7Th Sea Global Setting
The Continent of Théah (Core Setting)
Théah is a fantasy reflection of 17th-century Europe, defined by high-stakes intrigue and unique national sorceries.
| Nation | Real-World Analogue | Key 2e Setting Features |
|---|---|---|
| Avalon | British Isles | A unified kingdom of Avalon (England), Inismore (Ireland), and the Highland Marches (Scotland) under Queen Elaine. |
| Castille | Spain | A wealthy land struggling with a leaderless Vaticine Church and a rampant Inquisition. |
| Eisen | Germany | A war-torn land recovering from the "War of the Cross," filled with supernatural horrors and "Dracheneisen" (living iron). |
| Montaigne | France | A nation at the height of aristocratic decadence, currently led by a despotic Emperor and nearing revolution. |
| Sarmatian Commonwealth | Poland-Lithuania | A new 2e nation defined by a democratic experiment and pacts with ancient spirits (Loseji). |
| Ussura | Russia | A vast, cold wilderness protected by the ancient matron spirit "Matushka." |
| Vesten | Scandinavia | Former Viking-style raiders who have transformed into the world's most powerful merchant guild. |
| Vodacce | Italy | A land of divided merchant princes and "Sorte" (fate-weaving) magic wielded by noblewomen. |
The Global Settings (Expansions)
Beyond Théah, the 2nd Edition introduces fully fleshed-out continents with their own unique mechanics and lore:
- The Crescent Empire (Middle East): A land of desert sands and ancient mysteries comprising nations like Anatol Ayh and Persis.
- The New World / Aztlan (Central/South America): Focuses on the Nahuacan Alliance, Tzak K'an, and Kuraq as they deal with the aftermath of Théan contact.
- Lands of Gold and Fire / Ifri (Africa): Features five diverse nations including the wealthy Manden Kurufaba and the shadow-shrouded Khemet.
- The Woven Land (North America): Introduced in the Land of 1000 Nations supplement, focusing on diverse Indigenous-inspired cultures.
- The Pirate Nations (Caribbean): A storm-tossed archipelago where five defiant nations, Numa, La Bucca, the Atabean Islands, Aragosta, and Jaragua, rise from rebellion and legend as pirates, ancestral spirits, new sorceries, and the shadow of the demon Reis shape the fate of the Seven Seas.
Universal Setting Elements
- The Syrneth: Ruins of an ancient, non-human civilization containing dangerous artifacts.
- The Seventh Sea: A mythical, shifting body of water that defies the laws of nature and navigation.
- Secret Societies: Shadowy organizations like the Invisible College or the Brotherhood of the Coast that operate across borders.