Do you play a pirate-themed tabletop RPG? Running a pirate D&D campaign? Cut down GM prep with 24 D100 random tables and a pirate hideout generator.
Ahoy there, matey! Avast ye and lend an ear!
As with the other books in the series, game masters can use these tables in many ways. They can be used in preparation for an RPG session or they can be used during the session at the table. Items... [click here for more]
7th Sea is a tabletop roleplaying game of swashbuckling and intrigue, exploration and adventure, taking place on the continent of Theah, a land of magic and mystery inspired by our own Europe. Players take 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 Theah... [click here for more]
The New World Is Ancient
7th Sea: Land of 1,000 Nations covers The Woven Land—the distant continent, and its many peoples, beliefs, magics, cultures, and nations.
Adventure, folklore, and whole new reasons for heroism beckon from the Woven Lands—avast!
The Woven Lands Revealed
Extensive exploration of the histories, customs, social structures, and spirituality of... [click here for more]
Explore cities full of adventure and mystery, thwarting the plots of Villains and uncovering vast conspiracies!
"Cities are physical manifestations of the best of us… and the worst of us"- Dontello Vaspucci
Two fully-detailed cities and a fleshed-out city-building system for 7th Sea.
Capitals In Full Scale
Two major cities of Theah - Vaticine City... [click here for more]
7th Sea: Khitai is a standalone tabletop roleplaying game of action, drama, danger, suspense, and heroism in a world inspired by mythic, fantastical Asia.
A Stand-Alone 7th Sea Experience
Bring 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... [click here for more]
Let’s get the glad-rags on and drive her to sea For a free sailor’s life for sure it ain’t free
Piracy on the Seven Seas has reached a fever pitch. The black flag poses a constant danger for merchants and navies, as unscrupulous brigands seek their fortunes. But there are more dangers afoot than pirates: beasts lurking under the waves, rumors of haunted and immortal... [click here for more]
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... [click here for more]
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,... [click here for more]
In northern Eisen sits the long forgotten Duster Castle, deep within the Angenehme Wald. The castle was once the proud home of the Baderbaasch scions, but their lands went into steep, terrible decline in the later years of the War of the Cross...
The Castle is a supernatural horror adventure set in war-torn Eisen.
The Castle is an adventure for adult audiences that... [click here for more]
Woe to any who dare despoil the lands of gold and fire For Ifrians value freedom, and the divine is always close…
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... [click here for more]
Swashbuckling and Sorcery Piracy and Exploration Espionage and Intrigue Welcome to the New World
7th Sea is a game of action and high adventure in a world of musketeers, pirates, secret societies and political intrigue. Players take the roles of heroes bent on thwarting the plots of knaves and villains, exploring ancient ruins and plundering the treasure fleets of tyrants. Everything a player needs... [click here for more]
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... [click here for more]
What is free can never be caged.What is caged will never know freedom.
Revolution, democracy, freedom—Théah’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... [click here for more]
The War of the Cross nearly destroyed Théah. In the end, nearly eight million people died. But what many do not know is the secret reason behind the War…
The Caliberi Letters is the first part in a series of adventures called The Grand Design, which reveals this secret truth to your Heroes. What begins at a wake for a friend—Magda Müller—turns into a desperate chase to expose... [click here for more]
Solo Engine for 7th Sea
This rules supplement allows you to play 7th Sea (1st or 2nd Edition) without a Games Master. Questions about your world and the actions of all the NPCs that you would normally ask your GM are handled by a few simple tables and one or two dice rolls.
Rules are provided for simple and complex questions, scene objectives, NPC actions, and combat tactics.
Alongside the printed... [click here for more]
The 7TH SEA CORE RULEBOOK ship rules are wonderful for what they’re supposed to do—get the Heroes into a ship with a minimum of fuss. And that works out fantastically if the ship is an adjunct to the larger game, but if the ship is going to be the center of play, then the table might want a little bit more depth to it.
Includes rules for ship creation and customization, tail chase,... [click here for more]
No more secrets. No more lies. The hidden riddles of Théah 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 Théah, secret societies have operated nearly unseen, manipulating the lives of monarchs... [click here for more]
A great power summoning forth the brightest souls, and the darkest. These are the Heroes and Villains of Théah. 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... [click here for more]
How do you make great combat in 7th Sea? How do you make things challenging when you're dealing with duelists?
GMs and players of 7th Sea expect a fun, fast-paced, exciting story to unfold when they sit around the table. There’s no reason your combats can’t be as meaningful, interesting, and challenging as the rest of the play experience, but to get the most... [click here for more]
The War of the Cross nearly destroyed Théah. In the end, nearly eight million people died. But what many do not know is the secret reason behind the War…
This is the second chapter of THE GRAND DESIGN, a multi-part campaign that leads your Heroes toward the dark and terrible secret of the War of the Cross. In this chapter, the Heroes receive a mysterious request: protect a Montaigne... [click here for more]
Nefarious Villains Precarious Plots Breathtaking Cliffhangers All in a day's work!
7th Sea is a game of action and high adventure in a world of musketeers, pirates, secret societies and political intrigue. Everything a Game Master needs is included in the pages of this book.
The Theah Sourcebook: Detailed essays and maps on Theah's nations, cultures, secret societies... [click here for more]
Temple of the Red Goddess is a adventure of exploration, discovery and horror. While trapped on an ATC prison island, the Heroes learn of a hidden temple full of treasure. Years later, after their escape, they set sail to find the pirate who told them of the island, only to find he’s turned into a horrific madman. Still, the treasure! Finding his map and log, they chart their way to the island... [click here for more]
The number, types, and traits of henchmen that the Villains of the world employ are as many and varied as the people of the world. Here in this compendium are an additional twenty types and traits for Brute Squads to vary the flavor and difficulty of your 7Th Sea games. ... [click here for more]
Among the legendary sea monsters of Terra’s Pirate Nations, the Kraken is the most feared and most respected. Seafarers with families use tall tales of the Kraken to frighten and entertain their children, and legends of encounters with the Kraken regale the patrons at dockside taverns on every shore.
A Pirate Nations adventure that pits your Heroes against this fearsome legend of the high... [click here for more]
High-octane chase scenes are a staple of modern swashbuckling cinema. So how do you bring that same excitement to your gaming table? Cut to the Chase presents an Action Sequence variant designed to inject your chase scenes with visceral, high stakes drama. Inside you’ll find:
tools designed to work seamlessly with any Action Sequence
a step-by-step walkthrough... [click here for more]
Children are disappearing on the island nation of La Bucca, victims of a being they call the Bogeyman, the subject of nursery rhymes and fairy tales. They need Heroes to venture out into the night and battle the monster who preys on them, but is that monster really a slavering beast haunting the island's coasts... or does it roam somewhere much closer to home?
A 7th Sea: Second Edition adventure... [click here for more]
Beyond being known for its dangerous waters, the Atabean Sea is a hub for trade and a source of exported goods: sugar, molasses, bananas, coffee, tobacco, rum, gold, information—and also guava. The sweet and sour tropical fruit has now become a favorite among those who have tasted it as well as those who grow it.
But like anything sourced from the collection of islands, it comes with a price and... [click here for more]
In the postscript of his novel, The Name of the Rose, Umberto Eco suggests the greatest mystery novel would end with the reader discovering that he was the murderer.
As soon as I read that, I said to myself, “That can only happen in a roleplaying game.”
And thus, this adventure.
Who Killed Lord Wójcik? is a murder mystery that exploits the unique technology of roleplaying... [click here for more]
Have you ever had a tense action scene come to a screeching halt so you could repeat the Consequences facing the Heroes one more time? Have you (or your players) had trouble remembering what Raise that Timed Consequence occurs on? Do you struggle to include Opportunities to your scene, or come up with creative Consequences that leave your Heroes twisting in the wind?
No more! These cards are here... [click here for more]
The horrors of Eisen are a well-known threat to those who must travel the perilous countryside, and they endanger the innocent and guilty alike. When people think of these horrors, they typically think of supernatural perversions of nature—the undead, the cursed and the products of dark sorceries.
But humanity is also just as capable of visiting horror on itself, and one terrifying example of this... [click here for more]
"When the sun sets, the land will run red with blood." — Lady Jamais Sices du Sices
This is truly a golden age. Montaigne stands on top of the world, and no one can challenge her authority. The limitless gold that pours from the Empereur’s coffers fuels the war against Castille — a war which can only end in victory for Montaigne, and the destruction of the Empereur’s most bitter enemy, the... [click here for more]
In the Crescent Empire, science and technology advance at a rate seldom matched anywhere else in Terra, and the discoveries that Imperial scholars make on a regular basis border on the extraordinary.
One such discovery has the potential to turn the world upside down—a complex mathematical for- mula that, when applied correctly, can predict what a subject will do given any set of situational... [click here for more]
The Death-soaked Fields
“War is my homeland, armor my house, and fighting my life.”— Eisen saying
Once the mightiest military power in Théah, Eisen has been decimated by the thirty-year War of the Cross, leaving the survivors behind to pick up the pieces and bury the dead. Disease and famine continue to ravage the countryside, while the divided Iron Princes argue among themselves.... [click here for more]
A Heist Adventure for 7th Sea. A story of luck, luxury, and lies!
Welcome to the Casino Impérial! In this Adventure you will be spies, thieves, burglers, pickpockets, gamblers, high-rollers, con artists - in short, Heroes!
Suitable for 3-6 Heroes - or maybe a crew of 11?
This adventure gives you two tense Dramatic Sequences, and comes complete with everything you need... [click here for more]
The first Brutes Compendium has proven so popular that I'm back at it again with a second volume featuring twenty additional Brute types to help Harry your Heroes and provide additional spice and flavor to your 7th Sea 2nd Edition games. ... [click here for more]
The Seat of Theus
“Live every moment as if it were your last. Only then can you see the blessings Theus has wrought.”— Don Andrés Bejarano del Aldana
From her vaulted universities to her spired churches, Castille is a land of contradictions. Scientific advancement proceeds despite the efforts of an Inquisition dedicated to stamping it out. Celebrations take place mere miles from blood-soaked... [click here for more]
Blood and Commerce
Two hundred years ago, the islands of Vestenmannavnjar were home to fierce warrior tribes. Wielding powerful rune sorcery and deadly steel, their warriors struck terror into the hearts of Théans everywhere. All that has changed. Vendel, as it now calls itself, has broken from its past and forged a new future. Today, bankers and merchants rule the country, and swords and longboats... [click here for more]
“En garde!” You’re quick with your blade and quicker with your tongue. Your enemies are numerous and waiting for a weakness. Do you spend your days watching the shadows? Or call them out on the field of honor and settle things once and for all? You’ve lost your daughter to brutal kidnappers. The authorities can do nothing to help. Do you accede to the thugs’ demands and pray they show... [click here for more]
"You don't live the story on the Glamour Isles. The story lives you." - Derwyddon
There is a land where the heroes of legend never died. Where magic permeates the very soil of the ground. Where eldritch creatures stalk the countryside, and where three kingdoms emerged from six centuries of bloodshed to challenge the greatest powers in Théah. Welcome to Avalon, where your fondest dreams -... [click here for more]
Keep track of 7th Sea Second Edition's growing list of Nations, Backgrounds, Advantages, Sorceries, Dueling Styles and everything else you need for Hero Creation with this handy dandy Character Creation Index. Click Full-Size preview to take a look at the full index.
This index will continue to be updated as the Chaosium team releases new sourcebooks for 7th Sea, so please send feedback or corrections.... [click here for more]
The Spider's Web
“There is no punishment for failure in Vodacce. Those who deserve to be punished are already dead.”
— Giovanni Villanova
Vodacce is a lady who hides her steel claws within a velvet glove. Her daughters, mistresses of destiny and weavers of the future, direct their subtle manipulations beneath the notice of the seven merchant Princes and hide their power behind veils... [click here for more]
A story of revenge, madness, and posession, with your Heroes caught in the middle!
A mad ghost hungers for revenge, committing atrocities with his ghostly ship and crew, while a conniving Governor plots to trade innocent lives for power. Can the Heroes prevail? Can they prove the crew’s innocence? Can they survive an encounter with fury from beyond the grave without losing their own souls?... [click here for more]
The Sidhe are a ubiquitous presence throughout Avalon, living through stories and weaving Glamour wherever they are found. Everything is part of a story. While the Sidhe are powerful they are, generally, not actively malevolent – provided they are treated with respect. Avalonians know this and behave accordingly. Sometimes this is not enough. In the small village of Tanaford the inhabitants... [click here for more]
“When do we go home? We are home.” — Bloody Bonnie McGee, bosun of the Black Dawn
No men are as free as the sons of the sea. The pirates of Théah are not bound by nationality or religion, only a desire for adventure… and profit. Théah’s kings and queens may rule the land, but freedom rules the waves.
The Pirate Nations includes:
• Maps and descriptions of three... [click here for more]
Nikandros, professional scoundrel and scourge of the commonfolk, has surfaced after an absence with a strange Syrneth artifact–a lyre with seven strings of water instead of animal gut. Kept secret, no one knows what the so-dubbed water lyre does or just how powerful it is. Terrible rumors swirl, but a chance to settle them has arrived. Nikandros is hosting a gala at his estate in Montaigne... [click here for more]
Have More Fun With 7th Sea Ship Combat!
As a 7th Sea 2E GM or player, you don't have to be an expert in naval history to run an exciting, engaging ship combat! Here you'll find easy-to-use narrative and mechanics options for fast and furious fights at sea. These options give every Hero a role in combat, and are "low crunch" to keep things moving quickly.
This supplement includes tools... [click here for more]
In the Atabean Sea, the fabled sailor's paradise of Fiddler’s Green is real. It is a quiet, sunny isle, full of retired sailors and a prosperous dye-works. But there's dark magic and murder afoot - trouble in Paradise, for any Hero brave or foolish enough to seek it out! This is a 3-step GM Story, suitable for 3 – 6 Heroes. It can be used for convention play (playable in 2 to 4 hours), or integrated... [click here for more]
Unleash your inner Patrick O’Brian! Bloody Misadventures gives you the tools to stage cinematic ship-to-ship battles right out of your favorite swashbuckling films. These tools focus on the Heroes and their deeds rather than the tactical minutia of wind velocity and powder charges.
Inside you will find:
tools designed for easy integration with any Action Sequence, including ship maneuvers... [click here for more]
The Living Wilderness
Primal forests cover mile after mile of landscape, stretching through barren plains and snow-swept mountains. The country of Ussura is a raging bear, ruled by a white-haired beast and guarded by pacts of blood. Her church defies the Vaticine, and her people call for strength from an ancient goddess deep within their shifting lands. Uncounted legends lie within her borders, hidden... [click here for more]