References

This is a list of people, places, things and events relevant to the campaign. Any time they appear in a blog post or wiki, it will automatically be linked to its definition.
  • Important ItemsSpacer
    Silver Dagger
    A silver dagger currently in the possesion of Davey Plus
    The Bow
    The Map
  • New MagicsSpacer
    Hoodoo
    Voodoo type magic Plus
    Kotodama
    Japanese Shinto "power of words" magic Plus
    Native American Totem Animal Magic
    Not named yet Plus
    Teotl
    Mesoamerican sacrifice magic Plus
  • PlacesSpacer
    Port Nuedia
    Plus
  • EquipmentSpacer
    Clothes
    These boots are made for walking... Plus
    Plate Armor
    Plus
    The Buff Coat
    Leather Armor Plus
  • DuelsSpacer
    Dueling Rules
    How to kill one another, the civilized way. Plus
    The Pointy End Goes In The Other Guy!
    Duels fought by the PCs
  • FactionsSpacer
    Die Kreuzritter
    A secret order of knights that were supposedly destroyed several hundred years ago.
    Knights of the Rose and Cross
    This order of knights is based heavily on the Templars, mixed with the flair of The Three Musketeers.
    Los Vagos
    One man can make a difference. The mysterious Zorro-like figure of the vagabond El Vago and his few assistants protect the boy-king of Castille
    Rilasciare
    The secret order of the Rilasciare wage an unseen war to contain sorcery in the land of Theah.
    Sophia's Daughters
    This secret order of women seem to know more about the world than anyone else.
    Swordsman's Guild
    If you like poking people with swords, this is who you need to belong to.
    The Invisible College
    While the church used to encourage scientific experimentation, the rise of the Inquisition has put a stop to it. The Invisible College continues this experimentation overground, always trying to stay one step ahead of the Inquisition.
    The Vaticine Church
    The dominant religion in the world, it is based on a form of Gnostic Christianity and features a parallel of the Spanish Inquisition
  • Major NationsSpacer
    Avalon
    This country is much like England. It has a strong 'Arthurian' feel and the land is also populated with strange creatures of the Fey. Plus
    Carleon
    Carleon is the shining capitol of the new Avalon, build by druidic magic by Elaine's trusted friend, Derwyddon.
    Castille
    This country is much like Spain during the Reconquista and ruled by a boy-king. Plus
    Cathay
    Jewel of the Mysterious Far East, this land represent China in the 1600s Plus
    Eisen
    The mud soaked and war scarred version of Germany during the Thirty Years' War. Plus
    Montaigne
    7th Sea's version of pre-revolutionary France. Minus
    One man’s decadence is another’s routine. Montaigne shines like a brilliant sapphire from her perch on the western coast of Théah. She is the center of culture and fashion and home to the most renowned artists and fantastic architecture known to mankind.

    Lay of the Land
    Upper Montaigne rests above The River while Lower Montaigne, territory recently captured from Castille, lies to the south. The land itself is rich, flat farmland, acres of green as far as the eye can see. Small farms are common; no land in Montaigne goes to waste. If it isn’t a pleasure garden or a building site, it’s being used for agriculture. The River running past her borders provides natural irrigation.

    Montaigne consists of vast cities, large towns, and small farms. A man could walk for days and see nothing besides farmers’ hovels. But when he does come upon a city, he finds a sprawling affair full of grand manors and dizzying wealth. These cities are metropolitan oases, almost entirely separate from the lands surrounding them.

    Where the peasantry of Montaigne struggle daily to please their landlords and feed themselves, the upper classes in the cities have no word for “moderation.”

    Politics
    All government and social politics revolve around Léon Alexandre, l’Empereur of Montaigne. The Sun King, as some Montaigne poets have called him, is the center of activity. Ranks of nobles orbit around him, most notably the dukes who control the various provinces of Montaigne.

    He parcels the country into smaller sections of land, each maintained by a single duke; this duke may have any number of marquis who attend to the actual dayto- day affairs of the lands. Each duke makes regular reports to Léon on the state of his lands. Invariably, these reports assure him that everything is perfectly fine. Should any wrinkles in the great plan occur, they are expected to be worked out long before they ever reach l’Empereur.

    The People
    The peasants of Montaigne are simple people. They have a minimal education, produce large families and live quietly respectable lives. Young men of at least 15 years are conscripted into the Montaigne military and sent to lower Montaigne to fight on the border in the present war with Castille. Many come back broken or not at all. This leaves men who are too old to fight (40 and above), and their wives and daughters, to tend to the farmlands.

    It used to be the custom of Montaigne to hold all weddings in the springtime, but more recently the war with Castille has given rise to a new tradition. In the winter, when the fighting is at its slowest, many young men are granted leave, married quickly to their old sweethearts, and encouraged to procreate as rapidly as possible. After all, Montaigne always needs more soldiers and farmers.

    By contrast, the practice among most nobles is to have no more than two or three children. Their reasons are as practical as those of their lower-born neighbors. In Montaigne, the eldest offspring inherits the land, property and wealth. Younger siblings are tolerated at the elder’s discretion. Although the heir may choose to employ a brother or sister as marquis, in most cases they are sent out to fend for themselves. This unleashes a herd of hangers-on onto the various Montaigne courts, all looking for a place to stay and some means of support.

    Although it is prudent to have more than one heir (it is, after all, impossible to predict the turns of fate), to have more than three is simply bad manners. This does not apply to the Empereur and his nine daughters, of course.

    Where Montaigne peasantry is hospitable and direct, her nobles have made an art out of inference. In the courts of Montaigne, no one ever says exactly what he means. Instead they fall back on a wealth of metaphors and precedents, often using clever quotes rather than their own words. This kind of conversation can be dizzying to an outsider, and many diplomats from other nations serve their posts under protest, despite the fine food and accommodations of the Montaigne court. The pressure to be circuitously inoffensive is overwhelming.

    The Montaigne prefer to make a verbal game out of the uncomfortable. The height of rudeness is to force someone into a direct response, especially when dealing with controversial subjects. Their banter frequently becomes playfully painful as they make light of a serious subject so that no one need address it directly. Individuals witty enough to excel at these delicate games are held in high esteem.

    Another favorite game among the Montaigne is intrigue, along with its close cousin scandal. If nothing interesting has happened all season, someone will surely invent it. Guests from other nations have observed a playful viciousness in the mannerisms of the Montaigne.

    Their quick conversation and practiced indirectness make them ideal spies. Even if someone suspects them of double talk, it’s written off as Montaigne custom. What’s more, since the Sun King’s country sets the standard for clothing, custom and art, Montaigne courtiers are welcomed almost anywhere, allowing them easy access to other courts and sensitive information.

    Since the Montaigne army pushed the Vaticine church out of their country the Montaigne nobility has reveled in its newfound freedom. By contrast, the peasants live in apprehension regarding their new status living in a godless country.
    The Crescent Empire
    The Lands of Scimitar and Sand Plus
    Ussura
    One of the most often forgotten countries, Ussura is much like feudal Russia. Plus
    Vendel/Vesten
    The Vendel are much like the Dutch traders of the Renaissance or the Hanseatic League, and they live next door to the old guard of Nordic Vikings. Plus
    Vodacce
    This Venetian/Italian group of city republics was the original basis for 7th Sea. Politics and poison are the order of the day here. Plus
  • Ships of NoteSpacer
    Anne Lyde
    Ghost Ship/Destroyed Plus
    Boonie Prince Charles
    Ghost Ship/Unkown Plus
    Emerald Princess
    The Players Former Vessel (Sunk) Plus
    Margertias Folly
    Ghost Ship/Unkown Plus
    Prophet of the Sea
    Pirate Ship/Uknown Plus
    Queen Sophia
    Ghost Ship/ Beached Unknown Location Plus
    The Black Freighter
    The Legdendary Ship of the Dead/Current Status Unknown Plus
    The Falcon (Falcon)
    Captain Edward Turnsdale Ship/ Current Whereabouts Unknown Plus
    The Red Wake
    Pirate Ship/Sunk in Shallow Water Plus
  • WeaponsSpacer
    Breech Loading Firearms
    A breech-loading weapon is a firearm in which the cartridge is inserted into a chamber, integral to the rear portion of a barrel. Plus
    Combo Weapons
    Firearms combined with melee weapons, what more could you ask for? Plus
    Melee Weapons
    Axes, Rapiers and Swords Oh My! Plus
    Multi-shot Firearms
    Using either multiple barrels or a revolving chamber, these weapons can fire multiple shots before needing to be reloaded. Plus
    Muzzle Loading Fire Arms
    A muzzleloader is any firearm into which the projectile and usually the propellant charge is painstakingly loaded from the muzzle of the gun.
  • GM NotesSpacer
    Black Jack Davey
    aka Johnatan Foe Plus
    Maddy
    Plus
    Tobe Ortonbe
    Plus
  • Nautical StuffSpacer
    Nautical Matters
    Plus