Explore cities full of adventure and mystery, thwarting the plots of Villains and uncovering vast conspiracies!
What's Inside?
Two fully-detailed cities and a fleshed-out city-building system for 7th Sea.
Two major cities of Theah - Vaticine City and Iskandar - brought to life in wondrous detail for the first time. Vaticine City is home of the Holy Mother Church and the hub of smuggling, crime, and corruption, while for the unrighteous and the adventurous, Iskandar never sleeps.
Cities of Faith and Wonder includes a robust city-building system, allowing you and your players to create your own capital, township, village, or metropolis from the ground up. Whether you're looking to put your own personal touch on Th‚ah, or create a vast and interconnected hub as a basis for an entire story, the tools you need are found within!
7th Sea GM Screen, three-panels, hard-backed, full color and full of all the information you need to make quick decisions in the high action world of Th‚ah!
A great power summoning forth the brightest souls, and the darkest. These are the Heroes and Villains of Th‚ah. For every knife-twisting assassin, there is an ever-diligent bodyguard. For each great act of courage and hope, there is a dastardly deed performed in darkness. For every Hero there is a Villain. The 7th Sea Heroes & Villains book gives you 40 Heroes and 40 Villains to use in your game. It discusses heroism, villainy and possible redemption for lost souls who have fallen into darkness and includes new Advantages, Backgrounds and other systems for use with 7th Sea: Second Edition.
The 7th Sea Heroes & Villains book includes: 40 Heroes to use as NPCs or pregen characters, 40 Villains ready to drop into any campaign, Plot points and storylines for all characters, Tips and tricks for creating your character, History and Goals for all Heroes, History and Schemes for all Villains, New Mechanics and Dueling Styles.
7th Sea: Khitai is a standalone tabletop roleplaying game of action, drama, danger, suspense, and heroism in a world inspired by mythic, fantastical Asia.
What's Inside?
A Stand-Alone 7th Sea ExperienceBring the unique mechanics of epic adventure and heroism to a whole new setting with the Core Rulebook for a new line of 7th Sea products. Complete rules for creating unique characters including Samurai, Raiders, Kickboxers, and Sorcerers. 7th Sea: Khitai also includes new rules for Dueling Styles, Advantages, Villains, Brutes, and Magic - Khitai's version of Sorcery.
Take your campaigns to new and fantastical lands inspired by ancient Mongolia, Japan, imperial China, Korea, Thailand, and India. In-depth background and history for all these lands help you segment your campaign and bring your 7th Sea: Khitai characters to life.
7th Sea: Khitai is completely compatible with all other 7th Sea books, but does not require any of them. Bring your characters across the high seas to the shores of these never-before-seen lands, or venture on an epic campaign from the world of Khitai to the distant continent of Th‚ah.
7th Sea: Land of 1,000 Nations covers The Woven Land - the distant continent, and its many peoples, beliefs, magics, cultures, and nations.
What's Inside?
Extensive exploration of the histories, customs, social structures, and spirituality of the various cultures of the Woven Lands. From coast-to-coast, this distant continent is covered with culture and people as diverse as the many nations of Theah.
A rich digest of folklore and mythology showcasing the depth of culture of the peoples of the distant continent. Throughout the book is a collection of beautiful artwork depicting the peoples of the Woven Lands, created by a diverse group of Black, Indigenous, and People of Color artists.
A suite of highly detailed non-player characters and story seeds to spark your very own new tales of high adventure. The book also includes new Backgrounds, Advantages, and Fighting Styles applicable for 7th Sea characters hailing from the Woven Land.
For centuries the foolish have sought to rip the riches from Ifri, but none have been successful?until now. A timeless evil called Bonsam has partnered with the Atabean Trading Company in an attempt to exploit the lands of Gold and Fire. Demonic bonsam stones are mined from the earth in Mbey, where a broken King serves an unholy combination of evil and despotic greed. Heroes will find themselves aided in their adventures by the mysterious and powerful Jok, who stand behind their chosen champions. Prepare to battle for the soul of Ifri, from glittering deserts, stunning jungles, and the vast open sea.
This 208 page, full colour and hardcover book contains material for 7th Sea: Lands of Gold and Fire including new mechanics for Backgrounds, Advantages, Arcana, Stories, Dueling styles, and Sorceries. It also includes the five Nations of Ifri: Manden, a land overflowing with gold, with a keen eye for international diplomacy. Mbey, a once great nation now controlled by an ancient evil which threatens all of Terra. Maghreb, whose beloved Blue Queen reigns over a desert land with a fierce soul. Aksum, where logic combines with sorcery to create a strategic and effective empire. Khemet, where darkness shrouds an ancient empire and a Prince seeks to bring the light. A shadow has cast its shape across the glorious lands of Gold and Fire, will you join the fight to dispel it?
Liberty! Equality! Freedom! Change is coming to Theah's western nations. Tensions rise as disenfranchised, war-weary people grow restless under the unrelenting rule of the nobility. Now, the people look towards revolution as the only respite. This book contains material for 7th Sea: Second Edition including new Backgrounds, Advantages, Dueling styles and new monsters.
It also includes expanded setting information for Theah's four western nations.
Adventure, political intrigue and upheaval lurk around every corner. Are you ready to take up the cause?
What is free can never be caged. What is caged will never know freedom. Revolution, democracy, freedom - Th‚ah's eastern nations know these words well. As each nation struggles to find its footing in these treacherous new landscapes, unrest looms on the horizon.
This book contains material for 7th Sea: Second Edition including new Backgrounds, Advantages, Dueling styles and new monsters. It also includes expanded setting information for Th‚ah's four eastern nations: Eisen, including information about the Eisenfursten, the Horrors within the nation, various locations around the nation, and an expansion on Hexenwerk. The Sarmatian Commonwealth, with an inside look at the new nobility and those who oppose it, information on the two halves of the country, and an in depth look at Sanderis. Ussura, including a view of the two contenders for the throne, the Ussura countryside, and a look at Tur, a Leshiye as powerful as Matushka. Vodacce, including the ongoings of the various cities in Vodacce, important people around the nation, and a look at what happens when Sorte is used untrained.
Adventure, political intrigue and upheaval lurk around every corner. Are you ready to take up the cause?
7th Sea is a tabletop roleplaying game of swashbuckling and intrigue, exploration and adventure, taking place on the continent of Th‚ah, a land of magic and mystery inspired by our own Europe.
Players take on the roles of heroes thrown into global conspiracies and sinister plots, exploring ancient ruins of a race long vanished and protecting the rightful kings and queens of Th‚ah from murderous villains. It is a world of sharp blades and sharp wits, where a cutting retort can be just as deadly as a sword's point.
No more secrets. No more lies. The hidden riddles of Th‚ah finally exposed. Whether you're ready or not.
For untold centuries, they have controlled Theah's destiny. Sometimes for good, and sometimes for evil.
Secret handshakes. Passwords. Cryptic messages. Allegorical symbols. On the continent of Th‚ah, secret societies have operated nearly unseen, manipulating the lives of monarchs and merchants, and for the first time, their secrets are now revealed. But beware! Such knowledge always comes with a price that not all are strong enough to bear.
This book contains material for 7th Sea: Second Edition. It is a deep dive into the occult societies who have battled an invisible war for the soul of Th‚ah and the souls of her heroes.
In an ancient land of sand and sun, those who burn brightest cast the longest shadows. When the rightful empress returned home to reclaim her throne, the empire rejoiced. As the empire awakens to a new dawn, Anatoli merchants to Sarmion nobles work towards a new life, holding close the ideals which make the empire strong - family, honor and kindness. However, progress is not made without pebbles in the sand. The dethroned sultan plots to recover his throne and his lover, controlled by an otherworldly force, seeks to aid him. Jinn have awoken hungering for the power over mortals they had many years ago?
This book contains material for 7th Sea: Second Edition including new mechanics for Poetry Duels, Backgrounds, Advantages, Stories and Sorceries. It also includes five new Nations: Anatol Ayh, the seat of power and shining star of the Crescent Empire. Ashur, an independent city state run by both Assassins and pacifists. Persis,ruled by a cruel shah whose vendetta against the empress may tear his country apart. Sarmion, a proud Nation rebuilding after the most recent Numanari attack. The 8th Sea, a vast desert filled with proud tribes and ancient beasts. Will the empire fall under these threats? Join the fight for the empire's bright new destiny!
Change has come to the people of Aztlan. The Theans arrived one hundred years ago and failed in their ambitions of conquest, but their words and desires changed everything. For the first time in thousands of years, the Aztlani people speak of a unified land. The three old nations vie for dominance of their splintered empire, and their ambitions consume all who walk these lands.
This book contains material for 7th Sea: Second Edition including new mechanics for environmental hazards, Backgrounds, Advantages, Arcana, Stories, Dueling styles and Sorceries. It also includes the three Nations of the former Aztlan Empire Nahuacan Alliance,a militaristicallianceof cities devoted to the same four gods. TzakK'an, a group of disparate city-states bound together by their shared culture living amongst dense jungles and ancient Syrneth ruins. Kuraq, a nation led by a single Empress devoted to the dead god Suway and the undead nobles who serve her. Join the Aztlani people in their struggle to unite in a time of change!