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7th Sea: Second Edition

Created by John Wick

John Wick brings 7th Sea back in a 300-page, full-color, hardbound book. Revised rules, revised Nations, updated for the 21st Century.

Latest Updates from Our Project:

City Building for Cities of Faith and Wonder
almost 4 years ago – Wed, Jun 10, 2020 at 12:52:42 AM

Today, I want to preview the forthcoming Cities of Faith and Wonder

Cities includes a City Building System the players and GM use to create an environment. The CBS gives a list of choices for the players to check off, indicating both what kind of City they want and the kind of stories they want to tell.

Take a look!

City Building for 7th Sea

Building a City is also building a setting. That means your City tells your players what kind of game they’ll be playing. Are the City officials corrupt or just? Is there a lot of crime or is the criminal element well in hand? Just how deep are the Villains fingers’ in the pot? All of these questions point your players in the direction of what kind of game they can expect.

While the GM should make some initial decisions about the city (setting some initial boundaries and expectations), the majority of the work should be done together as a group to give a sense of ownership and belonging to all of the players. When you help to make the city, you care far more when something inevitably threatens it.

Where is the City?

  • Avalon
  • Inismore
  • Highland Marches
  • Eisen
  • Montaigne
  • Ussura
  • Castille
  • Vodacce
  • Elsewhere

Three Descriptors

Choose three terms that describe your city and the atmosphere surrounding it.

  • Alluring
  • Ancient
  • Busy
  • Calm
  • Charming
  • Cheap
  • Chilly
  • Contemporary
  • Cosmopolitan
  • Crumbling
  • Dangerous
  • Diverse
  • Dull
  • Eerie
  • Expensive
  • Hot
  • Humid
  • Idyllic
  • Lofty
  • Noisy
  • Oppressive
  • Out of Date
  • Overcrowded
  • Polluted
  • Quaint
  • Quiet
  • Sprawling
  • Touristy
  • Towering
  • Unsettling
  • Verdant
  • Wealthy

City Name

Your City’s name should reflect the Nation it’s in, but it doesn’t have to. There are plenty of Cities that were once ruled by people who spoke a different language and that old name has survived.

A good place to start with a city’s name is to use geographic features of the surrounding area—a lake or river, mountain, wetland, plain, or mesa. From there, tinker with the spelling and pronunciation until the root name is a bit less obvious.

What is the City’s biggest problem right now?

Everyone has problems, and your city is no different. While it may be your first instinct to create a magnificent place, remember that even Camelot had problems. There’s no such thing as the perfect city where everything is wonderful and every citizen is happy.

Or to put it another way: no matter where you go, there you are.

Conflict drives Heroes to take action, and action creates drama. Your City will have many problems, but for now focus on one. The biggest one, the one that most people agree on, the one that is the first thing that an outsider notices as something that’s a little less than desired.

  • Public Unrest. The everyday people of your City are unhappy, and they’re not shy about making it known. Whatever the root cause was, or whatever lit the fuse, things are rapidly growing beyond the inciting incident. What caused the public to begin to speak so adamantly against those in power? Is there a group or individual who is rallying the masses? How have the powerful responded to the issue?
  • Looming Disaster. Something is coming, and it’s putting everyone on edge. The City’s leadership might be trying to keep everyone calm (or maybe even denying that a problem even exists), but the truth is plain for everyone to see. Tomorrow isn’t going to be a good day. What has the people so worried? Have the harvests been bad, or vital trade routes for food and medicine become unusable? Is there an army gathering nearby, or a legend of a brutal, supernatural storm soon coming to pass? What precautions are being taken to keep people safe, and who is trying to profit from the crisis?
  • Corruption. Something stinks, and that something has a lot of power. Corruption in this sense can mean many things: are we talking about a politician who can’t keep it in his pants or takes a few bribes on the side, or has a once-beloved champion of the people fallen into Villainy? How did this scandal come to public light, and what is being done about it? Alternatively, are the accusations of corruption nothing more than a rumor spread by a political enemy?
  • Decline. Perhaps the most terrifying dilemma that every civilization must inevitably face: nothing lasts forever. Whether through a series of poor leaders, military failures, or just ordinary bad luck, this City has fallen on hard times. There isn’t any one thing, but a sense of despair hangs in the air. Everything here is just… slipping away, and nobody can agree on what the problem is, let alone how to fix it. Malaise and discontent are the orders of the day. Without intervention, what is likely to become of the City? How long has the City been in decline, and what was the “golden age” of the past like? Who is championing restoration, and who is trying to pick the City’s bones clean?

What makes this City different?

Finally, take a moment to think about how your City is unique among all the other Cities in Théah.

  • Syrneth Ruins. A complex of ruins lie near (or perhaps beneath) the city. Treasure hunters flock to the city for the opportunity to plumb the depths of the ruins for artifacts and knowledge alike. And while there is no shortage of adventurous souls eager to enter the ruins, sometimes (and much more dangerously) something comes out.
  • Military Power. This city serves as the base for an army, a mercenary company, or a particularly ambitious warlord. Much of the city’s culture is couched in martial prowess, tactics, and warrior culture. Does this concentration of might encourage locals to thirst for conquest of their neighbors, or is it in response to a looming threat just past the horizon that could strike at any time?
  • Secret Society Home Base. One of Theah’s Secret Societies calls this city home, and their presence and ideology permeates the whole of the city. Did the city’s prosperity, location, or troubles draw the Society’s attention, or was the city founded specifically to serve as a staging ground for the Society’s operation? How does the local population feel about the members of the Society?
  • Cult. The City has always been a place of spirituality and faith, but the populace’s views never quite line up with the theology of the rest of Theah. Is the city dominated by a single cult, or countless tiny religious sects with competing ideologies? Perhaps the cult worships some monster native to the region, or has twisted an existing religion into something barely recognizable. How do the larger, more established religious orders of Theah (such as the Vaticine Church) view this cult, if they are even aware of its existence?

City Districts

“District” is a loose term for distinct parts of the City. Not every City has every District, but most should have at least three defined immediately. Choose the districts that your Heroes are most likely to be interested in or involved in and define them now—the rest can be decided as they come up. Make sure to give your Districts an evocative name that will speak to the atmosphere and themes present.

  • Dangerous District
  • Old District
  • Rich District
  • Trade District
  • Port
  • City Gate
  • Poor District

Landmarks

These are specific buildings within the City. To start, choose three of these landmarks and name them now. Make sure to mark which District they belong to.

  • Government Building
  • Oldest Building
  • Best Tavern/Pub
  • Tallest Building
  • Oldest/Biggest Church
  • Opera House
  • Theater
  • River
  • Bridge
  • Military/City Watch Headquarters

Secret Societies

Choose between one and three Societies that have a presence in the city, then decide if their presence is Strong, Growing, or Declining.

A Society whose presence is Strong has a great deal of influence over the City and its policies. They likely have members in the ruling council, mayor’s office, the watch, or other governmental offices.

A Society whose presence is Growing is actively seeking to increase their influence. They are conducting campaigns to improve their standing with the population and forging alliances with the City’s elite.

A Society whose presence is Declining was once much more influential than they are now. Some in the City might still hold them in high esteem, but something has gone wrong and the Society no longer has the pull that they once did. The Society might have written off their presence in the City and effectively given it up, or they might be fighting to maintain what little control they still have.

  • Brotherhood of the Coast
  • Die Kruezritter
  • Rilasciare
  • The Rose and Cross
  • The Shawl
  • The Invisible College
  • Los Vagabundos

Villains

How common are villains and villainous plots in your city? Are your citizens constantly menaced by a rotating cast of lesser threats, or a single monolithic master whose shadow spreads far and wide?

  • They’re everywhere! The City is a mess because Villains run everything. The government, trade, vice, everything. No matter where you go, you have to deal with Villains. They’re so populous and so well organized that they can operate in the open and do whatever they want.
  • They’re subtle. There are Villains in the City, but they keep themselves hidden, operating through agents rather than direct conflict. They do this because they know the Heroes of the City are tough, smart and structured.
  • There’s only one, and that’s all we need. The City has one—and only one—Villain who runs all the crime and vice and wickedness in the City. He has tons of lieutenants (who are probably minor Villains, if we’re honest), but everything that happens in the City must be approved by a single nod.

Information

How does the general public get its information? While your City can have one or all of the following, choose one to be the most prominent, widely used, and trusted.

  • Town Criers. Most Cities have town criers who announce government decisions.
  • Newsletters. The Cities of Théah have recently seen the start of regular “newsletters,” published by independent citizens, posted and plastered on walls and doors of popular establishments.
  • Book Stores. Shops carry small pamphlets—again, printed by anonymous private parties—that speak for and against public decisions.

Power Brokers

Who holds the real power in the City? What kind of power is there to be had? Each City has 10 Power Points. Divide these up among the four groups listed below; the more Power a group has, the more influence it holds over the City’s daily routines.

The Face

For each group below, name one or two individuals to act as the organization’s representative or “Face.” The Face doesn’t need to be the group’s leader, merely the person who the Heroes are most likely to interact with when they brush up against the organization. Decide if the representative is a Hero or Villain, and a few other basic facts about them (what Nation they are from, how old they are, if they’re brave or cowardly, etc).

Political Influence

Sometimes, a City’s government holds all the cards. The bureaucrats and politicians maintain their power through just or unjust means and everyone pays up to them. They control the shops, the shipping and even the street gangs.

When Heroes are in charge, this means the government does its best to help others. It uses taxes to feed and clothe the poor and infirm, to help businesses and keep crime off the streets.

When Villains are in charge, they exploit the government’s power to keep themselves in charge, disregarding the needs of others.

Representatives of this faction have governmental, bureaucratic, or legal titles: Governor, Judge, or General.

Economic Influence

Money is power and power is money. That’s the motto when a City’s economic circles are in control.

When Heroes are in charge, the merchants use money to solve problems. A fire in the center of the City? Pay people to carry water buckets. A disease sweeping through the streets? Pay for beds and blankets and medicine.

When Villains are in charge, the City’s wealthy have a stranglehold on everything: the churches, imports and exports. All the money goes into their pockets and everyone else suffers.

Representatives of this faction have titles related to business, money, or guilds. President, Guildmaster, or Burgermeister.

Criminal Influence

And now, we talk about the crime lords and ladies. The governors come to them when called, they take their pick of the finest wools and weapons and dip their hands into church coffers when their own pockets are light.

Can criminals be Heroes? Yes, because sometimes, Villains run everything else. When the laws only serve the wicked, breaking those laws becomes a just and noble act. Congratulations, you’re all Robin of Locksley.

Representatives of this faction have titles that are unassuming, self-invented, or shadowy: the Queen of Thieves, the Rat-Catcher, and the Clockmaker.

Spiritual Influence

The Church of the Prophet can be a force for good. The message of the Church is one of compassion, mercy and learning. That’s when Heroes are in charge. They use the power of the Church to carry out its goals.

When Villains are in control, they maintain that control with the fear and shame. They use the Church’s powers of excommunication and righteous anger to isolate enemies and eliminate them, justifying their actions as “the Will of Theus.”

Representatives of this faction have titles that are righteous, moral, or welcoming: Brother/Sister, Protector or Mirabilis.

Gramont: An Example City

Inspired by tales of knights and lords, our Narrator wants to tell a story of honor and chivalry. Our city is located in Avalon.

Our Narrator wants to tell stories about ancient virtue, tradition, and what it means to be a Hero in the face of adversity. Our city is Ancient, Wealthy, and Dangerous.

Our city sits next to a massive mountain of granite, and has humble beginnings as a mining and quarrying community. “Gray Mountain” becomes “Gray Mount”, then “Gramont.” Our city is called Gramont.

Gramont’s biggest problem right now is Decline. In its heyday, Gramont was an economic force powered by its mines and quarries. Unfortunately the iron mines have dried up, and the granite drawn from the quarries doesn’t bring enough prosperity on its own to support the whole town. The city is rich enough to still seem like it’s a place of prosperity and opportunity, but those times are rapidly coming to a close. In response to this, the city’s elite have tried to prop up the city on old ideals of knighthood and the Vaticine faith but the people of Gramont can feel that everything is slowing down.

The thing that sets Gramont apart is the populace’s history with Cults. Most are benign or harmless, simply small deviations in the Vaticine faith that inappropriately prioritize the efforts and beliefs of this or that Saint a bit more than is accepted. The secretive Cult of St. Caedwin is different, however. Caedwin was never a Saint of the Vaticine, and is in fact a powerful Sidhe. The members of the Cult of St. Caedwin have managed to cloak their patron’s motives and actions in so much Vaticine finery that they accidentally earned him a Cathedral — something the Sidhe finds utterly delightful. While legitimate Vaticine services are regularly held in the Cathedral and the vast majority of attendees aren’t aware of Caedwin’s true identity, the sermons delivered always seem to be just a bit strange to Vaticine scholars and visiting clergy.

For Gramont, we’ll define the Rich District as Rose Hill, famous for the nobility’s sprawling and extravagant flower gardens. Our Trade District is Queensport, which was formerly called Kingsport—indicative of the city’s eagerness to appeal to the vanity of Avalon’s monarch. Gramont’s Dangerous District is Ridgeside, a neighborhood tucked in close to the mountainside and full of rough-and-tumble scoundrels.

Remembering Gramont’s themes of knightly chivalry mixed with corrupt or wayward nobles, the first Landmark we’ll define is the Oldest/Biggest Church—the Cathedral of St. Caedwin, located in Queensport. Next we’ll define our Opera House as The Ruby Stage of Rose Hill, painting a picture of an extravagant playground for the city’s richest. Finally we’ll define Gramont’s Bridge as the Ridgeway, a wide span of stone that connects Ridgeside to the rest of the city.

La Colina del Albañil (Mason’s Hill): An Example City

For La Colina del Albañil, I wanted a Castillian City that’s under the threat of a corrupt Church official.

Where is the City?

It’s located in the south of Castille, just under a large hill (small mountain). When the sun rises, it fills the city with light, but when it sets, it drops behind the hill, making night come early and last a little longer.

Three Descriptors

I pick these words for the City: Generous, Endangered and Shadowed

What is the City’s Biggest Problem?

The woman who runs the City (we’ll talk about her in a moment) does so with an iron glove. She uses the power of the Church to maintain her control and keep all others in fear.

What Makes This City Different?

It’s the site of an important battle and there’s a huge graveyard with all the men and women who died. Also, one of the Church’s greatest saints, Mateo Augusto Guzman de La Colina rests there. He was a scholar and a swordsman who led a brilliant and heroic life. Every year, on the anniversary of the day he died, you can find thousands of flowers laid at his grave.

City Districts

The  Oldest District is the graveyard district. Surrounding the fenced off graveyard is a circle of some of the oldest buildings in Castille, maintained by faithful priests and families who have lived here for centuries.

The Richest District is the center of the City where the tall church stands, overshadowing the rest of the buildings.

The Most Dangerous District is the red light district where the Jenny’s Guild maintains its offices. Yes, there’s a Jenny’s Guild in this city and the woman who runs it wants to be rid of it, but the Guild is too popular and too powerful. In addition to other “services,” the Jennys also maintain the old buildings in the graveyard district and also provide accounting services for the local businesses.

Landmarks

Of course, there’s the graveyard: Descanso de los Caídos.

There’s also the Church of St. Mateo Augusto Guzman that stands in the center of the City.

There’s an old fountain, Fuente de la Mujer Que Llora, in the red light district that some say is haunted: the ghost of a weeping woman has been seen circling the fountain as she reads a letter.

Villains

Madre Mercé Ofelia Jasso is the woman who really runs this City. She has a contingent of loyal Church soldiers who carry out her bidding. She was a marvelous beauty in her youth and that beauty only grew with age. She has a silver streak through her long, black hair and a cruel smile. She lost her faith in the Church a long time ago—that’s a story in and of itself—but enjoys using the Church’s power to maintain her wealth and comfort. She also has the Sword of Mateo Augusto Guzman as a trophy: something the Invisible College would like to get their hands on. The College believes Guzman hid a scroll in the pommel of the sword: an alchemical formula that he was working on before he was killed. Madre Mercé does not know this, but if she did, it would delight her to no end. She is an alchemist herself—a good one—and she is looking for a way to maintain her life. That’s because she’s sick. She’s dying. And she wants more life.

Information

The City has a number of bookstores—also protected by the Jenny’s Guild—that Madre Mercé would like to see gone. Every morning, you can find new pamphlets pinned to the doors.

There are also libraries, but those have been shuttered by the Madre. She says the buildings are too old and dangerous, in need of dire repairs.

Secret Societies

Other than the Jenny’s Guild (which… kind of qualifies), the Invisible College has a small foothold here. The City is full of rich history, but most of it is either owned by the Madre or locked up.

The Rilasciare also has a small presence in the City. The Guildmaster is “Sweet Thérèse,” a Montaigne woman who represents the Vendel League. She’s also a member of the Rilasciare. She knows about the scroll that may be in the pommel of Guzman’s sword and is looking for help recovering it. She has a debt with the Invisible College and she wants to pay it off.

Power Brokers

Political Influence: 1 Points

The Mayor of the City, Alfonse Horda, is under the Madre’s thumb. She has blackmail on the man and he does whatever she says.

Economic Influence 2 Points

The local Guildmaster (representative of the Vendel League) is “Sweet Thérèse,” a woman from Montaigne who also runs the Jenny’s Guild. She’s also a member of the Rilasciare.

Criminal Influence: 1 Point

The criminal element is almost non-existent in the City. There are some street gangs, but they’re largely controlled by the Church guard. The most “powerful gang” is run by a man calling himself “El Rato.”

Spiritual Influence: 6 Points

The Madre of La Colina del Albañil controls everything. She uses the Church’s wealth and influence to maintain that control. If someone gets out of line, she has them arrested under suspicion of witchcraft. She’s also been known to hold public hangings to keep the populace in line.

Maps Question (and my new favorite art piece)
almost 4 years ago – Fri, Jun 05, 2020 at 12:19:31 PM

This came in and I had to share it with you: the opening two page spread for Secret Societies...

And yes, those are our two "main characters" from the cover of the Core Rules. Just had to share.

Maps Questions

Okay, so I've said this before, but apparently not a lot of people saw it, so I'll put it in the subject line of the update. 

After carefully looking at different ways of sending out the maps, the folks at Chaosium have decided we will be sending all the maps together in one package. So far, only one map is missing from that package and that's the Colonies map. The Colonies book isn't done yet—it is on schedule to be finished after Secret Societies. As soon as that map is done, we'll be making big map bundles and sending them out to all the backers who ordered maps. I can't give you a definite date on that just yet.

Once again, when all the maps are done, they'll all be shipped out at once. Only one map left to go. It'll get shipped when the map is done, not when the book is done, but in order to make the map, we have to finish the development of the Colonies sourcebook, so the maps should be shipped a bit before the Colonies book is done.

I hope that answers everyone's questions. If you have any more, let me know.

Update: More Art!
almost 4 years ago – Wed, Jun 03, 2020 at 02:18:10 AM

Hey folks!

Aaron Acevedo and his incredible crew of artists have delivered more Secret Society art! I'm dropping a few of the pics below so you can check them out.

I'll have a more detailed update later in the month, but for now, I just wanted to share these images with you. Enjoy!

Secret Societies Sketches!
about 4 years ago – Tue, May 12, 2020 at 03:20:32 PM

Hey folks, a quick update.

Just recently, I sent a whole ton of art specs to Aaron Acevedo, our new Art Director. He got busy. He has his studio working fast on getting us the whole ton of art we're going to need for Secret Soceities, and I wanted to share some of the sketches we got.

These are for my approval, so I look them over, make notes, and then send those notes back to Aaron. He talks to the artist, we get a revised sketch, and then final approval.

Here are some of the sketches that have been approved from two artists: Bien Flores and Mirco Paganessi. Bien is working on the character sketches for each of the Societies. We're doing B&W/shaded art that you will be able to download and print yourself as physical handouts for each character appearing in the book. Mirco is doing the full color, full page chapter headers.

As the final images come in, I'll share those as well, giving you a "before and after" look at each.

Bartholomew Carrigan
Áfríðr Hälsing
Adara
The Invisible College
The Explorer's Society

As usual, if you have any questions, please let me know and I'll try to answer them as best I can.

More updates as I get more art! 

January Update!
over 4 years ago – Sat, Feb 01, 2020 at 01:25:06 AM

Hey folks!

Sorry for the lack of a December update. Two reasons for that. First, the holiday season makes everything a mess in the game industry. Everyone takes the whole month off, making it impossible to get anything done. Second, it was the end of a really stressful year. As in, I needed time away from everything. From the game industry, from people, from politics, from everything. Depression is a hell of a drug, and the drugs you get to deal with it sometimes don't do what you need them to. I was sleeping 16 hours a day, feeling tired all the time and overall wrecked. 

But now, it's 2020, and we've got a whole ton of good news, all of it having to do with art!

Aaron Acevedo

Aaron Acevedo

First thing we should talk about is bringing Aaron Acevedo onboard to handle art direction for the 7th Sea lines (yes, both of them). Aaron has a studio of artists who handle game lines such as Deadlands, Torg, and others. I've worked with him before on other projects and he's simply fantastic to work with.

With Chaosium's approval, I've brought Aaron on to help with the art direction, which frankly, is going to speed things up a lot. Having one person dealing with the writing and editing and development and design and everything else... having one person take art direction off my hands is a huge relief. I'm so glad to have him and his studio working with us. 

Secret Societies Art!

And yes, we finally have some Secret Societies art to show off! I'm really excited to finally get something real to show you all. 

The Invisible College
Die Kruezritter
Brotherhood of the Coast
The Shawl

As Aaron and I continue to work together, I'll have more art to show you. In the meantime, keep your swords as sharp as your wit, and I'll be seeing you in 30 days.


-- John