7th Sea: A Great Star Falls – Nations of Théah

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7th Sea: A Great Star Falls | System | Character Creation | Skills | Fighting Schools | Magic (GlamourLaerdomPyeryem) | Advantages | Arcana

Nations (AvalonCastilleEisenMontaigneUssuraVesten/VendelVodacce) | Religions | Organisations and Societies | Character List | Interludes


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Though many different nations, empires, and tribal societies have existed in Théah across its history, currently there are nine major nations that divide the continent between them. Seven of these, generally referred to as the western nations, make up the setting of 7th Sea: A Great Star Falls. Player characters can be from any of these nations, details of which can be found below. There are two other nations, which are shown on the map but will not be part of the main game:

The Empire of the Crescent Moon, located east of Vodacce and south of Ussura, is enormously wealthy and stable. It is the sole supplier of Kaffe (coffee) for the entire continent. No major organisation, public or secret, has been able to get a foothold in this land, and currently contact with the barbarian western nations is forbidden except for the purposes of trade.

Cathay has been closed to travellers from the western nations of Théah since the days of the Numan Empire. Most of what is known about Cathay is through old texts, legends, and third-hand interpretations of second-hand accounts from those few in the Crescent Moon empire who will talk about their travels there.

Avalon

A land closer to myths and legends sometimes than it is to reality. Though it represents itself as a single nation, Avalon is better understood as three nations united under a single Queen: Avalon itself, the Highland Marches, and Inismore. The islands of Avalon maintain a friendly relationship with the Sidhe, a group of powerful magical beings that predate humanity, and from whom Avalonians received their native magic - Glamour - and a mystical artifact known as the Graal.

In recent history, the three nations erupted into a civil war following the death of the previous Queen, "Iron" Margaret. This war was swiftly resolved with the arrival of the new Queen, Elaine, bearing the Graal, which had been lost for over six hundred years. The leaders of the Highland Marches and Inismore swore fealty to her within days of her arrival, and since her coronation Avalon has entered an age of prosperity and security, and now stands as a leader in Théan politics.

Leader: Queen Elaine
Capital City: Carleon
Major Cities: Luthon, Tara, Kirkwall
Major Religions: The Church of Avalon, Druidism, The Vaticine Church of the Prophets, Objectionism
Magic: Glamour

Castille

Castille is a land of deep traditions, and powerful upheavals. The nation contains two seats of power: the first is its secular capital of San Cristobal; the second is the religious capital of the Church of the Prophets, the Vaticine City. The nation follows the Church of the Prophets by default, and is particularly hostile to the Objectionist faith.

In the aftermath of the Hierophant of the Church's death, the Inquisition has begun to fill the power vacuum and is persecuting “heresy” wherever it finds it. Combined with the massive losses suffered by the Castillan military after a failed invasion of Avalon, the death of the previous High King, and the disappearance of his true heir, Castille was ill-prepared for an invasion launched against them by Montaigne, and currently nearly half of the nation is occupied by Montaigne forces.

Leader: High King Salvador Bejarano de Sandoval
Capital City: San Cristobal
Major Cities: Vaticine City, San Augustin, Altamira
Major Religion: The Vaticine Church of the Prophets
Magic: El Fuego Adentro (Pact sorcery, extinct)

Eisen

The seven Königreichen of Eisen – small, allied kingdoms – are all that remain of a nation that was once mighty and unified. A decades-long civil war, the War of the Cross, ended with the suicide of the Imperator and the fracturing of the country. The Eisenfürsten now lead the various regions, and work together to present a unified Eisen front to the rest of Théah. As the conflict was sparked in part by the divide between Vaticine and Objectionist beliefs, there are still deep religious rifts among the people.

Eisen is a land of mystery and danger, but also of great wonders. The material Dracheneisen is found only here, and the forging of this material is a long-kept secret. As the original magic bound to the land, Zerstorung, is so long extinct that most have forgotten what it even did, the people view Dracheneisen as a magic that comes from their own two hands.

Leaders: The Eisenfürsten
Capital Cities of the Kӧnigreichen: Seeufer, Freiburg, Atemlos, Insel, Stahlfort, Siegsburg, Gottkirchen
Major Religions: The Vaticine Church of the Prophets, Objectionism
Magic: Zerstorung (Pact sorcery, extinct)

Montaigne

The centre of art, fashion, and culture in Théah – and also an expansionist power threatening the borders of many nations. The sorcerors of Montaigne had long hidden the existence of their powers, fearing excommunication or death at the hands of the Vaticine Church. Once l'Empereur Leon revealed his Porte sorcery publicly, and survived the assault by Castille forces on his capital, he invited the Hierophant of the Vaticine Church to discuss peaceful solutions. The Hierophant died mysteriously of plague, and threw the Church into disarray.

Montaigne is currently occupied in two different wars: one with Castille to 'liberate' it from the Vaticine Church, and another with Ussura. The strain of maintaining the land it has annexed, pressing further into Castille, and trying to maintain a foothold in an incredibly hostile Ussuran environment. The nations of Théah are all watching Montaigne carefully to see what their next move will be.

Leader: Empereur Leon Alexandre du Montaigne
Capital City: Charouse
Major Cities: Paix, Arisent, Echine
Major Religions: Objectionism
Magic: Porte (Pact sorcery)

Ussura

Easily the largest of the western Théan nations, the majority of Ussuran land actually lies on the eastern half of the continent. Its sheer size means that Ussura has a wide variety of natural environments, from giant taigas to warm hilly regions. The country is divided into five main regions, or Douma: Gallenia, Molhyna, Rurik, Somojez, and Veche.

Ussura has a deep connection with the ancient Matushka, a being of great power who protects the land and bestows both the magic of the land Pyeryem and selects the leader of the nation, known as the Gaius. She has also turned the elements against the Montaigne invaders to protect her people, but the invasion has yet to be turned back fully.

Leader: Gaius Ilya Sladivgorod Nikolovich
Capital City: Pavtlow
Major Cities: Breslau, Sladivgorod, Ekaternava, Siev, St. Andresgorod
Major Religions: Ussuran Orthodox Church, Vaticine Church of the Prophets, Objectionism

Vestenmannavnjar and Vendel

Though the inhabitants of this island nation are originally from the same people, there has been a shift in the past few centuries that means the populace is split between the traditional Vesten population and the new Vendel nation. The Vesten are a warrior culture, steeped in mythology and tradition, and the native magic of the land Laerdom. In recent years they have retreated from the political stage, and live quietly in isolation, believing that their lack of a divinely-ordained High King spells doom for the world.

The Vendel, however, are a major power in Théan politics. They were originally the merchant class of the Vesten people, but their increasing trade with other nations alienated them from the Vesten. Taking a new name for themselves, they began to build cities, and became a major trade power. Their most recent development is the guilder – a unit of paper currency that may change the face of trade in Théah.

Leaders: The Vendel League
Capital City: Kirk
Major Cities: Eskilstuna, Vasteras
Major Religions: Living Mythology, Vaticine Church of the Prophets, Objectionism
Magic: Laerdom

Vodacce

Vodacce is a land of great prosperity, and even greater political intrigue. Once the core of the ancient Numan Empire, Vodacce was more recently the starting point of a Renaissance that spread innovation across Théah and cemented the nation as a major economic and political power. However infighting between the leaders of its provinces, the Seven Princes, has prevented the nation from ever gaining dominance over other nations.

While Castille is the home of the Vaticine Church, the former Imperial capital of Numa has special protection from the Princes and is considered sacred land under the control of the Church. Despite the Church's strong presence, Vodacce is also the only nation where sorcery has continued to be practiced – few would dare to interfere with the power of the Sorte strega who manipulate fate across the land.

Leaders: The Seven Princes
Capital Cities of the Provinces: Chiarisa, Reinascienza, Fontaine, Sant'Andrea, Porta Serafina, Emelia, Mount Olimpia
Major Religions: Vaticine Church of the Prophets, Objectionism
Magic: Sorte (Pact sorcery)