


Nations of Theah
Series · 6 books · 1999-2002
Books in series

#1
The Pirate Nations
2000
The first of eight "Nations of Théah" sourcebooks for the 7th Sea roleplaying game.
Includes information on the nautical factions of Théah, maps and descriptions of port towns, and extra rules for creating pirate characters.
Many of the factions and characters described in the book correspond to those in the 7th Sea collectible card game.
From the back of the book:
"When do we go home? We are home."
~ Bloody Bonnie McGee, bosun of the Black Dawn
No men are as free as the sons of the sea. The pirates of Theah are not bound by nationality or religion, only a desire for adventure...and profit. Theah's kings and queens may rule the land, but freedom rules the waves.
The Pirate Nations includes:
Maps and descriptions of three pirate locales
Statistics and descriptions for all of Theah's pirate factions
A complete sailor sourcebook

#2
Avalon
1999
The second of eight "Nations of Théah" sourcebooks for the 7th Sea roleplaying game.
"You don't live the story on the Glamour Isles. The story lives you."
- Derwyddon
There is a land where the heroes of legend never died. Where magic permeates the very soil of the ground. Where eldritch creatures stalk the countryside, and where three kingdoms emerged from six centuries of bloodshed to challenge the greatest powers in Theah. Welcome to Avalon, where your fondest dreams - and worst nightmares - come true.
The Avalon sourcebook includes:
\* Isles, complete with history, background information, and prominent personalities.
\* An extensive discussion on the enigmatic Sidhe, including a system for creating Sidhe Heroes.
\* A wealth of new rules: fighting schools, new Glamour Knacks, Druid magic, and the elite order of Elain's Knights.
\* Descriptions of the Isles' most terrifying monsters, a two-page map of the Avalon capital, and more!

#3
Montaigne
2002
The third of eight "Nations of Théah" sourcebooks for the 7th Sea roleplaying game.
Includes detailed descriptions of the geography and political factions of the nation of Montaigne, as well as extra rules for character creation.
From back of the book:
"When the sun sets, the land will run red with blood."
- Lady Jamais Sices du Sices
This is truly a golden age. Montaigne stands on top of the world, and no one can challenge her authority. The limitless gold that pours from the Empereur’s coffers fuels the war against Castille - a war which can only end in victory for Montaigne, and the destruction of the Empereur’s most bitter enemy, the Church itself. Beneath the surface, however, dark forces have begun to stir, and the voices of a thousand spirits cry out for vengeance!
The Montaigne sourcebook includes:
• Information on the fifteen provinces of the Empire of the Sun King,
complete with history, background information, and prominent personalities.
• Tips on playing the most dangerous game of them all - courtly intrigue.
• A wealth of new rules: fighting schools, new uses for Porté, Montaigne
Puzzle Swords, and L’Empereur’s Musketeers.
• Descriptions of the native ghosts and spectres, a two-page map of the
Montaigne capital, and more!

#4
Eisen
2000
The fourth of eight "Nations of Théah" sourcebooks for the 7th Sea roleplaying game.
Includes detailed descriptions of the geography and political factions of the nation of Eisen, as well as extra rules for character creation.
From the back of the book:
"War is my homeland, armor my house, and fighting my life."
- Eisen Saying
Once the mightiest military power in Theah, Eisen has been decimated by the thirty-year War of the Cross, leaving the survivors behind to pick up the pieces and bury the dead. Disease and famine continue to ravage the countryside, while the divided Iron Princes argue among themselves. Worse yet, the death of so many has attracted the attention of horrors thought destroyed centuries ago. Eisen desperately needs a hero ~ someone capable of reuniting the nation before it's too late.
The Eisen sourcebook includes:
Information on the seven Konigreichen of the Iron Princes, complete with history, background information, and prominent personalities.
Advanced rules for Eisen's favorite pastime ~ war.
A wealth of new rules: six fighting schools, new dracheneisen items, and the Nibelungen, a secretive order of dracheneisen smiths.
Descriptions of some of the deadliest creatures in all of Theah: The Schattenmann, the mighty drachen, and more!

#6
Vodacce
2000
Vodacce is a lady who hides her steel claws within a velvet glove. Her daughters, mistresses pf destiny and weavers of the future, direct their subtle manipulations beneath the notice of the seven merchant Princes and hide their power behind veils and webs. Within her borders lies the ancient city of Numa, a rotting husk within the trappings of the Vaticine Church, surrounded by lost relics of a former age. Gently rising from arched spires and impossible towers, the islands of the Princes maintain complete power over its mainland, controlling their noble families with an iron grasp. Courtesans, beautiful and glittering, dance for the nobility behind jewelled masks while dark shadows conceal Fate Witches and their skeins. While the men war for control of Vodacce’s wealth and power, the women fight a battle of a different sort - against the very destiny they seek to control. The most dangerous country in Theah hides behind a pleasing smile.
The Vodacce sourcebook includes:
-A complete history of the country, from the early days within the Empire of Numa to the present, and complete descriptions of the seven Princes and their noble families.
-Detailed descriptions of the land, its people and their culture - including the life of a courtesan, the Vodacce ideal of honour, and backgrounds for those who choose to serve the Seven Princes.
-New rules for Vodacce Heroes: family backgrounds, fighting schools, Sorte abilities, new skills and advantages, and a unique courtesan’s fighting style.
-A special section on women in Vodacce, from the Fate Witches and courtesans to the Senzavista, women born into the nobility without the gifts of Sorte.

#7
Ussura
2001
The seventh of eight "Nations of Théah" sourcebooks for the 7th Sea roleplaying game.
Primal forests cover mile after mile of landscape, stretching through barren plains and snow-swept mountains. The country of Ussura is a raging bear, ruled by a white-haired beast and guarded by pacts of blood. Her church defies the Vaticine, and her people call for strength from an ancient goddess deep within their shifting lands. Uncounted legends lie within her borders, hidden beneath ice and snow. She has many secrets—ancient ruins undisturbed since the dawn of time, walls of fire that tower over a man’s head, and animals that race through the night laughing at the simpleness of man. Ussura is untamed, but she is not unaware. She dares to educate her peasants, commands no standing army, and relies on the tremendous power of Matushka, an immortal being that defies definition and fiercely protects the nation she calls home. The Vaticine cannot control her. Montegue cannot conquer her. Where will you stand when the snows fall?
The Ussura sourcebook includes:
• A lengthy history of the country, as well as the five ancestral kingdoms which comprise her borders.
• Complete descriptions of the land, its people, and their culture, from the wild horsemen of the east to
the fierce guerrilla fighters of the west.
• New details on Matushka, the tragic tale of Gaius Ilya, and comprehensive information on the
Ussuran Orthodox church.
• New rules for Ussuran Heroes: unique skills and abilities, an axeman’s fighting school, and expanded
details on the shape-shifting magic of Pyeryem.
• Rules and background for the Fhideli, Ussuran gypsies who call no man their master.