cast iron proof,
  just enough to make the players wonder.  They may also do a
  few missions they consider a little suspect, such as gathering
  blackmail material.  No matter who the target is, this can be
  rather a seedy operation and should start warning bells
  ringing for them.  A society or patron prepared to resort to
  blackmail, even for supposedly laudable reasons, can’t be
  quite as altruistic as it may pretend to be.
  Later on they may start to investigate more carefully, and
  subtly.  They could find out that by delaying a shipment of
  cloth the price of goods in another market plummeted.
  Perhaps a contact of theirs is seen far too often in the
  vicinity of some recent murders.  After a while their
  suspicions may become big enough to be more overt.  They
  could start reading the letters they are delivering and looking
  into the other business dealings of their patrons.
  If the players are really clever they may then try to get inside
  the operation.  NOM can make mistakes, and may offer
  membership to someone they mistakenly believe to be a
  promising candidate.  With a little playacting, a character
  might convince someone they are actually evil and dedicated
  enough to prove useful.  If they are then sent to watch the
  other players they can work as a double agent.  This puts one
  of the characters in a very dangerous position, as while
  NOM does make mistakes, it doesn’t make them very often,
  and it is rather good at clearing them up.
  Eventually you will reach the point where the players are
  aware of NOM as the bad guy.  So where do you go from
  there when the players may now want to take down Théah’s
  most powerful secret society?  If you’ve done your
  groundwork properly the answers should be a bit more
  apparent.  The group will either be ready to fight them in a
  
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  secret war, or already working for them.  Possibly a little of
  both.  From there it can be a straight fight, as the players
  work to unmask the members of the council and oppose the
  plans of the organisation.  The game can then become a high
  level investigation, where the players may be able to get help
  from powerful lords to assist in their investigations.  They
  may not be able to destroy NOM, but they can do their best
  to unmask and stop their plans.  This may get them some of
  the evidence they need to get some help from powerful
  nobles and other NPCs.  However they must be wary of the
  hand of NOM behind any potential ally.
  In general, there are a few things to bear in mind with NOM.
  Remember that they are subtle and patient, as much as they
  are clever and devious.  They do make mistakes, but they
  take their time and do the proper groundwork so these are
  very few.  Powerful as they are, you must allow some chinks
  in their armour as an invulnerable villain is no fun for
  anyone.  Their main weakness is the quietly fractured nature
  of the society.  For all the power and cohesiveness of the
  council, they are all powerful individuals in their own right.
  They are all looking to expand their power, and are only
  dedicated to NOM because of the power it already has.  So
  use the council as a group of individuals, and not a faceless
  group of cloaked figures.
  This means that (for instance) when the players go up
  against their patron Arciniega, they may get contacted by
  Villanova with a clandestine offer of aid and assistance.  The
  question is, does Villanova want Arciniega out of the way,
  or is he working with him to crush the players? There is only
  one way to find out, and that is where the adventure really
  begins.
  The Greater Game
  “Outrageous!”
  Alvara Arciniega’s voice echoed around the stone chamber.
  Opposite him stood Serk Markstrom, who had been in full
  flow and now simply glared at the head of the Council. A
  small smile touched the edge of Giovanni Villanova’s mouth
  and he brought a goblet of wine up and took a sip.
  “How dare you make such baseless accusations in this room.
  I have broken men for less slander.” continued Alvara
  visibly shaking with anger. Next to him his daughter watch
  the exchange with interest.
  Not wanting to back down, the Field-Marshall crossed his
  arms over his chest and retorted, “Then let us settle this as
  gentlemen of honour and prove me wrong.”
  From behind the wine goblet Villanova’s mouth turned up
  into a full grin.
  The next day in Dionna
  Serk Markstrom held up the blade and looked down it, the
  light from outside caught the edge and he smiled. With a
  turn of the wrist, he brought it down and cut through the side
  of his thigh. Stifling the briefest of cries, he dropped the now
  blooded sword and began to apply a dressing to the wound.
  Hearing a noise, he looked up and saw a silhouette in the
  doorway.
  “Ah Linnae, just in time. I appear to have had an accident
  while training. How fortunate that you are available to
  second for me today.” he called out in a deadpan voice.
  The master swordsman stepped forward into the room so that
  his face became visible. “An unfortunate occurrence my
  friend, however I came to tell you that I am unable to fight
  Alvara for you.”
  The Eisen stopped tying the bandage as all colour drained
  from his face. In a hoarse whisper he replied, “What?”
  “Records have just been brought to my attention that show
  that Alvara Arciniega is a member of the Guild, and so the
  byelaws state that I am unable to take a commission on him
  from another Guild duellist.” replied Linnae Knute without
  any trace of emotion in his voice.
  “But our deal....”
  
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  A slightly pained look passed over the man’s face, “I must
  break that, but I cannot pass over our own laws so easily. My
  position is not what it was...”. His voice trailed off. “I wish
  you good fortune, my friend, may the best duellist win.”
  Serk Markstrom did not reply, but with sword in hand
  pushed himself up to stand and limped through the door. As
  he passed Knute, he paused as if about to say more but then
  closed his mouth and stepped out into the streets of Dionna.
  Now alone, Knute lowered his head and sighed a resigned
  tone. “And I trust that now completes the debt I owe you.”
  From the shadows of the other room a man stepped forward,
  his one good eye looking at the master swordsman. “Indeed
  my very good friend, indeed.”
  Beginning to turn to leave, Linnea turned his head back to
  ask “Why?”
  “Why what?”, replied Giovanni.
  “Why did you do this? I thought you hated Alvara almost as
  much as Serk.”
  The slim Vodacce grinned like a predatory animal, “Ah yes I
  do. But why deal with one thorn, when you can kill the
  entire rose.”
  Two weeks later in Vaticine City
  Cardinal Esteban Verdugo kneeled in silent prayer before
  the small shrine of his personal residence. He had been held
  here for months now, being sent the discussions of the
  Hieros Council but unable to join in their activities. His fall
  from Grace was obviously the work of heathens and traitors,
  so he came here to pray to Theus every day for the strength
  and opportunity to continue his work. Quiet footsteps behind
  him interrupted his thoughts.
  “I told you I was not to be disturbed.”
  His assistant stood a respectful distance away and rubbed his
  hands nervously. Apparently summoning the will to speak,
  he replied “My apologies your excellency. But there is a man
  here to see you.”
  Verdugo stood and turned around. “I have no appointments
  for today and the Hieros, in their benevolence, do not allow
  me the honour of guests.”
  “I know your excellency, but he is here never the less.”
  “Send him away.”
  The man swallowed with some difficulty, “I have tried, he
  will not leave. He said you would want to see him.”
  With a sigh Verdugo straightened his robes and taking the
  small Prophet’s cross in his hands raised it to his mouth and
  kissed it. Under his breath he whispered to himself,
  “Merciful Theus, why do you torment me, your humble
  servant, with incompetents and buffoons.”
  Now smiling a forced grin, the fallen Cardinal walked the
  few steps to his cowering assistant. “Where is he?”
  “In your drawing room, your excellency.”
  With a dismissive wave of the hand, Verdugo marched past
  and through the doors of the chapel, turned right and down
  the corridor into his private rooms.
  “I do not know who you think you are, but....”
  Seeing the man sitting in the leather armchair by the fire,
  reading from one of Verdugo’s books, the Cardinal was cut
  off mid-sentence. The visitor put the book carefully down
  and stood up, taking off his small reading glasses and
  tapping them against his chin.
  “My dearest Esteban, I was so sorry to here of that
  unfortunate incident with the King. Please do sit down, I
  have an opportunity I would like to discuss with you.”, said
  a very smug and patronising Alvara Arciniega.
  
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  Credits
  Writing and Layout
  Mark Stanton Woodward and Andrew Peregrine
  Additional Writing
  Ray Yand and Les Simpson
  System Mechanics
  Nikolas Kyriazopoulos Panagiotopoulos and Floyd Wesel
  Artwork
  Evi Spanou
  Jonathan Hunt
  Cris Dornaus
  Editing
  Mark Stanton Woodward and Nancy Berman
  Line Development
  Mark Stanton Woodward
  7th Sea System Creation
  John Wick, Jennifer Wick and Kevin Wilson
  7th Sea™ and Swashbuckling Adventures™ are properties of
  Alderac Entertainment © 2005. All rights reserved.
  Coming Soon
  The Montaigne Restoration
  Details on the fall of the Empereur and the period of
  government through the Frenzy to the return of Montegue
  Contains:
  • 
  The fate of nobles during the Revolution
  • 
  Adventure seeds for all three periods
  • 
  NPCs in the new Montegue government
  • 
  New rules for the Language of Fans and Porté tricks
  Islands of Plunder : Midnight Archipelago II
  Explore new islands in the Archipelago, meeting their
  inhabitants and also the changes that have occured during
  the dawn of the new Age of Exploration.
  Contains:
  • 
  New islands and towns including Utopia
  • 
  The fate of Ysabette and Rosemonde du Montaigne
  • 
  More adventures with Berek, Cosette and Reis
  • 
  Adventure seeds for the islands and shipboard hijinks
  • 
  Timeline for the exploration of the West
  
  7th Sea™ / Swashbuckling Adventures™ eBook
  60
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  The Open Game License
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