100 CHAPTER 2 | The sertepe Alliance Trade The excessively rich soil in the Alliance region means incredible crops. Couple that with the thriving fishing trade and you get some of the largest cities in all the Land. Basic staples such as maize and potatoes were enough to keep the Alliance’s economy strong, but when you add crabs, lobsters and oysters to the mix, you have powerful economy. Then throw on pearls and monster blubber for oil. You can begin to see why SERTEPE was an economic powerhouse. And then the ATC showed up. Trade has been challenging since the attacks of the ATC started. They were once the gateway to the Atabean and the Aztlan Empire, but the frequent blockades have left SERTEPE with little to trade at all. The Republic of Pirates has aided them in moving goods to and from but it is nothing compared to the wealth they once had. The trade relations with the ENHOTO Confederacy and the Dawn Lands have endured, but with fewer goods to sell they are at the mercy of their northern neighbors. Military While the Alliance has a high proportion of their people as professional soldiers and navy, each Nation follows the same basic structure. Professional soldiers and sailors train year-round. When they join a fight a volunteer army of brave men and woman are recruited and placed under that standing army’s command. From a national standpoint the masunaka (may-sunay-ka; “maker of war”)is in direct command of each people’s generals. The generals, as determined by each nation, commands those under them. Their MARUA soldiers, skilled at sea and on land, are among the fiercest that can be found. The ATC has discovered this the hard way. The HICA and POHA also have strong reputations, but in a very different way. Their tacticians are renowned and have bought them more peace than you’d expect for a nation in their position. Guerilla warfare is the norm, valuing maneuverability and cunning to brute strength. The two armies don’t have much respect for each other however, and so these skills have not been combined in a valuable way. ability to construct more. Since then, only three of the originals remain. While resistant to cannonshot, the ships were still vulnerable to fire: a fact the ATC learned quickly and utilized with terrible efficiency. The three remaining ships are now in the Atabean Sea, unable to return home because of the blockade. They have turned to benevolent piracy, hunting ATC ships in the Atabean while hoping their homeland will send a strategy for their safe return. Adoption Because of their geographical location, the Alliance sees a fair amount of Théan shipwrecks, leaving sailors with no way to go home. Like other Nations, the SERTEPE adopt foreigners into their families, but unlike other Nations, they are much more careful about their adoptions. Families choose to adopt new members, but require they spend one year with a chaperone, always watching and teaching proper ritual and etiquette. At the end of the year, the family presents the adoptee to the council. The adopting family announces whether their charge is ready to enter the community or not. Sometimes, a family will the council to move the adoptee to a different family, but the council seldom expels a candidate. Some candidates spend years waiting for full citizenship, moving between families as they wait. International Population Over the generations, many shipwrecked sailors and others found their way to the nation’s shores. When they arrived the SERTEPE would invite them to make a home here, so long as they were willing to be a part of SERTEPE society. Most agreed, and those who refused were well cared for and ransomed back to their home nations. The new people, Thean, Ifrian, and Crescent added to the cultural and scientific diversity of the nations, bringing their influence to food, art, and custom. When trade became more frequent with The Pirate Nations some chose to return to their homelands, or the homelands of their ancestors, bringing parts of their new culture back to their old.
7TH SEA: LAND OF 1,000 NATIONS 101 are authorized to scuttle the other ship. Paranoia. We can’t let our ship look like it’s in danger or the other ship will sink us. Two captains betrayed the ATC and handed their ships over to the SERTEPE. The ATC doesn’t know this yet. Hunt for Red October. ATC swapped captain pairings—happens every once in a while. They’ve sent a message to the SERTEPE: we’re ready to turn over the ships, but we’re under watch now. Also, my friend is on the other ship on the other side of the bay. I’m can’t go without him. Names & Naming Among the SERTEPE it is traditional for adults to have three names, their community name, their personal name, and their secret name only known by their family. Your name is what your community calls you. State of the War The war has gone too long for the Sertepe, far longer than their alliance anticipated. Over more than 2 decades of fighting the will to become soldiers or braves has lessened threatening to leave them poorly defended. Secretly the leaders council has considered conscription to shore up these shortcomings. The ATC on the other hand has only gained more resources, and found more reason to take a permanent hold of the region. The pattern for years has been: the ATC blockades the seaways, the Sertepe break the blockade sometimes with the help of the Republic of Pirates, repeat cycle. The ATC has managed to establish a few dozen forts on the coasts, taking advantage of less populated regions, but the SERTEPE usually discover and destroy them. While the ATC have avoided traveling too far north, for fear of expanding their war before they have a foothold, some agents have had success in bribing local leaders from the north to harass the SERTEPE, creating vital distractions. This has led to tension between the SERTEPE and the ENOHTO. A side effect of this prolonged struggle has been turning SERTEPE into a rallying cry all over Théah and beyond. Traveling across the treacherous sea for trade negotiations is one thing, but fighting for the freedom of a people is another thing altogether. Heroes from every shore travel across the sea to help Navy In the recent generation, naval power has become more important. The SERTEPE prefer small ships which can harass and sabotage ATC ships. Specifically, they’re using war canoes. The canoes of the East Coast are generally flat dug-outs made from evergreen oak providing a small, fast ship strong enough to resist musket, pistol and (with some luck) even cannon shot. Canoes can hold anywhere from one person (very small) up to fifty (including travel supplies). Typically, sailors on a canoe use poles for punting in the shallows and oars in deeper waters. Because of their size and the trained manpower, canoes are incredibly quick and can maneuver with breathtaking speed. At the beginning of the occupation, the SERTEPE were using canoes for stealth attacks against the ATC. Punting out to the ships docked in harbors under the cover of night, they move quickly enough to get under the large ship’s cannons. Then, using grappling equipment (and grappling guns provided by sympathetic members of the Explorer’s Society), they captured ATC ships with bows, slings and knives. Some ships were taken in almost complete silence. For a long time, the ATC had no idea how the SERTEPE were capturing their war galleons. Reports told that the SERTEPE warriors just appeared out of the night and captured the ships. It wasn’t until later that intelligence finally reached ATC headquarters notifying them of what the SERTEPE were doing. Since then, they’ve implemented changes. Now, ATC ships have cannons pointed downward at night, giving them the proper arc to fire on approaching canoes. Ships are also assigned in pairs with watches set up to keep an eye on approaching enemies and their sister ship. This doubles the firepower and prevents ambushes. But the SERTEPE have adapted. Their most recent tactic is rowing up close enough to the ship while still remaining out of sight, then swimming underwater (with reed snorkels) and throwing explosives through open gun ports, hoping to catch the gunpowder in the explosion. Canoes capturing ships. Sneaking in at night, under cannon range. ATC ships now have cannons pointed down at night. They are in pairs. If one gets captured, captains
102 CHAPTER 2 | The sertepe Alliance underworld; they divided the year into three seasons. While they don’t shun sorcerers, those from the East or from the North and South, keep their ceremonies and their practice to their own magics. The religion has three primary yearly festivals, one of which draws people from all around the region. The most important holy day is the Green Fields Moon Ceremony. It is a four-day-long festival of dancing, singing and the cleansing of crimes. It begins at the start of the planting season when the crops are brand new. On the first day, families arrive and set up interlocking camps. Each family brings a symbolic representation of the “old crops” from the previous year. The families eat the old crops in a grand feast which also begins a period of fasting. On the second day, the mothers and daughters build flowered arches at the four corners of the festival (S, W, E, N) as well as a large bonfire that will remain lit for the entire year, only extinguished on the second day of the following Green Fields Moon Ceremony. Every matriarch takes a coal from this fire and returns home with it, placing it in their own hearth. During the second day, family members go to others seeking forgiveness for slights and wrongs they committed during the year. The offending party throws a valuable item into the great fire, symbolizing their regret. At the end of the night, the SERTPE leap over the fire, symbolizing a new beginning with all the previous year’s sins burned away. On the third day, the men and women separate, going to separate rivers for bathing. This is traditionally the time when boys and girls undergo the ritual of adulthood. After returning from the water, families perform stomp dances, celebrating the new adults. The fourth day begins at dawn with more dancing as the families dismantle their tents and camps. Mikko (mih-ko) recognize those who have gone without sleep or food, praising them for their endurance and conviction. Families say their goodbyes to loved ones and friends, and return home. Atzlan Continent Sertepe relations with The New World have been far more strained than they once were. While there are many natives to Aztlan living within Sertepe and vice versa the Aztlani have made the choice to remain neutral in the war, leaving hard feelings. While trade continues when possible, the relationship they have may forever be harmed. fight the ATC. Of course, this is a mixed blessing for the SERTEPE who do not want all these foreigners’ attention, but cannot blindly turn away the assistance. The Vendel League has an invested interest in seeing the ATC fail, but their resources are stretched thin. Thus, they have turned to hiring smugglers and pirates to assist. This has proven to be doubly rewarding for the League. For one, the sea brigands have proven to be rather effective. Secondly, hiring them has turned their eyes away from pirating League ships. Aragosta’s pirates are also helping, but their reputation keeps SERTEPE from fully trusting their intentions. But once that trust has been won, SERTEPE warriors have been seen on more ships bearing the black flag. Jaragua would like to help, but it has its own mess. There is a grassroots movement to get individuals to travel to SERTEPE and , but the actual government cannot take action. Manden and SERTEPE are working on an alliance, but it is taking time. The ATC constantly sends spies and assassins to sabotage an agreement, preying on the SERTEPE’s mistrust of strangers. The ATC knows Manden could turn the advantage to SERTEPE and wants to make sure these two Nations never come to terms. Spirituality When there was nothing but Sky and Earth, there was the Breathgiver. The Breathgiver came down from the Sky and to the Earth and found a cave with mud. In that cave, he made all the people and gave them the Breath of Life. These were the First People, and the Breathmaker taught them how to speak to all the creatures. He taught them all the Crafts. From the First People were three siblings and they asked the others to follow. We divided into three Nations, always united, but always divided. We have fought and healed a thousand times, and will fight and heal a thousand more. We are the SERTEPE, the people who are united and divided. The SERTEPE don’t share the beliefs of their northern neighbors. Three gods watch over their peoples, and those three gods divided the world into threes. Each person was given 3 souls; they created the world above, the world beneath and the
7TH SEA: LAND OF 1,000 NATIONS 103 half. The Nation that has taken the fewest casualties is POHA, although their Mikko has become emotionally paralyzed since the ATC kidnapped his daughter. Many in the Alliance are calling on leadership to ask for assistance from the other Nations, but so far, such requests have been refused. In the meantime, supplies continue to decrease, morale continues to plummet, and the MARUA Nation continues to lose an entire generation. Spirits and Monsters Rabbit: Chufe To the SERTEPE people, the stories of Rabbit are the most common. Told in homes and around fires, this clever hero is both a savior and a trickster. While his tricks sometimes cause trouble, more often than not, he uses his wiles to help people rather than hurt them. He can appear as a rabbit of just about any color— although he is typically brown or grey—of average size. His ears are short and his eyes wide. He can also appear as a human—male or female. While he is a good-hearted trickster, he is also indulgent and prone to inappropriate behavior. He doesn’t like to be told what to do, doesn’t like locked doors, and will pull tricks on those who think they have some kind of authority over him. He is Rabbit. He was here before you and he’ll be here after you. Know your place, human. Rabbit is capable of many things. He can teach any medicine, change into just about any creature. In fact, there is very little Rabbit cannot do. It’s just a matter of convincing him. And that’s the trick. Stigini (Owl Witches) One of the most terrifying abominations in SERTEPE lands take the form of humans during the day and owls at night. They vomit their souls out at dusk—as well as many of their organs—transforming themselves into nine foot tall owls, prowling the night looking for lone victims. Owl witches use their claws to rip the hearts from their victims and eat them while still hot and steaming in their bloody talons. An owl witch uses many tactics to lure victims into their confidence. It may appear as a crippled, old man or woman on the side of the road with a story of being Arrival of the ATC When the ATC first arrived, the SERTEPE were suspicious, but as the other Nations would tell you, the SERTEPE have always been suspicious. They did not give the ATC ships the benefit of the doubt as their northern neighbors had and expected these newcomers to prove themselves before earning their trust. Needless to say, the ATC fumbled, betraying the SERTEPE at the first opportunity. The ATC governor wanted to negotiate buying land from the SERTEPE, and while he met with the representatives of Alliance together, he also arranged for secret, independent meetings with each Nation leader, attempting to play their mistrust off each other. He counted on the legendary SERTEPE suspicion being a tool he could use. He miscalculated. The three leaders figured out this scheme quickly because of their mistrust. They sabotaged his efforts, resulting in the ATC’s complete failure. SERTEPE sent the ATC packing, however, a year later, they returned, this time looking for blood. But in that time, the SERTEPE learned how to use the ships they captured as well as the cannons. Those ships and cannons looked out at the sea, ready for the return of the ATC. The Alliance Today A representative from each of the three Nations leads the Alliance: a leader, a general, and a soldier. The leader is the political agent, the general makes strategy, and the soldier leads the warriors into battle. Typically, the leader comes from POHA, the general comes from HICA and the soldier hails from MARUA (although this isn’t always the case). While the initial weeks of the war showed promise for SERTEPE, it has gone on longer than the Alliance expected. Much longer. Supplies are dwindling, morale is down, and most importantly, the Alliance is running out of able-bodied soldiers. The ATC has focused the brunt of its attack on HICA, largely leaving the other two Nations alone, but maintaining a blockade that keeps any ships from entering or leaving the coast. MAURUA warriors populate most of the front lines, and with such a prolonged struggle, their population has been cut in
104 CHAPTER 2 | The sertepe Alliance MEDICINE WEAPONS AND DRACHENEISEN A stigini can only be harmed by weapons blessed by medicine. Does Dracheneisen count? This is a delicate question for many reasons. Dracheneisen is impressive, but it can’t do everything. However, it does seem that these weapons were specifically designed to harm creatures such as the owl witch. On the other hand, could medicine weapons harm the creatures of Eisen who can only be harmed by Dracheneisen? If it goes one way, it should go the other as well. Something else for Heroes of different cultures to bond over. Unlike Rabbit or the owl witches, Long Ears cannot be negotiated with. It is a beast of pure hunger and hate. Even when apparently killed, its diseased form sinks into the ground, spoiling it for growing anything in the area. These are bad places the SERTEPE avoid, for eating anything from there causes illness and sleeping there brings bad dreams and other horrors. A few days after its apparent death, Long Ears emerges from the swamp, hungrier and angrier than before. Looking for those who caused it such an inconvenience. Monstrous Qualities • Aquatic • Regenerating • Venomous • Fearsome • Powerful • Regenerating • Relentless • Swift attacked by bandits. It may be a beautiful naked youth dancing on the edge of the forest, singing a wanton song. A wise elder promising secret knowledge. Because owl witches do not age, they have centuries to perfect their deceptions. Only the most cunning and strong can resist their lure. Many stories warn the SERTEPE people to not even speak the name, for invoking them draws their attention. When in owl form, the stigini are incredibly powerful and cannot be harmed by normal weapons. Only weapons blessed with the right medicine can harm a Stigini. In addition to various temptations of kindness or lust, owl witches can mesmerize their victims with their large yellow eyes. And when their victim is caught in their magical glare, the talons come out… So take care while traveling the wilds of SERTEPE. Any stranger you meet may be an owl witch, waiting to catch you off guard and eat your still-beating heart over your trembling body. Monstrous Qualities • Fearsome • Nocturnal • Powerful • Relentless • Shapeshifting • Unliving • Winged Hatcko-tcapko (Long Ears) Long Ears is a terrifying giant wolf with a horse’s tail and a donkey’s ears. It lives in the swamps, hunting alligators when it has nothing better to do. (That should be enough to frighten you.) Its hide is full of disease and sickness: something you can small as it approaches. Its bite and its claws can both make a target deathly ill. Without proper medicine, the victim will die within a few days.
7TH SEA: LAND OF 1,000 NATIONS 105 How Rabbit Stole Fire Every SERTEPE tribe has a version of this story. This is one. Long, long ago, only one tribe knew fire and they kept it from all the others. No matter how much they pleaded or how much they offered to trade, the fire tribe would not trade their secret. Our tribe offered much to know fire, and we were rejected with coldness and callousness. And so, we asked Rabbit for help. In those days, Rabbit was a beautiful creature of pure silver fur. During the day, he was as bright as the sun, and at night, he shone like the moon. When Rabbit learned one tribe held the secret of fire and refused to share, he said, “Such a thing shall not do.” During the Green Field Moon Ceremony, he went to the fire tribe and asked them to share their fire. “Go away, Rabbit,” they told him. And that is the worst thing they could have done. Rabbit returned the same night as they danced around the fire. An old woman approached them and asked if she could sit near the fire because she was cold. The tribe was suspicious and told the old woman she could sit near the fire, but not by the fire. The old woman sat near the fire and warmed her hands. But when the moment was right, the old woman turned into Rabbit and he leaped into the fire, letting it catch on his ears. He ran with his mighty legs into the woods, the fire turning his bright silver ears into dark grey, just like the ashes of the fire. The fire tribe medicine workers knew the secrets of fire, and so they summoned a great storm and the rain put out the fire in Rabbit’s coat. He did not steal fire, but he learned one of its secrets: water puts out fire. The second night of the Festival, a handsome man approached the fire tribe. He offered drink and food and danced with any who would ask. But the fire tribe were suspicious and did not allow him near the fire. As the night grew later, the handsome man’s drink and food made the people grow weary and their suspicions lowered. And at the right moment, the handsome man turned into Rabbit, and he lept into the fire, allowing it to catch in his back fur, changing it from silver to ashen grey. But as he ran into the woods, the medicine workers of the fire tribe called a great storm, this time using the wind to blow the fire out on Rabbit’s back fur. Again, Rabbit cursed. He did not steal the fire, but he did learn another of its secrets: a great wind can put out a fire. On the third night of the Festival, a young orphan girl approached the fire tribe. Already suspicious, they wanted to turn the orphan away, but knew this would be bad luck. They allowed her to sit near the fire, but not by the fire. And when the time was right, the orphan girl leaped into the fire, changing into Rabbit. He let the fire burn the fur of his front legs and he ran into the woods. Learning from his previous attempts, he hid under a rock away from the wind and rain. But soon, the fire burned away and died. That was when Rabbit learned the last secret of fire: it needs fuel to burn. On the fourth night of the Festival, Rabbit came to the fire tribe in his rabbit form. The fire tribe said, “No tricks, Rabbit!” He promised them, “No tricks.” He danced with them and sang, and when the time was right, he lept into the fire, grasping it with his front paws, burning his legs and paws. Then, he ran into the woods and hid under a tree, using kindling to keep the fire alive. Then, he returned to our tribe and taught us how to make the fire and how to keep it burning. And because we are generous, we taught the other tribes how to make it as well. And that, my child, is how all the tribes know how to make fire. It is also why the rabbit’s face and ears, front and back legs, and his back are all grey like ash, but his tail is still silver like a star.
106 CHAPTER 2 | The sertepe Alliance The HICA elders debated on what to do with the intruders. The specific location of their wreck caused issues: the Théans were at the foot of the Serpent’s Eye. For as long as anyone could remember, no SERTEPE had settled near the mountain, but there were the Théans, living right at the foot of it. What’s more, their presence did not seem to anger the mountain. Some argued the interlopers should be forced to leave. Help them repair their ship and send them anywhere else. Maybe up north where the more trusting Nations could take them in. But others argued they should stay clear of the Serpent’s Eye, just in case. In the end, the HICA made a compromise. They allowed the Théans to stay, but they were forbidden from leaving the shore. If they wanted to trade or otherwise communicate, they could send a single messenger but no more. They also informed the Théans that their intrusion disqualified them from adoption. They would never be allowed to become part of a family or tribe in SERTEPE. That was ten years ago. Five years ago, a Montaigne ship landed on HICA’s shores. They were armed and eager to claim the land in the name of l’Empereur. But the ship never landed. Two saboteurs (one HICA and the other Théan), managed to detonate the ship’s gunpowder, thwarting the ship’s plans. The incident won a modicum of trust from the HICA, and since then relations between Shipwreck City and the HICA have warmed. The City has set up smithing, weaving and other traditional Théan commerce and regularly trades with HICA families. Also, HICA scholars and Théan scholars have traded knowledge. So far, the mountain has remained quiet. So far. South Bay Before the ATC arrived, the POHA and MARUA were in the middle of a long cold war over ownership of the South Bay. Important Places The Serpent’s Eye The Serpent’s Eye is the largest volcano on the East Coast. Although currently dormant, it is responsible for an ancient tragedy, killing thousands of people. The SERTEPE say too many settled near the Eye, enraging it with their arrogance. The mountain gave many warnings, but the people ignored them, living in the shadow of the mountain without fear. Finally, the mountain ceased its warnings and let loose with its rage. Lava rolled across cities, decimating them in minutes, leaving ashed corpses. The SERTEPE called this “The Winter Year.” The skies were black and nothing could grow. Finally, a young woman climbed the mountain and made peace with the spirits within. She sang and danced for spirit of the mountain, bringing it to a peaceful slumber. But whenever she tried to leave, the mountain woke again, raging, demanding she remain. She did remain, and is there today, singing for the mountain when it grows angry, preventing it from filling the sky with “black snow” again. The land around the Serpent’s Eye is rich, but few exploit the fertile soil. Fear of the Eye prevents most from settling too close out of fear of enraging the volcano again. Very few SERTEPE have braved the mountain’s anger, but that has not stopped the Théans in Shipwreck City. Shipwreck City Ten years ago, a ship of Explorers hoping to find a new home across the sea arrived on SERTEPE shores. The SERTEPE forbid the ship to land. With few options, the ship sailed down the Woven River, looking for a passage beyond SERTEPE shores. They encountered Lake Ganondagan and a storm so ferocious, their ship wrecked on the south shore of the lake. They quickly built structures (as well as defenses), hoping that forgiveness would be easier to earn than permission.
7TH SEA: LAND OF 1,000 NATIONS 107 Eagle agrees. When asked about seeking aid from the north, he said, “Trusting one foreigner to aid against another is just showing your back to one of them.” As the discontent in his Nation whittles Old Eagle’s ability to make decisions away, the ATC has, perhaps, snapped it in two. For a long time, many anticipated his daughter, Running Elk, would inherit his title. She argued for months against breaking the Alliance, knowing it would only bring ruin. After a bitter argument with her father, Running Elk left POHA to fight on the front lines in HICA. When Old Eagle heard the ATC captured her in a battle, his heart broke. He sunk into a deep depression and is no longer capable of making any decisions. He now sits alone without counsel, waiting for his Nation to replace him. Story Hooks • Rescuing Running Elk from the ATC may not completely heal POHA, but it will heal Old Eagle. Rumors suggest they are holding her on the ship belonging to the Bloody Valkyrie. • Old Eagle needs spies. There are too many conflicting voices in his own Nation and he cannot hear the movements of his enemies. He needs someone to infiltrate the ATC’s fleets and discover their strategies. Perhaps then he can make a strong move against the ATC and drive these foreigners away for good. Old Eagle, Mikkoof POHA Old Eagle has been the Mikko of the POHA for three generations. When first elected, his long, black hair was one of his most notable distinctions, and everyone knew him as Thunder in His Eyes. But that hair is now gray and his eyes are growing gray, too. He has been slowly growing blind over the last two years, but has said nothing. That hasn’t stopped rumors from spreading. Many believe the Mikko needs to step down and appoint an heir, but he has refused to do so. Old Eagle never believed the Alliance was a good idea. He argued against it for most of his life, believing his people would stand stronger with distant allies, not close ones. While his beliefs never had public support, after a long war with the ATC, there are some who begin to agree with him. Angry voices say the other two Nations hold POHA back. They ask why POHA warriors have to die for the MARUA and HICA—ignoring the fact that the MARUA are holding the front lines and the ATC have focused their attention on the HICA. Old Eagle is in dangerous waters. This is the perfect opportunity to split from the Alliance, but it would also allow the ATC to destroy the other Nations with no guarantee they wouldn’t do the same to the POHA. Loud, angry voices demand he break from the treaty. They insist the POHA can make a treaty with the ATC which would end the war and protect their lands. What’s more, there have been rumors of replacing Old Eagle with a Mikko who will be more sympathetic to their cause. Generally, the voices calling to break the treaty are older. These are the POHA who remember a time before the Alliance—or at least when the Alliance was young—and want to return to those days. However, younger POHA have no such memories. For them, the Alliance has always been and should always be. But many of those who support the Alliance have lost their lives to the ATC war, leaving only the older, angry POHA who want to see the Alliance broken. There has also been a call from the younger POHA to reach out for help from their northern neighbors. Certainly they could provide warriors and supplies to help throw the ATC back to Théah. But again, the older POHA hold to tradition and refuse to ask for assistance from those they see as foreigners. Old
108 CHAPTER 2 | The sertepe Alliance She is now a middle-aged woman who inherited her title from her father ten years ago, and when she did, she never anticipated the problems she has now. Many assume that her heritage gives her some secret insight to the invading Théans, but she does not. She had a deep and profound relationship with her grandmother, but all she knows about the land to the east she knows as legends and stories. Stormy Weather has very little insight into the Théan mindset, although she’s learning very quickly. As the Mikkoof the tribe taking the brunt of the ATC assault, she has few options. The POHA to the north have all but abandoned the resistance. She’s heard about Old Eagle’s daughter and knows the old man is considering leaving the Alliance. As for her neighbor to the south, the MARUA have been staunch allies, giving all they have, but have little left to give. She wants to call on the neighbors to the north for help but does not have the political clout to do so. There are many within her own Nation who want to sign a peace treaty with the ATC, hoping that peace with the ATC will be better than war. While Stormy Weather does not know much about the Théans, she knows such an agreement will be cutting their own throats. One of the reasons the MARUA have given so much to the cause is the relationship between Stormy Weather and the MARUA Mikko, Full Moon. Stormy Weather has a husband (his name is Laughing Fox), but a few years ago, at the Green Fields Moon Ceremony, she danced with Happy Fortune and the two spend the night together. SERTEPE have a casual attitude toward polyamorous relationships, but Mikkoare expected to be faithful to their partners. Both Stormy Weather and Happy Fortune have kept their relationship secret—at least covert—out of respect for their respective partners. But they do meet up once a year at the Green Fields Moon Ceremony and share a tent for the celebration, keeping their reunions quiet. Over the years, no-one spoke up about this potentially controversial relationship, but as political dissent grows, some are beginning to speak out about the “lax morals” of the two Mikko—in addition to the “foreign blood” of the HICA Mikko. None of this has helped Stormy Weather turn back the ATC. She’s lost much to the blockade and the constant bombardment from ships off shore. Their cannons have a longer reach than her own defenses Stormy Weather (Leader of HICA) The woman known as Stormy Weather has bright red hair and fairer skin than most. This is because her grandmother was an Avalonian explorer who stayed behind after her expedition returned to Théah. Her grandmother was a Glamour mage and was rumored to have a touch of faerie blood. Stormy Weather got her name from the fact storms rolled in on the night she was born and tend to show up when her temper flares.
7TH SEA: LAND OF 1,000 NATIONS 109 getting out of trouble by a fortunate accident. Some attribute her luck to that fall she took into the mist, but she dismisses that notion. Others suggest that what happened to her after that fall isn’t exactly as she related it, that she’s omitting some important fact that explains her incredible luck. But Happy Fortune has dismissed such claims. She has become a powerful leader in the MARUA Nation, second only to her brother, Full Moon. Many felt Full Moon should have become the Nation’s leader, and some suggest their father offered him the role, but he insisted it go to his sister, Happy Fortune. The morning after this meeting, Happy Fortune was the Nation’s Mikko. While she has many lovers, she has yet to find a full partner. This has to many whispers which sit useless on the beach. She’s losing ground, inch by inch, every day. She’s lost her northern ally, and her southern ally has less to give with every defeat. The SERTEPE Alliance needs help from the northern Nations, but she fears asking for it. All the dissenters in her Nation need is one more excuse to revolt. Asking for help is the excuse they are waiting for. Story Hooks • Stormy Weather needs to send a message to the north. She needs their help to win this war, but doing so will bring political ruin to her position. She knows there are those looking for any messenger she sends, so she needs Heroes to do it. She needs the Heroes to carry a treaty to the northern Nations. Do not get caught or lose the treaty or she loses control of her Nation. • The cannons on the ATC ships have reach the HICA cannot match. They need cannons. Unfortunately, the blockade prevents any new supplies coming in. Stormy Weather has been secretly dealing with the Pirate Nations for supplies. Can they send long cannons? She needs Heroes to break through the blockade, get to the Pirates, negotiate for cannons and bring them back. Should be no trouble for Heroes. Happy Fortune (Leader of the MARUA) She is not as tall as her brothers, nor do many consider her as pretty as her sisters, but Happy Fortune is, by far, one of the most cunning warriors her Nation has ever produced. She earned her name when she was very young after surviving a hunt when she was separated from the rest of her siblings. She slipped and fell from a tall mountain crag, vanishing into a thick mist. Her siblings looked for three days but never found her, assuming she was dead. Three months later, she returned to her family, telling the story of a broken leg, a mysterious child and an encounter with the wendigo. Her mother gave her the name and it stuck. Since then, Happy Fortune has had many adventures, always relying on skill, but somehow
110 CHAPTER 2 | The sertepe Alliance and comments behind her back, but she doesn’t care. Many years ago, she met Stormy Weather, the HICA Mikko, at the Green Fields Moon Ceremony. The two had a playful tryst and the two agreed to meet again at next year’s Ceremony. Over the months, Happy Fortune’s feelings for Stormy Weather grew. The two exchanged correspondence, too busy to meet again until the next Festival. At first, she attributed her growing affection to distance and Stormy Weather’s poetic correspondence, but when they met again a year later, she realized that their tryst was quickly turning into a full romance. Since then, Happy Fortune has combined good luck with keen sense of tactics, earning her many stories. When it came time to select a warrior to lead SERTEPE’s army against the ATC, she was the first and only choice. She continued to trick the ATC with surprise ambushes and sabotage, but as time passed, the war has taken its toll. One of her lovers, Mountains for Shoulders, has said, “You know how the war is going because Happy Fortune is not laughing.” Indeed, Happy Fortune has little to be happy about. The war against the ATC has not gone well. Her Voice Like Thunder, Her Voice Shatters Months before the ATC started sending warships, the SERTEPE sent an envoy to Théah. The envoy was Old Eagle’s niece, Her Voice Like Thunder, Her Voice Shatters (more commonly known as “Her Voice”). She went to Théah on a specific mission: observe the foreigners, learn their ways, and return with information. The SERTEPE sent Her Voice because the woman had served as a diplomat for the other Woven Lands Nations performing the same task. When she arrived in Montaigne, Her Voice found herself amazed by the amount of poverty, filth and disregard for the Nation’s citizens. Surely no leader could remain in place with this kind of corruption. That was when Her Voice discovered the corrupt power of Théan monarchy and how it entrenches itself in place, subjugating the people and removing their voice. The King of Montaigne treated her with dignity and respect, although she sensed a subtle aura of evil around him. His platitudes and kindness were a mask hiding a dangerous agenda. She remained quiet, ate her food, asked questions calmly and waited for her opportunity to leave. Her last night in the palace, she was so certain of misfortune, she went to sleep with a sheathed knife in her hand. When she went to Avalon, she encountered the relationship the Avalonians had with the Sidhe and felt more at home. The cities were cleaner than Montaigne, but that was a low bar to hurtle. While Avalon’s poor were far less wretched than Montaigne’s, she was still appalled. Queen Elaine met with her and seemed an empathetic leader, but Her Voice sensed a deep sadness, like a wound that could only t h e source of the injury could heal. Her Voice was in Avalon when the ATC attacked her people. She only heard about the attack months after the ATC set up a blockade. Knowing her uncle’s wishes, she tried returning to The Woven Lands but the Knights of the Rose and Cross warned her away from any such attempts. The Rosicrucians revealed to her an ATC plan to kidnap Her Voice and use her as blackmail against the SERTEPE Alliance. Since then, she has a constant companion in the form of a Rosicrucian Knight who has both saved her and saved by her on numerous occasions. While in Avalon, both the Rilasciare and Los Vagabundos have approached her. While she shows sympathy for both Societies, she has not yet dedicated herself to one. Her most surprising supporter came from the Sarmatian Commonwealth who has offered funds, wealth, weapons and soldiers to aid her cause. So far, she has refused such help— maintaining her SERTEPE independence—but as the
7TH SEA: LAND OF 1,000 NATIONS 111 While still in the beginning stages, their experiments proved promising. After multiple failures, Ax Harvester and Consuela managed to run electrical current through a magnet and copper wiring. They planned on performing more experiments when disaster followed. An ATC assassin, hired to kill both of them, succeeded in only half her mission. Ax Harvester survived, but his trusted friend was dead. Obsessed with revenge, Ax Harvester has forgotten his experiments and seeks revenge on the assassin. He vowed to see her die and will stop at nothing to be war with the ATC continues, those offers become more tempting. Story Hooks • The ATC are not finished with Her Voice. They’ve changed their strategy. Instead of going after her, they’ve decided to kidnap her guardian Knight—who seems to have formed a romantic attachment to her. Other Rosicrucian Knights may be tasked to rescue the Knight, especially when they discover Her Voice intends to do so on her own. • Her Voice has so far refused any help for her people’s plight, but those refusals are getting more difficult. This is in part due to her own pride but also includes an unwillingness to earn her uncle’s disfavor. If he discovered she accepted help from outsiders, his wrath would be incredible. Perhaps a small group of agents could work covertly without her uncle’s knowledge? Ax Harvester Ax Harvester is a HICA wise man who has been experimenting with vulcanized rubber. His experiments began after he was captured by the ATC and spent a month in a cage. They tortured him, looking for the secrets they wanted, but he never gave them a single word. However, during his time there, he spoke with another prisoner: a Castillian scholar named Altagracia Roberta Dorita Consuela. Consuela was a member of the Explorers and came to SERTEPE to earn the people’s trust. Her mission was caught off when the Company captured her. The two spent that month learning each other’s languages and planning an escape. With their combined knowledge, they managed to not only get themselves free, but their fellow prisoners as well, before destroying the Company ship. Back in SERTEPE, Ax Harvester made Consuela a member of his family and the two continued a thriving and rewarding relationship. A year after their escape, they discovered something that will likely change the SERTEPE Alliance—and the rest of the world—forever. They stumbled across electrical conductivity.
112 CHAPTER 2 | The sertepe Alliance a pirate vessel. His surname “Treader” came from a misunderstanding on the island, a confusion about the pronunciation “trader” and “traitor.” (It’s a long story.) A Castillian doctor, also held on the island, taught him to read and write, and when he escaped, he made the doctor his ship’s surgeon. Da’amon has a profound hatred for the ATC and initially came to The Woven Landsout of pure spite. However, since meeting the people of SERTEPE, that spite has turned into something even more dangerous. He will do anything to thwart the Company blockading the Alliance. Their refusal of his assistance has no impact on this decision. He will help them whether they like it or not. He has sabotaged their efforts at every opportunity, using terror to undermine the ATC’s confidence. Ignunn Kristianssdattr calls him “that damned shark” and has put an enormous bounty on his head. She wants him alive, not dead. So far, Da’amon’s tactics have had some small success. He has ambushed ships coming to and from the blockade. At first, he captured the cargo and marooned the crew, but during his most recent adventure, the captain of the ship insulted him in a cruel and vulgar way. Da’amon shot the man, killing him on the spot. He then ordered his crew to open fire on the captives, but the ATC Even Da’amon’s own crew have begun to question his judgment regarding the ATC blockade. They joined him for adventure, not revenge. There are talks below decks of mutiny, but so far, they are only quiet whispers. But they grow every day. Story Hooks • In game terms, Da’amon’s hatred of the ATC has earned him 3 Corruption Points. He could turn into a Villain if someone doesn’t make him see the error of his ways. Perhaps another Hero served on his ship before his recent descent? Someone he trusts, someone he will listen to. Perhaps. • Da’amon plans on running his most ambitious raid yet. A mile off the coast is a small island the ATC has been using as launching bay for the blockade. It’s full of the one who delivers the killing blow. However, as time passed, his rage diminished into frustration. He is torn between going back to the research he began and helping his people rid the shores of the ATC. Hanging between those two paths, he does not know which to choose. Da’amon Treader, Captain of the Lèt Manman An Da’amon Treader stands an impressive six feet and seven inches, his head full of black, curly hair. His size allowed his escape from an ATC slave island, bringing a good dozen Jaraguan sailors and warriors with him, capturing an ATC frigate, turning it into
7TH SEA: LAND OF 1,000 NATIONS 113 Initial efforts proved successful and she was able to force armed landings on SERTEPE’s shores, but within a week, the Nation responded with unconventional warfare, driving the Valkyrie’s force off the beaches. However, Kristianssdattr is a quick learner and has already developed new and terrifying techniques to combat SERTEPE’s tactics. After learning of SERTEPE sorcery and its link with sight, she’s ordered that all captives not be killed, but instead, have their eyes torn out and returned to shore. There are some who have found new courage after discovering the depths of the ATC’s depravity, but in general, the order has dealt a crippling blow to the Alliance, decimating their confidence. She has also created a strategy designed to break the Alliance. Instead of splitting her forces among all three Nations, she has focused all her forces on the HICA. The scholars are the last capable soldiers—so she believed—and putting the brunt of the war on them, the other two Nations are forced to send their soldiers to protect “foreign lands.” She believed this would ferment discontent with the other Nations. She was right. Kristianssdattr’s strategy is working. The POAH and MARUA find their resources dwindling while protecting what many now call “the weakest Nation of the Alliance.” There are voices in the other Nations calling to dismantle the treaty binding the three together, leaving the HICA to their own fate so long as the ATC agrees to leave POAH and MARUA in peace. Of course, louder voices shout down such suggestions, but there is a shift happening. And Kristianssdattr is ready to crush all three Nations when they break. supplies, guarded by walls, ships, cannons, soldiers and a Villain named Francois Montesquieu. Our Heroes, however, discover the fort is waiting for Da’amon’s ambush, ready to capture the Lèt Manman An as soon as it arrives. Can they get to Da’amon and his crew—and convince him to turn back—before its too late? Ingunn Kristianssdattr: The Bloody Valkyrie The woman in charge of the ATC fleet off the coast of SERTEPE is Ingunn Kristianssdattr. Six feet tall, and fifty years old, she joined the ATC when she was nineteen, full of optimism and youthful pride, but it was not pride that brought her to the Company, it was desperation. Her family was wealthy, but Ingunn’s mother lost their fortunes in a series of bad investments. Ingunn signed up with the ATC to help save her family from poverty. Over the course of the next few years, she lost her optimism with the same speed her mother lost the family’s wealth. She lost an eye subjugating Atabean pirates, her face permanently maimed. Then, she lost her ship due to a plot involving feigned romance. The ATC saw the rage burning inside of her and gave her the resources to put down the rebellion once and for all. She was merciless. For any ship flying the black flag, she offered no mercy, giving her crew specific orders: kill them all. Within six months, the rebellion was over and the Republic of Pirates gave Ingunn Kristianssdattr the nickname, “The Bloody Valkyrie.” Not only did she accept the epithet, she embraced it. After her success of dealing with pirates, the ATC sent her to (NORTH AMERICA) to deal with “a minor affair.” Her orders were to establish a base of operations there so the ATC could expand. She gathered her most trusted captains and set sail to the west. She had access to ATC intelligence regarding the different Nations and she decided the spearpoint of her landing would be Sertepe. She knew the Nation’s reputation. If she invaded other Nations, they would call upon their neighbors for help. But not Sertepe. They would stand and fall alone. It was almost as if they were begging for the ATC to come calling on their doorstep.
114 CHAPTER 2 | The sertepe Alliance Questions and Answers Q - [Greetings, I will be your adoption coordinator. Do you have any questions?] A - Good morning. I do not have any questions. I have the ball. Q - Would you prefer our conversation be in Castillian? A - I must answer yes. I would make fewer mistakes. Q - Very well then, I hope that you can become more comfortable with our language soon. It will help your family’s petition for adoption. You said that you come from San Cristobal, that is the home of your King? Tell me, how would you say your king compares to our Holata? A - Our King is young and still not a man. He is guided by some who want to rule behind him and others who want to tutor him toward wisdom. The Holata is a grown woman and gained wisdom from her family and advisors, but now guides the nation on her own. R - Nations. Sertepe is the communal watch of our three nations. We share our leaders, but still we are distinct. If adopted you will be Sertepe, but you will also be [GROUP]. Each of our nations has a role to play, you will want to discuss this further with your family. R- It is important that you understand that the Holata is not a King, we do not bestow on her the absolute authority that seems common among your nations. She is the arbiter of our internal relations, yes and the face of our nations to our trading partners and enemies, but shares her power with the [War Chief] and [High Priest] who hold authority equal to hers in their spheres.
7TH SEA: LAND OF 1,000 NATIONS 115 Q - To be a part of our society it is best to understand it. I do not know a great deal about the expectations of citizens in your land. Can you explain to me what citizenship in the Sertepe Alliance means and what your place in it will be if we allow your family to adopt you. A - The Sertepe are a family. In my homeland, there are two families: the nobility and the common folk. Here, there is no such distinction. All have a voice. It is like the Sarmatian Commonwealth where all vote for the King, but even there, the distinction remains. There is no such distinction here. Q - What will your part be in relation to the Holata, [High Priest], and [War Chief]? How will you be expected to participate in our nation’s governance? A - If I am given a voice, I am expected to use it with respect and honesty. When I am asked to speak, I must be forthright and speak my mind, but I must also remember who I am speaking to. Q - You may of course use your voice, but for a period of at least one year you will be unable to vote in any matter concerning the alliance. Additionally you will be expected to be in communication regularly with your adoptive family or a designated proxy. Alternatively you could attempt to make your way in Shipwreck City, though my understanding is that scientific pursuits are not highly valued there. Do you have a preference? A -
116 CHAPTER 2 | The sertepe Alliance Q- The family that has offered to adopt you, tell me about them and how you came to know them. A - Oh! I… they are most kind. Ten Buffalos saved me from a corruption that killed the rest of my expedition. His father, Grey Winged Hawk, healed my wounds and has taught me much, although I think he likes teaching me things that are not true to watch me stumble. Then, he teaches me the truth. Red Raven often tells me when he’s trying to trick me. Q - I am familiar with Red Raven, I have an uncle who is much the same. The spirit of Otter seems to seek out uncles. Q - How did you contribute to Castillian society before you came here? How do you intend to contribute to the Sertepe Alliance? A - In Castille, I was a scholar and alchemist. I spent all my time learning and writing down what I learned so others could share my wisdom. I wanted everyone to learn what I had learned. Wisdom comes from the Creator, and the more we learn, the closer we understand the Creator’s mind and will. I came here to study your people so I could share their wisdom with others. But the more I studied, the more I realized they are also my people. Their voice sang to me. I could not resist it. I want to bring the wisdom I gained across the water and share it with you, the way you shared your hospitality and wisdom with me. Q - An Alchemist is like a Medicine Worker, is that correct? A - Yes. Similar, but we share different wisdom.
7TH SEA: LAND OF 1,000 NATIONS 117 Q - Now I’m going to ask you some questions regarding Medicine work. I understand that it is different from your study, but its important that I understand your familiarity with the sciences. If you find yourself attacked by a person monstrously corrupted by greed and have only a pistol, a black stone blade, and a day’s catch of hares what would provide your best defense? A - (Hesitation) Th-that wisdom has not… I… Your medicine workers have not provided me that wisdom, sir. Q - Answer, regardless. A - With the wisdom I know and the wisdom I have learned… the pistol would do no good. The corruption would not respond to lead shot. The black stone blade is the most direct choice for its medicine counteracts the corruption. I… think the hares would… be a gift for… no. The hares are not a proper gift for Rabbit’s assistance. I would say the black stone blade. Q - Good working through the problem, Grey Winged Hawk is teaching you well. A Sorcerer threatens your community, you must find a way to counteract their magic. What items would you look for in their possession to help you determine the source of their power? A - Their Wampum, I believe. It is how they show their power. It tells stories of where they have been and what they are capable of doing. R - A wampum strand is an excellent guide if present, but as you become more familiar with Medicine you will find their songs and the materials they use more reliable sources of information.
118 CHAPTER 2 | The sertepe Alliance Q - A friend is suffering from a festering wound from the claw of a corrupted beast. What are three components you could use as the base of a tincture to ease their pain? A - The bark of the willow wood tree. You call it awannah. It eases pain. A simple poultice for the infection. Clean water to wash out the wound with tight bandages, changed regularly. The bandages will soak the puss, seeping it from the wound. Clean the wound twice a day at least, replacing the bandages. Also, sutures for the wound so it does not become more infected. Q - A friend suffers from the brutal malady, a condition brought on by the crushing of the spirit in a hateful situation or the shattering of it in a shock of violence. What sorts of tinctures, songs, or dances would you employ to ease their suffering? A - When Grey Winged Hawk returned from a hunt, his side was badly wounded. I went to help him, but Wide Creek told me just to watch. He performed a dance and sang. The light returned to Grey Winged Hawk’s eyes and he smiled. Then, Wide Creek told me I could apply my healing. We worked together. Many days later, Grey Winged Hawk recovered. Wide Creek told me our medicine worked together. He taught me the healing dance and I showed him how to make the poultice I used. I can show you the dance, although, I do not know its name. R - I must admit, I am impressed with how well Wide Creek has taught you. It is good that you’ve taken your lessons seriously. The Medicine of your people, or as they call it science, has not prepared many like you to understand the spirit world and how to counteract its dangers. I have seen more than one alchemist or doctor before you who laughed at the dances, or assumed them tied to blood and land like the sorceries of other Easterners.
7TH SEA: LAND OF 1,000 NATIONS 119 Q - Explain how to transition the sap of the rubber tree between its various useful states? A - That is a secret I will not share. I was sworn to keep that wisdom to myself and not tell any other, regardless of who asked, and regardless of how they asked. Q - You may be surprised with how many forget that when speaking to me. How will you be able to identify others included in the secrets of that art? A - With a greeting and a grip. Q - That sounds Théan. A - It is a tradition your people have adopted from mine. Q - Let’s move on to your understanding of Sertepe’s trade relationships. While there are many independent nations in our land there is one other that rivals Sertepe in influence and power. Articulate what you understand of our relationship with the Enohto. A - A cautious trust. I think your trust for Enohto is greater than your trust for the Dawnlands because the Dawnlands is too giving with its trust. They are almost eager to accept and adopt new people and new knowledge. However, they are also ambitious. Enohto seeks to make a single Nation out of all the Nations, and you do not trust that. Q - Your assessment may be true from the last you’ve heard, but now there are rumors that the Enohto intend to use their offers of aid in our war to conquer our lands. Should the Sertepe go to war with the Enohto would you volunteer for the war effort? A -
120 CHAPTER 2 | The sertepe Alliance Q - Your people have had significant relationships with the alliance under [Dawnlands leader], have you and what do you know of their culture? A - It is a relationship we have struggled to maintain and develop. It is something our scholars call “the long-earned trust.” We must prove that we are allies, but not with a single action, but by proving we are friends. The Dawnlands do not see a difference or distinction in a friendship between one person and another and a relationship between two peoples. It is difficult to build, difficult to maintain, and easily lost. Q - Have you had any dealings with other Nations in the Woven Lands? A - I have met some people from the West. They are… strange. I mean, they are different than any other people I have ever met. There are times they move and speak as if they walk and dream. Q - Why do you choose us instead of any of these to seek adoption? A - To be honest, it is the Sertepe’s attitude toward science and discovery. When I was young, I was driven to learn. My mother said I was as addicted to science as my father was to drink. Your people are among the most scientifically driven people I have ever met, even in Castille. Your hunger for knowledge and the truth amazed me, and still amazes me today. Q - Are you now, or have you ever been affiliated with the Attabean Trading Company? A - I swear on the Prophet’s Truth that I am not.
7TH SEA: LAND OF 1,000 NATIONS 121 Chapter 4 Adventuring in the 1000 Nations
122 CHAPTER 2 | The sertepe Alliance BUT THOSE AREN’T REALLY ‘NATIONS,’ PER SE… As the scope of 7th Sea expands across Terra, the question of “what makes something a Nation” becomes harder to answer. The people outside of Theah fall much less neatly into national borders, but for the sake of gameplay (and for consistency in language) we continue to refer to them as “Nations.” This isn’t a statement on their culture or identity, and more one of convenience when discussing game rules Making a 1,000 Nations Hero Hero Creation follows the same process as in the 7th Sea: Second Edition Core Rulebook, but in case you need a quick refresher, here are the steps. Step 1: Traits Every Hero ha� five Traits defining what that Hero’s core strengths are. The Traits are: Brawn is a Hero’s strength and physical power. Finesse measures a Hero’s coordination and agility. Resolve is a Hero’s willpower and endurance. Wits measures how quickly a Hero thinks on his feet. Panache is a Hero’s charm and personal magnetism. Every Hero begins with all of her Traits at 2. You have 2 additional points you can spend to increase your Traits. Step 2: Nation Your decision of Nation affects your Traits, and also grants you access to Nation-specific Backgrounds and Advantages. Apply these bonuses after you have spent points on Traits. The Dawn Lands: +1 Resolve or +1 Panache Enohto: +1 Finesse or +1 Wits Sertepe Alliance: +1 Brawn or +1 Resolve Step 3: Backgrounds The 1000 Nations produce Heroes as rich and varied as the any other place on Theah. Your Backgrounds represent what your Hero did before the game begins. Were you a Dawn Lands war chief, entrusted with your village’s safety and well-being during times of conflict? Perhaps you were a Thean who traveled to the 1000 Nations in search of a new, prosperous life for yourself and your family. Maybe you hail from Iaka:Et’serra as an ogichidaa, always the last to leave a dangerous area to ensure that no one is left behind This isn’t where your Hero ends up, but it is where she started. Backgrounds represent your past. You were a sailor, you were a griot, you were an assassin. While these things had a strong influence on you, they are not necessarily whom you’ve become. Backgrounds give you a few things that make your Hero distinct from others. Restrictions: Some Backgrounds have restrictions. Make sure you follow these; they are a part of your Hero’s story. Quirk: Backgrounds come with a Quirk, a personality trait common among people of that background. If you act in accordance with a Quirk from your Background, you gain a Hero Point. You may only gain a Hero Point from a particular Quirk once per session. Advantages: Backgrounds give you Advantages. Advantages are abilities most Heroes will never have. If your Background lists an Advantage, you may add that Advantage to your Hero Sheet at no cost. Skills: Each Background also gives you a set of Skills, which begin with 1 Rank. Skills are specific bonuses for specific tasks. Like Traits, Skills have Ranks that tell you how many dice they give you. A Skill’s Rank can only go as high as 5.
7TH SEA: LAND OF 1,000 NATIONS 123 Two Backgrounds First, pick two Backgrounds from the following list. You get all of your Backgrounds’ Advantages. If you have duplicate Advantages, take another Advantage of the same point cost, your choice. You get 1 Rank in all your Backgrounds’ Skills. If you have duplicate Skills, add 1 more point (for a total of 2 points) to the duplicate Skill. General Backgrounds TRAILBLAZER You want to be the first to explore the mysteries of the 1,000 Nations and tell the tales of what you discover. Quirk Earn a Hero Point when you lay eyes on a wonder for the first time. Advantages Equestrian, Survivalist, Valiant Spirit Skills Athletics, Notice, Ride, Scholarship, Weaponry GIFTED BY COYOTE You received a magical gift from one of the Woven Lands’ guardian spirits. Quirk Earn a Hero Point when your Gift leads to a problem’s solution in an unexpected way. Advantages Sorcery (Gifts From Coyote), Totem Spirit Skills Bral, Convince, Empathy, Hide, Schoalrship CARAVANNER You travel throughout the 1,000 Nations, ensuring that goods from one Nation make you a profit in another. Quirk Earn a Hero Point when you overcome hardship and manage to turn a profit. Advantages Barterer, Patron Skills Aim, Convince, Notice, Ride, Tempt SCOUT You live away from your tribe to ensure their safety through the information you gather. Quirk Earn a Hero Point when you and your allies use information you gathered to thwart a Villain. Advantages Favored Terrain, Eagle Eyes Skills Aim, Hide, Notice, Sailing, Warfare Nation Backgrounds The Dawn Lands MUGWOMP (WARRIOR) You are among the elite warriors of the Dawn Lands, capable and resourceful and dangerous. Quirk Earn a Hero Point when your determination and refusal to give up wins the day. Advantages Counting Coup, Sworn Enemy, Cast Iron Stomach Skills Aim, Athletics, Hide, Sailing, Warfare SACHEM (CHIEF) You have been entrusted with the leadership of your clan. Quirk Earn a Hero Point when the inspiration you give others solves a problem. Advantages Spirit of Victory, Indomitable Will Skills Convince, Empathy, Intimidate, Warfare, Weaponry FUR TRADER You are among the few who first met Thean travelers, and made your fortune from it. Quirk Earn a Hero Point when you refuse to take advantage of someone for your own gain. Advantages The High Sign, Trade Sign, Rich Skills Aim, Convince, Empathy, Scholarship, Tempt TAUPOWAW (DREAM WALKER) You offer guidance and advice to your people by interpreting the will and signs of the spirit world. Quirk Earn a Hero Point when you disguise practical advice as an omen or prophecy. Advantages Ancestral Guidance, Fascinate Skills Brawl, Convince, Empathy, Scholarship, Tempt
124 CHAPTER 2 | The sertepe Alliance Enohto CLAN DAUGHTER You have been marked as a woman of great promise, a future Clan Mother. Quirk Earn a Hero Point when you solve a problem through clever leadership. Advantages Better Together, Leadership Skills Convince, Empathy, NOtice, Perform, Weaponry MAPLE HOYANE (MINOR SENATOR) Though you have no vote in the Senate, you have earned a voice and a seat. Quirk Earn a Hero Point hen your fame brings you unwanted attention. Advantages Reputation, Patron Skills Athletics, HIde, Intimidate, Notice, Warfare ROSTIKEN SOLDIER The Enohto Senate relies upon you to enact their will. Quirk Earn a Hero Point when you solve a problem through good planning and organization.. Advantages The Carrot or the Stick, Camaraderie Skills Athletics, Notice, Ride, Scholarship, Warfare THIN PLACE RANGER You patrol the Thin Place and the surrounding areas to keep the threats that live there contained and away from innocents. Quirk Earn a Hero Point when you protect others by scaring or leading danger away rather than fighting. Advantages Tracker, Indomitable Will, Psst Over Here Skills Aim, Athletics, Notice, Ride, Scholarship The Sertepe Alliance ANEJODI PLAYER You are renowned as one of the best players of Anejodi, Sertepe’s most popular sport. Quirk Earn a ero Point when you sacrifice personal glory in favor of accomplishing a goal. Advantages Invisible Hand, Team Player Skills Athletics, Aim, Notice, Perform, Warfare WHALE SOLDIER You and your fellows haunt the Sertepe coastline, punishing the ATC for their continued war. Quirk Earn a Hero Point when you accomplish a goal with your enemies never knowing you were there. Advantages Duelist Academy (Onekwensha), Perfect Balance Skills Athletics, Hide, Notice, Warfare, Weaponry FOREIGN ENVOY You travel the world to meet its people, learn its cultures, and forge relationships with your homeland. Quirk Earn a Hero Point when you defuse a dangerous situation by appealing to mutual goals. Advantages First Impression, Linguist Skills Convince, Empathy, Scholarship, Perform, Theft COMPANY EXPATRIATE You were once a victim (or employee) of the Atabean Trading Company, but have since escaped. Quirk Earn a Hero Point when you turn a Villain (or someone who works for a Villain) from an enemy to an ally. Advantages The Wolves Are Circling, Connection Skills Brawl, Empathy, Hide, Sailing, Tempt
7TH SEA: LAND OF 1,000 NATIONS 125 Step 5: Advantages Although you already have some Advantages from your Backgrounds, you may now buy new Advantages. These are distinctions that set you apart from everyone else. You have 5 points to buy new Advantages. Advantages cost between 1 and 5 points and may cost different amounts depending on your Hero’s Nation of origin. Some Advantages have restrictions. All Advantages may only be purchased once unless explicitly stated otherwise. An Advantage with the Knack tag ( ) requires a Hero Point to activate, but no Raises—meaning that it doesn’t take an Action, even though it is probably activated on your turn. An Advantage with the Innate tag ( ) can only be selected at Hero Creation. Step 4: Skills You gain 10 points to add to existing Skills from your Backgrounds or to add new Skills to your sheet. Each point buys you one more Rank of a Skill, whether you already have any Ranks in it from your Background or not. You cannot raise a Skill above Rank 3 when making your Hero. Achieving certain Ranks in Skills grants your Hero additional bonuses beyond dice. • At 3 Ranks, you gain the ability to reroll any single die when you make a Risk using that Skill. • At 4 Ranks, you gain the ability to earn 2 Raises per set by creating sets of 15, rather than only 1 Raise per set for creating a set of 10. • At 5 Ranks, all dice that roll a 10 explode, allowing you to roll an additional die and add it to your total.
126 CHAPTER 2 | The sertepe Alliance 2 Point Advantages COUNTING COUP When you apply Pressure to an adversary that you have personally caused a Dramatic Wound, they must spend an additional Raise to overcome your Pressure. EQUESTRIAN Knack. After you roll dice in a Risk while on horseback, spend a Hero Point to reroll a number of dice equal to your Ranks in Ride. GRIT 1 if Sertepe. When you spend any number of Raises to prevent Wounds to yourself, prevent 1 additional Wound. INDOMITABLE WILL Knack. 1 if Enohto. After another character attempts to intimidate, seduce, or otherwise goad you, spend a Hero Point to automatically resist. TRACKER When a Hero Point when you are tracking a specific creature or person and you lose their trail. You immediately pick up the trail again. THE CARROT OR THE STICK When you purchase this Advantage, choose Convince, Intimidate, or Tempt. Then, choose Aim, Brawl, or Weaponry. Whenever you use either of the chosen skills, you can Improvise with the other chosen skill without paying an additional Raise. 1 Point Advantages LIP READER Knack. While observing someone speaking that you cannot hear (due to distance, distracting sound, or any other reason), spend a Hero Point to understand what is being said. THE HIGH SIGN You can convey a single-word message (such as “danger,” “help,” “go,” or “flee”) to any allies who can hear or see you through an innocuous sound or motion that others won’t understand and often even seem perfectly normal. Most often these are bird calls, animal cries or subtle gestures. TRADE SIGN Requires “The High Sign” Advantage. You have mastered the hand-sign trade language of the Woven Lands. Woven Lands Trade Sign has spread like wildfire across the globe, and you can expect anyone who participates in high-level trade or diplomacy to know and understand Trade Sign. Because Trade Sign is a hand language, it is (obviously) completely silent when used, and can be used by people and creatures that are hearing-impaired. WAR FACE Ignore 1 Rank of Fear when confronted with a Monster with the Fearsome Quality.
7TH SEA: LAND OF 1,000 NATIONS 127 4 Point Advantages FIRST IMPRESSION Knack. The first time you encounter a character during play, you may spend a Hero Point to activate this Advantage before you roll dice in a social Risk that involves them. You gain three Raises. TOTEM SPIRIT Knack. You identify with a specific totem animal with which you share similarities. Select what your totem spirit is, and select one of the following totems: • Cunning Totem (Wits) • Guardian Totem (Brawn) • Predator Totem (Finesse) • Steadfast Totem (Resolve) • Trickster Totem (Panache) Whenever you roll dice in a Risk in which you roll the Trait associated with your totem spirit, you may spend a Hero Point to reroll a number of dice equal to your Ranks in that Trait. 3 Point Advantages ANCESTRAL GUIDANCE Knack. When you purchase this Advantage, select a Background (General or from your Nation) that you do not possess. You gain that Background’s Quirk. When you trigger that Background’s Quirk, instead of gaining a Hero Point you may choose to gain a non-Sorcery Advantage provided by that Background (even if you do not qualify for it normally) until the end of the Scene. A Hero may activate Ancestral Guidance only once each Session. FAVORED TERRAIN When you purchase this Advantage select one type of terrain (arctic, coast, desert, forest, grassland, mountain, or swamp). Roll 1 additional die whenever you roll dice in any Risk while within your Favored Terrain. A Hero can buy this Advantage multiple times. Each time they do, they choose a different type of terrain. SWORN ENEMY Knack. 2 if Dawn Lands. When you purchase this Advantage choose a Nation, Secret Society, or similar faction. When rolling dice in a Risk against a member of the chosen Nation, Secret Society, or faction you may spend a Hero Point to Re-Roll any dice which show a 1. You may continue to Re-Roll dice until your pool shows no 1s. THE WOLVES ARE CIRCLING When you apply Pressure to an enemy, spend an additional Raise to create an Opportunity called The Wolves Are Circling. When an ally activates that Opportunity, the target of the Pressure must pay an additional Raise to overcome that Pressure.
128 CHAPTER 2 | The sertepe Alliance Step 6: Arcana For your Hero, you choose a Virtue and Hubris from the 7th Sea: 2nd Edition Core Rulebook (page 156). They do not need to be from the same card. You may only activate your Virtue once per session. You may only activate your Hero’s Hubris once per session. Activating your Hubris gives you a Hero Point. The GM can offer a Hero Point to activate a Hero’s Hubris, but the player may refuse. If he accepts, he gains the Hero Point and must act in accordance with his Hubris. Step 7: Stories While Heroes work together to tell a larger story, every Hero has her own story to tell. Your Hero is no different. The promise you made to your father on his deathbed. The man whose wrongful testimony sent you to prison for all those years. The woman whose love you have sworn to recapture. Stories are more than the things you tell everyone you will accomplish one day. Stories are also the road you will walk to get there. More information on Stories can be found in the 7th Sea: 2nd Edition Core Rulebook (page 159). Step 8: Details Finally, let us fill out the blank spots on your Hero Sheet: we are talking about Reputation, Secret Societies, Wealth and Wounds. Your Hero’s Reputation, Wealth and Wounds are all identical to those of a Théan and work the same way. For more information, see the 7th Sea: 2nd Edition Core Rulebook (page 164). Your Hero can join a Secret Society as well. All of the Societies from Théah are open to you, and this book presents three new ones: Five Strong Together, the Caribou People, and the Seven Fires. 5 Point Advantages BETTER TOGETHER Knack. 3 if Enohto. Spend a Hero Point to share your pool of Raises with another character until the end of the Round. The chosen characters can spend a Raise from your pool on their Action as if it was their own. INVISIBLE HAND 3 if Sertepe You are particularly adept at supporting your allies and manipulating your enemies, creating openings that otherwise wouldn’t be possible. You can create four special types of Opportunity. You can create each of these special Opportunities once per Round. • Spend a Raise and a Hero Point to Raise the Stakes. When an ally activates this Opportunity, they gain a Hero Point. • Spend a Raise to enable an ally to launch a Devastating Assault. When an ally activates this Opportunity, the next time they cause Wounds to an enemy those Wounds cannot be prevented or reduced by any means. • Spend a Raise to offer Support. When an ally activates this Opportunity, the next Action they perform gains the effects of an additional Raise. • Spend a Raise to form an Exit Strategy. When an ally activates this Opportunity, they immediately escape the scene and cannot return. SPIRIT OF VICTORY Knack. 3 if Dawn Lands. When you cause a Dramatic Wound to a Villain, you may spend a Hero Point to gain Raises equal to the number of Dramatic Wounds the Villain has. A Hero may activate Spirit of Victory only once each game session.
7TH SEA: LAND OF 1,000 NATIONS 129 Five Strong Together Inspired by the heroic ideals of the Thean Duelist’s Guild, Five Strong Together are a constantly-shifting organization of professional soldiers, negotiators, explorers, and cartographers who pledge their service to individual causes that they find just and compelling. The Caribou People Compelled by a code of ethics that demands they never refuse any request for aid, the Caribou People are regarded as heralds of trouble yet to come, and are welcomed into the communities they visit in return for their help in overcoming the tribulations they precede. The Seven Fires The biggest and most influential of all the Woven Lands’ medicine societies, the Seven Fires are expansionists who seek to absorb all other smaller lodges beneath their umbrella. They aggressively recruit Sorcerers (particularly the Gifted) into their ranks in order to fulfill one of the Seven Fires Prophecies they obsessively study, interpret, and debate.
130 CHAPTER 2 | The sertepe Alliance that Sorcery as if you were a normal practitioner of that Sorcery. You must select a different Sorcery each time you select the Advantage, and you must follow all of the rules and restrictions of that Sorcery as if you were a normal practitioner. The powers and abilities gained through Gifts From Coyote tend toward a single theme, at least in their presentation. A user who has an affinity for a particular element, object, or emotion will act through that element, or manifest their powers in a way that utilizes that emotion, even if the effect they achieve normally does not. A fire-speaker can utilize their Porte magic by reaching into a bonfire, become wreathed in spectral fire when they manifest their Glamour power, and read the strands of fate through the lens of dancing flames. Some users may only be able to tap into their magic when they remain calm, or during rainy weather (or the manifestation of their power causes rainy weather), or only wield their full power after sunset. Coyote’s Token The very nature of Gifts From Coyote make them difficult to categorize and discuss in a collective sense. One of the only aspects that all users share is their use of a particular token to channel their power. A token can be any object, but they are usually small enough to hold in the palm of the hand. Tokens are always unique to the individual, and are closely guarded; a lost token is extremely dangerous, as it acts as a nexus for magic and power that can be highly destructive in the hands of the inexperienced or malicious. Anyone can draw power from a token, but only the token’s owner can control that power. When another character holds a token, they can spend a Hero Point (or a Danger Point, if they are a Villain) to manifest a power of the GM’s choosing. This power will usually accomplish some aspect of what the character desires, but spin out of control and have unforeseen consequences. A Gifted who loses their token always falls into disfavor with the spirit that gave them their Gift until they recover it. Like everything else with the Gifts, however, there are times when this trouble is all part of the spirit’s plan; they may wish to test the Gifted or teach them some life lesson, and so spirit away their token into the hands of a rival. Sorcery Gifts From Coyote “Gifts from Coyote” is a collective term for gifts bestowed by a spiritual agent. Your Hero’s Gift could have come from Badger, Wolf, or any other of the thousands of spirits the people of the Woven Lands interact with. You receive the Gift because it’s interesting, because it’s amusing, or because you really need it. Coyote grants Gifts based on his judgment, not yours. You may feel you need one Gift, but Coyote gives you another. Sometimes the gifts are motivation, sometimes the gifts are rewards, and sometimes, Coyote bestows Gifts just to see what happens next. Each Gift is unique to every person and takes the form of a small token easily held in one hand, tied around the wrist, or kept in a pocket. There are no requirements for Gifts. No family or blood ties are necessary. This usually confuses Théans who associate Sorcery with familial bloodlines. The idea of blood ties and Sorcery seems ridiculous to the Woven Lands. You receive the Gift you need rather than inheriting a Gift you may not want or ever use. The spirit gives a token directly. The owner often personalizes the gift with embellishments and decorations. Losing a token means you cannot use the Gift, and if the gifting spirit discovers you have lost your token, that can lead to serious consequences. The Gifted sometimes organize themselves into groups similar to medicine clubs, often called a lodge. These lodges are self-formed and self-governing, and like the Gifts and the Gifted are always unique in their ideology and goals. In recent years, the Midewin (the largest medicine society in the Woven Lands) have launched a concerted effort to gather these “unofficial” lodges under their banner, with the goal of claiming all of the Gifted as members. While this has seen some success, many Gifted resent the Midewin for this perceived attempt to shackle and control them. How It Works Each time you purchase the Sorcery Advantage, you choose a type of Sorcery (such as Sorte, Glamour, Sanderis, etc). You learn powers and abilities from
7TH SEA: LAND OF 1,000 NATIONS 131 Fighting Styles Onekwensha A style adopted by many Sertepe warriors, Onekwensha makes use of a knife in one hand and a hatchet (traditionally a stone axe called a tamahak) in the other. Onekwensha fighters prowl in a circle around their enemies as they fight, making use of the hatchet to hook a defender’s weapon to force an opening for a vicious slash or stab with the knife. The style originated in the brutal and sparse western scrublands near the Thin Place, and thus expects its users to be self-reliant and capable of getting things done on their own. They are also meant to be able to end fights quickly, as prolonged battles only draw attention. Onekwensha gained a great deal of prominence and notoriety during the prolonged war between the people of Sertepe and the Atabean Trade Company. ATC veterans tell horror stories to rookies about the “ghost men of Sertepe” who melt out of the water with an axe and knife, silent and swift as death itself. Style Bonus: Onekwensha Swoop When you wield a hatchet in one hand and a knife in the other, you can perform a special Maneuver called the Onekwensha Swoop. Onekwensha Swoop can only be performed on your first Action in a Round, and deals a number of Wounds equal to your Ranks in Weaponry plus your Ranks in Stealth, and the victim of Onekwensha Swoop cannot spend their next Raise to perform the Parry or Riposte maneuvers. Buffalo Kin The Buffalo Kin roam and hunt mainly the cold northern plains of the Dawn Lands, but the stories of their bravery, cunning, compassion, and grit are told across all of the Woven Lands. Along with their custom bayoneted muskets, they ride forth from their homes on the backs of their befriended buffalo. The practices of the Buffalo Kin are as old as the stories of Coyote and the other spirits. The buffalo are not domesticated or tamed; they remain free, come and go as they please, and help the buffalo kin at times of their own choosing. To earn membership into this elite and exclusive group of explorers, a petitioner must befriend (not capture, not tame, but befriend)
132 CHAPTER 2 | The sertepe Alliance for the problem. Multiple pistols are heavy, slip out, get hooked on tree limbs and are otherwise unwieldy. But after seeing a warrior from the West Coast (who was trained by warriors from a land called “Fuso”) use the weapon, things changed. The pistol quickly became the most popular weapon to use during formal duels—and less formal occasions as well. A duel was a test of courage and skill. You get one shot and only one shot, and while your opponent takes aim, you must stand still and wait, staring down the bullet. The People of the Woven Lands took the pistol and the concept of the formal duel and modified it to their own ways, creating a subculture of warriors who were professional duelists, resolving disputes between individuals and groups with a single shot. They became known as “Warriors of the Lightning Hand,” using a technique of drawing a pistol as quickly as possible coupled with an incredible degree of accuracy. Style Bonus: The Lightning Hand When you have a loaded pistol on your person, you gain a special Maneuver called Lightning Hand. Whenever an opponent spends a Raise to take an Action, you may spend a Raise to perform Lightning Hand. Lightning Hand deals a number of Wounds equal to your Aim plus one Dramatic Wound. You may also use Lightning Hand to target objects rather than people, allowing you to Narrate one fact about the outcome of your Action. a buffalo and convince it to become their companion. It is only through the strength of the buffalo and the cleverness of the Buffalo Kin combined that both survive longer, travel further, and fight harder. When Theans first encountered the Buffalo Kin, they (unintentionally) committed grave insults against them by implying that the buffalo were little more than beasts of burden. This insult is hard for the Buffalo Kin to forget, and as such they often look down upon Theans and are distrustful of Theans who express an interest in their practices. Style Bonus: Kinship’s Cost When you are in the same scene as your buffalo, you gain a special Maneuver called Kinship’s Cost. Whenever you would take at least one Dramatic Wound, you can spend a Raise to perform Kinship’s Cost. Your buffalo intervenes and takes the Wounds for you. You take no Wounds. Roll 1d10. On a roll of a 1, your buffalo dies. On any other roll, your buffalo survives. If your buffalo dies in this manner, no other buffalo will trust you again. Lightning Hand When the Woven Lands first encountered the flintlock pistol, they did not see its potential. The weapon could only be used once before a long reload. It was clumsy and inaccurate, and incredibly dangerous—to both the target and the shooter. Carrying straps of pistols across the chest also seemed to be a bulky fix
7TH SEA: LAND OF 1,000 NATIONS 133 this — if a member of the Five pledges to a cause that turns out to be false, this is considered to be an extreme lapse in judgment and a careless willingness to shed blood. When the Five pledges to a cause, they pledge to it wholly and until the task is done. While the most obvious occupation of the Five is that of a soldier or warrior, in truth they take up any cause that cannot be completed by a lone individual. The Five have conducted expeditions deep into the Thin Place, mapped dangerous mountain ranges so that others can travel safely, acted as mediators in peace summits, and escorted ambassadors and dignitaries to far-off lands. Favor with Five Strong Together The Five’s primary interest is in taking up difficult tasks on behalf of those who need them done, but cannot do it themselves. From fighting wars to blazing new trails of travel, the Five boldly takes up causes that they find worthwhile and swears to see it done. A Hero who is a member of the Five can gain favor in the following ways. • Pledging to a cause is worth 3 Favor. The Five take their vows extremely seriously, and respect those willing to make a commitment and stand by it. To many members of the Five, the cause itself matters far less than the commitment to follow it, the willingness of a member to put themselves at risk in order to achieve a goal — any goal. Not every pledge can be fulfilled successfully, but what matters is that the Five member did everything in their power to see it done. Renouncing a vow or turning against a cause, therefore, is considered to be a grave crime against the brotherhood. Turncoats and traitors are cast out of the Five without hesitation or exception. • Enforcing an oath is worth 2 Favor. The Five believe, more than anything, that pledges and vows should be honored at nearly any cost. Those who break promises or betray their word should be made to abide by their oaths, or be punished severely for breaking them. You gave your word. If you gave it Secret Societies Five Strong Together When the people of the Woven Lands first learned of the Thean Duelist’s Guild, they were absolutely fascinated. The idea of a highly trained warrior who fought on behalf of others, defended closely-held virtues, and answered to a brotherhood of likeminded warriors wasn’t an entirely foreign concept, but it had never fully formed in the Woven Lands like it had amongst the triskelion-wearing swordsmen and swordswomen across the ocean. Formalized dueling spread like wildfire through the Woven Lands’ warrior communities. Then, gradually, they began to change the customs of the duelists, adopt them in new circumstances, adapt them. If one principled Duelist can accomplish so much… why do they remain as individuals? Why not bind themselves together? Instead of a single warrior who fights only for principle… why not an army? Five Strong Together was born from this conceit. They are a living organism of a society, constantly reshaping themselves around charismatic and principled leaders. When a member of the Five finds a cause that they feel passionately about, that they believe is just, that needs a strong arm to defend it, they will rally their fellows around them and march forth. Each member of the Five is free to join any causes that they agree with, ignore any that they do not care about, or even to rally against a fellow member when they vehemently disagree. Such disagreements will be settled upon the field of battle. Amongst the members of the Five, friendships and rivalries are common. Some members pledge to follow certain “generals” into any battle, while others move from banner to banner when they believe a cause is just. Similarly, it isn’t at all uncommon for some members to constantly find themselves on the opposite sides of a battlefield, eternally locked in battle as they move from one conflict to the next. Within the Five, reputation and commitment to an adopted cause is everything. Abandoning a cause that you have pledged to defend is grounds for immediate and permanent ejection from the brotherhood. It’s important to note that there are no exceptions to
134 CHAPTER 2 | The sertepe Alliance “HOW WOULD THAT HELP?” Sometimes, a Villain approaches a Caribou Person asking for help. This can be tricky. Clearly, Villains have devious motives, but the Caribou is bound to answer any call for help with a resounding, “Yes!” However, Caribou People may always ask, “How will that help?” If the Villain cannot give a clear, honest reply signifying how the request helps others, the Caribou Person is bound to refuse the request. Of course, this raises an important question: Do Villainous Caribou People exist? Certainly, they do. Heroes within the Medicine Lodge do their best to rid the world of rogue Caribou, but the task is not easy. The folk of the Woven Lands recognize Caribou People and know their purpose. If one stops in your village, you feed and shelter them. You know they have no family of their own, no place to call home, so for the brief time they stay, you adopt them, knowing they will be moving on soon. But that moving on only comes after trouble shows up. The arrival of a Caribou is either the response to danger or a herald of danger to come. Either way, for now, they are part of your family. At least for a little while. Those who walk the Caribou Path live by three rules. Everyone knows these rules, but how any individual interprets the rules vary by person. However, whenever you ask a Caribou Person to help, you can always expect them to say, “yes.” 1.Always accept hospitality, no matter where you go or whomever offers it and always help anyone who asks. 2.Respect tradition wherever you go. 3. Help all who are lost to find their home. Favor with the Caribou People A Hero who is a member of the Caribou People can gain favor in the following ways. • Successfully helping someone who requests your aid is worth 3 Favor. If someone asks for help and you complete the to a liar, then it was given too quickly and becomes worthless. Never let a liar make a liar out of you. A Hero who belongs to the Five can call upon it for aid in the following ways. • Requesting the aid of an agent of the Five costs 6 Favor. Such aid is not taken lightly, as the Five take their pledges of completing a task deadly seriously. Five agents are unlikely to give up a cause once they swear to undertake it, even if you change your mind later. Five agents also seldom (if ever) come alone, so calling upon them for aid should be done carefully. • Requesting a map to a specific location costs 4 Favor. The Five are prolific explorers and pathfinders, second only to their reputations as warriors. Their catalog of maps is unrivaled across the Woven Lands, and if they don’t have a map of a particular place they can easily be convinced to make one. The Caribou People Home and family are so important to the Woven Lands, imagining a wandering nomad is more than a little difficult. But it is true, there are those who have lost everything: friends, lovers, family, tribe, Nation, everything. Having lost their whole lives, they pick up what they own and walk the world, as if their tragic loss was a sign to do so. And then there are those who feel no home anywhere. They feel like outsiders, no matter where they go. And then there are those who feel a calling from the world. A kind of wanderlust that leads them to trouble and gives them the experience and skill to solve it. These are the Caribou People. They wander the world, following the instinct that led them away from home in the first place. No matter how they found themselves on this path, it seems they must walk it. The world calls, and they answer. And wherever they go, they seem to wander into some sort of danger that only they are capable of fixing.
7TH SEA: LAND OF 1,000 NATIONS 135 Prophecies themselves is hotly debated, let alone their meanings. A common criticism of those who study the prophecies is “Put two scholars in a room with the Seven Fires Prophecies, and you will end up with three versions.” While the Seven Fires are most known for their hotly-contested academic debates, there are two things that they agree on almost universally: the Seven Fires need to expand beyond the borders of the Dawn Lands, and that the disorganized and disparate recipients of the Gifts of Coyote should be brought within the ranks of the Seven Fires. Since their expansion efforts began in earnest, the Seven Fires have aggressively (though not violently) absorbed other smaller and younger medicine societies into their fold, more than happy to allow them to keep their old traditions so long as they also adopt the study of the Seven Fires Prophecies and participate in matters that concern the Seven Fires as a whole. This is largely viewed positively by those who have been inducted into the Seven Fires, as they enjoy greater support and access to information than they had while independent, but certainly at least a few feathers have been ruffled. The Seven Fires’ interest in collecting all of the Gifted under their banner is much less popular, however. The Gifted have long enjoyed their independent status and their freedom to join with whatever lodges or societies strike their interest, and view the Seven Fires’ eagerness to gather all of them beneath one banner with suspicion. Medicine Clubs and Secret Societies Each club or society has its own practices and agendas, which range from concrete political or social goals to esoteric or magical responsibilities. The Grandfather’s Mask Society The oldest and most influential medicine society of Enohto makes its home at the central fires of Ganataje. The Grandfather’s Mask Society is most ENOHTO’s only understanding of Medicine Societies. Members of the Society practice their Medicine in their communities like any worker but see it as their special charge to seek out and fight the corruption of people by evil spirits. When word of a Stonecoat or other creature born of a person poisoned by greed it is their task of aiding that person (with minimal damage to people and places), you gain Favor with other Caribou People. • Exposing a Villain is worth 2 Favor. Villains see the Caribou People as easy targets. They vow to help others, regardless of the consequences to themselves, and keep that vow even if it brings danger or death to themselves. Exposing a Villain for what they are—within or outside the Caribou People— exposes them to others, limiting their plans. A Hero who belongs to the Caribou People can call upon it for aid in the following ways. Requesting the Aid of an Agent costs 1 Favor. Asking a Caribou Person for assistance is not a big ask. The entire purpose of being a Caribou is responding to requests for aid. However, that also means all Caribou People—including Heroes—respond with as little pressure as those they call upon for help. A Caribou who abuses this rule, refusing to answer calls for aid, quickly find themselves alone, no longer considered a Caribou by the others. Even a single denial is a serious problem and may disqualify membership within the Lodge. Requesting Information from another Caribou Person costs 2 Favor. If you need to know about a person or place you are unfamiliar with, another Caribou Person can fill you in on the details. They can tell you where the grateful villages are, which are run by Villains, and the natural (and supernatural) dangers and benefits of lands you’ve never explored. The Seven Fires The Seven Fires are the largest and most influential Medicine Society in all of the Woven Lands. Originally an order confined to the Dawn Lands and studying the Seven Fires Prophecies, in recent years they have greatly expanded their influence and grown beyond the borders of their home. The Seven Fires Prophecies, from which the Society obviously draws their name, are a collection of ancient omens that have been studied, translated, interpreted, re-translated, and re-interpreted to the point that even the wording of the Seven Fires
136 CHAPTER 2 | The sertepe Alliance There is a great gathering once every three years in the lands of the OHWÍSTA during which the Medicine Workers perform rituals and teach new techniques. It is also at these gatherings that many discuss the furthering of their nations. No other organization can boast so many prominent people from so many nations. Officially the Pain Bearer Society does not get involved in the decisions of their potentates but the bonds made can sway the course of history. Recently there has been discussion among the society of sending members to the lands across the oceans to learn their techniques and to share their own secrets. Debate reigns whether it is acceptable for members to go when they know that they may not be able to return by the next gathering. There are also concerns about the dangers that traveling to the eastern lands might present. The Society of the Copper Mace The youngest of the large societies within the Seven Fires, The Society of the Copper Mace has seen a rapid rise to prominence especially around the central fires of Ganataje. Since the ENOHTO borders have pushed closer to the Spirit Paths more and stranger spirit creatures have made themselves known. Great beasts and birds, tribes of stone warriors, and evil spirits that take human guise and kill mercilessly. A DEWÁTÁ’SE Medicine Worker called Tall Trees seeing these new and increasing threats gathered other Medicine Workers as well as soldiers, explorers, and philosophers to be ready to defend THE PEOPLE OF THE ACCORDS. Both a Medicine Society and response team that has used the experiences of its members among the Rotisken Society to improve their training and efficiency the Copper Mace’s ranks have grown quickly. Young men and women hoping for excitement or an opportunity to serve their nation volunteering themselves for protective duty or to respond to threats. Some even preparing expeditions to the Thin Place hoping to find new means of fighting these dangerous spirits, and for the possibility of stopping them at their source. duty to cure them or stop them. The Grandfather’s Mask Society sees itself as the successors of The Warden, and follower in her belief that the first goal should be to heal. The members of The Grandfather’s Mask Society wear ashen white makes bearing a stretched and pained face when they work their Medicine. Carved within fires that threaten to consume them the masks are symbols of their membership, and someone who bears a mask without having earned the honor does so at their own peril. These masks retain the spirits of the tree, the fire, and the water used to dowse them then the carving is complete. They are not simply ornamentation or disguises to hide the Workers’ faces, to the makers they are living things, bodies that channel the spirits of Society members who came before them. Members of the society take great care to feed and protect the masks as they would an honored relative. The members of The Grandfather’s Mask Society share techniques, rites, and Medicine between each other. When one member hears that another is in trouble it is their duty to come and offer aid. Open to any who wish to join and who proved their ability to aid their fellow citizens and medicine workers the society prepares every community to face the creatures born of men. Twice yearly they meet in Ganataje to trade rumors, lessons, and to celebrate their successes. THE PAIN BEARER SOCIETY By far the most widespread of the Medicine Societies within the Seven Fires, the Pain Bearers boast members from everywhere in The Woven Land. Anyone who wishes to advance their practice of Medicine may seek out The Pain Bearers and offer their services. Each member receives an intricately woven porcupine belt to signify their oath, that they must always come to the call of someone who’s spirit needs healing. While they share their techniques with any Medicine Workers with the desire to know, membership requires more than simply serving a community. They vow to travel and actively seek out new Medicines and new techniques and to bring what they have learned back to the Society and their people.
7TH SEA: LAND OF 1,000 NATIONS 137 • Requesting the aid of an agent of the Five costs 4 Favor. The Seven Fires have few warriors available to aid their members, so asking for the Society’s aid is almost always in the form of a sage or scholar. The one exception to this is Sorcery — the Seven Fires’ focus on recruitment of Sorcerers (and particularly the Gifted) means that their members enjoy relatively easy access to power that is otherwise extremely rare. • Requesting a translation, transcript, or interpretation of a text or prophecy costs 0 Favor. The Seven Fires members are always happy to tell you, at length, breathlessly, with great enthusiasm about their theories regarding omens and signs from spirits. This interest gives them access to translators who, with surprisingly little effort, can interpret nearly any text or speech. The scholars and sages of the Seven Fires are always happy to offer their opinions on the “deeper meanings” behind such texts, or how it might tie into a particular scholar’s interpretation of the Fourth Prophecy, but such musings should be looked upon with healthy skepticism. The nation’s generals and many in the Grand Council have become concerned about the society and the influence it is gaining. Citizens from every people and every large community joining with Tall Trees and his companions. While none deny that the work The Copper Mace does is good, its members seem to feel no need to seek the advice of their Clan Mothers or Hoyane. Tall Trees is charismatic and driven, devoting all his time to his mission and his people, and forgetting his duties to his Clan. Favor with the Seven Fires The Seven Fires’ focus is on esoteric rituals, magic, and ancient prophecies. They see omens and signs everywhere they look, and strive to interpret such signs to protect and better all peoples. While their methods can sometimes grate upon others, the vast majority of members of the Seven Fires truly and honestly do what they believe is best. A Hero who is a member of the Seven Fires can gain favor in the following ways. • Recruiting a new member of the Seven Fires is worth 2 Favor. One of the few things that the Seven Fires membership agrees on is the need for expansion. Recruiting quality new members to the Seven Fires is always encouraged and greatly rewarded, especially if they have Sorcery. Any character who has Sorcery and is recruited to the Seven Fires earns their recruiter an additional point of Favor (for a total of 3), and recruiting one of the Gifted of Coyote earns an additional two points of Favor (for a total of 4). • Uncovering magical or esoteric knowledge is worth 4 Favor. The Seven Fires focus almost exclusively on signs and omens, and are constantly searching for new knowledge that they can use to better the world. As such, they are eager to trade scrolls, ancient texts, old stories, or any similar hard-to-find knowledge regardless of its origin. A Hero who belongs to the Seven Fires can call upon it for aid in the following ways.
138 CHAPTER 2 | The sertepe Alliance Index A Advantages 122, 123, 124, 125, 126, 127, 128 Arcana 128 Atabean Trading Company / ATC 46, 51, 82, 83, 90, 95, 99 ATOGA 59, 63, 65, 67, 68, 72, 73, 76, 83, 85, B Backgrounds 122, 123, 125 Bonds. 33, 54, 62, 64, 68, 136 Buffalo Kin 131, 132 C Clan Mother. 58, 59, 60, 61, 62, 63, 64, 65, 66, 68, 69, 70, 72, 75, 76, 77, 78, 81, 82, 83, 84, 85, 124 D Dawn Lands 28ff, 80, 100, 122, 123, 127, 128, 131, 135 DÉSAT 59, 63, 65, 66, 72, 73, 74, 76, DEWÁTÁSE. 59, Dueling. 133, F Favor. 133, 134, 135, 137 Five Strong Together 128, 129, 133, G Gifts From Coyote. 123, 130, H HICA. 91, 92, 93, 96, 100, 103, 106, 107, 108, 109, 110, 111, 113 Hoyane. 58, 59, 60, 61, 62, 63, 64, 65, 66, 68, 69, 70, 71, 72, 75, 76, 77, 78, 80, 81, 82, 83, 84, 85, 86, 87, 124, 137 K KAHWÁNHA 59, 63, 65, 74, 75, 76, 83, 84, L Lightning Hand. 132, M Making a 1,000 Nations Hero 122 MARUA. 91, 92, 93, 96, 100, 103, 106, 107, 108, 109, 113 Medicine. 8, 10, 11, 31, 36, 39, 42, 43, 60, 63, 67, 68, 70, 75, 76, 77, 78, 80, 83, 84, 85, 87, 91, 135, Midewin 37, 39, 51, 52, 53, 130 N Nations. 28, 44, 58, 80, 90,
7TH SEA: LAND OF 1,000 NATIONS 139 T Theah. 7, 8, 46, 55, 94, 97, 99, 101, 107, 108, 110, 122, 128 The Caribou People. 128, 129, 134, 135 The People of the Accords. 58ff, 136 The Seven Fires. 129, 135ff Thin Place. 10, 11, 44, 59, 63, 69, 74, 80, 81, 84, 87, 124, 131, 133, 136 Traits. 122, V Villain. 112, 113, 123, 124 W WÔPANÂAK. 59, 60, 61, 62, 66, 71, 73, 79, 80, 81, 82, 84, 87 O OHWÁHDA. 59, 63, 65, 67, 68, 73, 76, 82, O’kèn:ra. 59, 65, 75, 84, Onekwensha. 124, 131, ONO’ENOHTO’YEH. 58ff, P Pirates. 100, 101, 102, 109, 113 POHA. 91, 92, 93, 95, 100, 103, 106, 107, 108, Q Quirks 122, 123, 124, 127 R Rotisken. 58, 63, 65, 67, 68, 71, 73, 74, 76, 78, 79, 80, 81, 82, 85, 87, S Sachem. 12, 13, 14, 15, 31, 32, 33, 34, 35, 38, 41, 42, 44, 45, 46, 49, 50, 51, 52, 54, 55, 61, 85, 123 Sertepe. 9, 35, 41, 44, 51, 55, 59, 61, 62, 64, 66, 67, 71, 80, 82, 83, 84, 87, 90ff, 122, 124, 126, 128, 131, Skills. 72, 74, 75, 85, 98, 100, 122, 123, 124, 125, 126 Sorcery. 8, 52, 53, 77, 92, 113, 123, 127, 130, 137, Stories. 12ff, 128 Index
140 CHAPTER 2 | The sertepe Alliance medicines he was emboldened to reach for goals that had seemed only fantasy before. Derek enrolled as a student at The Evergreen State College where he studies writing and Indigenous ways of knowing in their Native Pathways Program. He hopes to graduate with a Bachelor of Arts degree before he turns 46 fulfilling a lifelong dream. Derek also credits the opportunities he’s had to write professionally to his newfound confidence and capabilities. Now Derek is a husband and father, living once again on Duwamish land just south of his Samish homelands. He and Rachel, his wife of 12 years, share a love of cooking, laughter, and trashy reality television. Together they spend most of their time trying to keep up with their 5-year-old daughter Angel who has the burden of being an extrovert raised by introverts. Derek and Rachel encourage Angel to find her own truths, while guiding her down a path of compassion, understanding and adventure. In addition to this book Derek worked as a writer and developer for the Coyote & Crow RPG and contributed a Story to their supplement Tales of the Free Lands. DEREK POUNDS is a proud member of the Samish Indian Nation. Son of Chris and Vic, Derek was born on Duwamish land in the Pacific Northwest. He grew up crisscrossing the country following his father’s work in the US Coast Guard. Derek got his start in gaming when he was 9 years old when a neighbor he had just met told him that he had to run a game for them. Having only heard about RPGs a couple of hours before Derek set his new friends up against the most fearsome foe he could think of, Lt. Worf of the Starship Enterprise (thanks Ryan). That first game started a lifelong love affair with the hobby. Derek credits RPGs with saving his life, they have carried him through two periods of homelessness in which he ran games and sold books in exchange for food and a couch to crash on. When he turned 40 Derek learned that he had ADHD and Bipolar Disorder which set his life on a new path. Learning that some of the struggles he had faced were the result of disability rather than personal weakness, Derek sought the tools to mitigate his conditions. With therapy and the help of prescription
7TH SEA: LAND OF 1,000 NATIONS 141 JOHN WICK is Chaosium’s Creative Director for 7th Sea. Since getting his start in 1995, John has published dozens of games and won over a dozen awards. His games include Legend of the Five Rings RPG, 7th Sea, Orkworld, Houses of the Blooded and Cat: A Little Game about Little Heroes. John was raised to the sublime degree of Master Mason, is a Discordian Double Agent, sings (but not well), still has the first dollar bill he made telling stories, uses Qabalic rituals on his birthday to help his friends walk up the Tree of Life, was a memetic assassin (it was a corgi), maintains a clutch of Monsters, saw a man cut in half while working as a breakman on the railroad, beat the Devil in a game of riddles, fell asleep in a goth club, plays drums (but not well), was healed by Harlan Ellison, met and talked to characters he created, and wrote this bio. And it’s all true. A son of the West, David Larkins spent his childhood in Santa Fe, New Mexico, lived in various places in California for 20 years, then returned to the land of his birth over a decade ago. Growing up in a surrealist artist’s household gave him an early appreciation for all things geeky, and he discovered role-playing games at the Golden Age of Eleven-and-a-Half. In 2015 he left behind a career in librarianship to pursue working full-time in the tabletop gaming industry. He currently works for Chaosium as the line editor for the Pendragon RPG, and has written for all of Chaosium’s current major game lines.
144 CHAPTER 2 | The sertepe Alliance