7th Sea: Crescent Empire is a role playing game supplement published by Chaosium Inc. (originally published by John Wick Presents) for use with 7th Sea Second Edition. This is a regional supplement that describes a new area with new character options.
The supplement is available from DriveThruRPG for $19.99 although it was purchased at a greatly reduced price as part of a special bundle. There are three PDFs in the supplement; a high resolution PDF, a low resolution PDF and a single page map of the region. The supplement is also available in printed form from sites such as Amazon. The PDF has 211 pages, with two being the front and rear covers, two being the front matter, note from the author and thanks, one being the Table of Contents, two pages the Index and Advantage List and one being a map of the region.
The Palace Insects is an opening piece of not exactly fiction; more like an educational poem.
The Introduction states that the Empire sits between Cathay and gives a couple of paragraphs on each of the four major nations and a city state. Geography briefly explains the geography of the area and there is also a section explaining that whilst the Crescent Empire might be inspired by a real life area and religions, and giving which areas and religions these are, it is not a treatise or a commentary on the area. In other words, it isn’t intended to be accurate. A Lexicon ends the section, providing a brief list of certain terms.
Chapter 1: The State of the Empire starts with a bit of in-universe fiction related to the current state. It gives a history of the empire as a whole – the nations are also covered separately – and empire-wide matters such as society, education, commerce, healthcare, poetry, which is much more important in the Crescent Empire and explains why the opening fiction was in a poetic form, crafts, architecture, faith, including some details of the Second Prophet, as well as on the other religions found in the empire. There are details on the empire’s government, military and law and civility and honour. The final parts of this chapter cover monsters, the different types of jinn, new monster qualities and other notable creatures.
Chapter 2: Anatol Ayh is the first of the constituent countries of the Crescent Empire to be more fully described. It starts with the current Sultana and Empress, and some of the political problems she faces, before continuing with the country’s history. The Royal Court, which includes the bureaucracies that run the country and the military, follows next, followed by the recent reforms the current Sultana has done, reforms that are not popular with every faction. Religion, culture and customs, names and a grouping of dangerous people who associate themselves with wolves. Several important or interesting places in the country follow, the country’s relations with others in the empire and four important people, two who would appear to be Heroes and two Villains, each of whom has adventure hooks.
Chapter 3: Ashur covers the small, effectively independent, city-state of Ashur. Inhabited by Orthodox zealots and Dinist heretics, the realm is protected by the Assassins. Those who think to attack get warnings. It starts with the country’s history, how it was found by the followers of Yeshu, conquest by the Anatoli and its later independence. The government is based on compromise, as the country is inhabited by people who often don’t like each other but manage to put aside this for mutual benefit. Religion is an important part of Ashur, but it is dominated by the Orthodox and Dinists. Various classes of Ashurites are covered, with the villagers sometimes venturing into religious crazy territory – being extremely dedicated is a plus in Ashur – and culture, customs and names. Various important places are mentioned, mainly the sole “city” of Ashur, which is a cave complex, the Green Mountain of the assassins and the First Cathedral, and relations with the various nations of the empire. Again, there are four important people laid out in the same manner.
Chapter 4: Persis starts with an overview of the current situation with Persis and the empress; the current Shah loved the Empresses’ brother and is none to happy about the recent changes and, indeed, is not exactly obeying them all. A history of Persis, which was founded by a Katabic lord seduced by an arch-devil, who ruled the country until he was overthrown (but not killed; he had become immortal and still lives). Persis became the home of the largest empire seen on Terra since the Aztlán, Haxāmanišiya, which was eventually conquered by Iskander. Iskander’s empire dissolved on his death and Anatol Ayh invaded Persis, but were driven out and eventually replaced by the Khanate. A new leader established the current dynasty, but Persis eventually surrendered to the Crescent Empire. The country’s culture and customs, including the recently dissolved caste system, follow, with details on the economy, family, clothing, names and military. There is a section on the current politics, for Persis is home to several groups who object to the current leadership, or membership in the empire, or both, then various places of interest. Relations with other countries of the empire are next and finally there are again two Heroes and two Villains.
Chapter 5: Sarmion starts, as usual, with the current situation, including how the country suffered during the recent conflict, losing its capital and having a curse cast on it by the shah of Persis, which resulted in nearly half of the tribes disappearing. The country’s history follows; over the years, Sarmion has been invaded or conquered by different nations. After this is the government and military, followed by religion; there are several different religions in the country. Next are the culture and customs, followed by typical names. Several of the more important Yachidi and Ishmali tribes are given an overview. This is followed by notable locations and, as usual, two Heroes and two Villains.
Chapter 6: Tribes of the 8th Sea covers the final nation. The Eighth Sea covers a huge amount of the Crescent Empire, and the tribes are needed to cross it. The chapter starts with the current situation, which is in a bit of turmoil, as one of the tribes has been forced out of its lands by a huge sand serpent that took offence to them. This is creating turmoil. Plus, one of the tribes may have the former emperor amongst them. This is followed by the history of the region, which used to be far more fertile and inhabitable, and the effect a new faith had on it. The nation’s government, religion, cultures and customs and names. The three largest tribes are also detailed, followed by places of interest, relations with other nations in the empire and two Heroes and two Villains.
Chapter 7: Adventuring in the Empire starts with Making a Hero. This is identical to the process from the Core Rulebook, although there are new backgrounds available, some specific to nations, new advantages and different types of sorcery, which are covered later. Some of the character creation process uses new material; much of it uses that from the Core Rulebook.
Sorcery starts with Art of the Second Prophet. Those using this art use Wonders to do so. There are Miracles they can perform without having their Wonder to hand, and seven different Paths, each of which has three different abilities. New Paths can be taken after one is completed, which adds a Wonder and new Miracles. Chozeh is the next form of sorcery, and comes from Sarmion. There are twelve promises, divided into four sets, and each promise can be activated by an Amulet or a Script, the latter written on the skin. The effects of each promise differs depending on whether an Amulet or Script is used.
Khahesh-ahura is the sorcery of Persis and involves using the legacy of the archangels of legend. There are twelve angels, which are described, and each practitioner can use one Rare Legacy and up to ten Common. Using this sorcery is not subtle, as the user is given wings appropriate to the angel. There is rumoured to be a thirteenth angel, using which doesn’t result in the appearance of wings.
Mithaq Alqadim is the sorcery of the 8h Sea, which came from the jinn. The different part of this is that it requires something called a thiqa, which is given to another. The holder of the thiqa has a great deal of influence over the sorcerer. Users of this sorcery have access to seven different Khidma, each of which has a minor and a major effect. The major effects require the cooperation of the holder of the thiqa.
Nawaru is the final school of sorcery, and this is the one used by the Assassins. The collar Assassins wear is what grants them this ability, and it can be gifted to another with the collar. There are different turru, which are light-based, eight Minor, six Major and three Advanced. Some of these are rather powerful.
Games Amidst the Moon and Stars has some details on the differences in gaming in the region of the Crescent Empire; for one thing, even though the separate nations may be at odds with each other, they are still united against outside forces. Rulers will still do things they consider will benefit their people, even if it comes from a source they hate. Mass Combat has rules for battles between larger forces; each side has a general, which is probably either a Hero or a Villain, and individual Heroes may fight solo or join one of the units.
Kavita is a type of duelling, but one that uses poetry. It’s suggested if players can come up with their own poetry, they should receive a reward for it. Kavita also has different styles which confer different advantages and there is a master of each type of style described.
Finally, there is a section on normal duelling, which has a judicial variant, used to settle disputes, and a more normal type. Several different duelling styles are also covered.
The Appendix is simply the Index, Advantage List and map.
7th Sea: Crescent Empire in Review
The PDF is moderately well bookmarked, with major sections linked. The Table of Contents is to a similar level of depth and is also hyperlinked. The Index is not hyperlinked and covers a bit more. Navigation is okay, but it could be better. The text maintains a two column colour format and appeared to be largely free of error. There are a lot of illustrations, up to two page spreads, that look as if they are custom. Presentation is very good.
The majority of the supplement is taken up by describing the various nations of the Crescent Empire, a region that has a different feel to that of Théah, as it is a largely unified empire, rather than a disparate collection of nations. Perhaps more of the book describes the countries than the Core Rulebook does for Théah, so there is more detail on them. There are some new game options, with new advantages, but the primary difference is with the new types of sorcery. Duelling is similar, although poetry duelling is new, and then there are the mass combat rules. Which are a little odd in places; underdogs don’t really get a benefit from being outnumbered badly in real life, they tend to get crushed.
Most of this is, as mentioned, a regional supplement, with new options given to characters as it is a different region. The Core Rulebook is essential for using this supplement as it simply doesn’t cover the game mechanics and character creation found in that. This is an additional supplement, not an alternative core, and that should be remembered. What this does do is allow a game of 7th Sea Second Edition to be played in a rather different feel to how the Core Rulebook allows. 7th Sea: Crescent Empire covers an interesting new region and it can be found by clicking here.
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