Trade Winds

Seventh Sea - Voyages of Théah

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The Captain's Log

Welcome to Trade Winds, your chart room for Seventh Sea on Dead Keys IRC.

Jaragua is free. The Atabean Trading Company has been driven from its shores, its governor cast from the battlements of Cap-Carrefour, its chains shattered in fire and blood. In their wake stands Cap-Lamò, a port city reborn from ash and saltwater, where drums carry farther than gunfire and clam shells stamped with a new nation’s mark pass hand to hand like promises. Veterans rebuild docks that once loaded slave ships. War orphans grow into captains. Ward councils argue openly in halls that once housed Company ledgers. For the first time in living memory, the people of Jaragua govern themselves—and the sea no longer belongs solely to empires.

Beyond the reef waits the Atabean: storm-wracked trade routes, hidden coves, sea monsters in deep blue waters, Company agents in polished hulls, and distant islands where chains still clatter in the dark. Ships sail from Cap-Lamò not only for profit, but for purpose—escorting merchants, hunting slavers, exploring forgotten ruins beneath les Alpes Azurées, or carrying revolution in their wake. Here, a crew can be heroes, privateers, diplomats, smugglers, or something far more dangerous: symbols. The question is not whether you will sail. The question is what you will carry with you when you do.


The game is currently in development. Check back soon for character creation rules, house rules, and session logs.

"Give me a ship and a star to steer her by, and I'll find trouble in every port."


Fair winds and following seas.

📄 📋