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* UsefulNotes/TheLongitudeProblem: Montaigne solved this a long time ago, thanks to Porte allowing them to have access to clocks without having to bring one onboard. As such, their charts are significantly better than the rest of the world's.



** Captain Reis, the pirate depicted in red on the page image above, is intended for use as a plot device by the DM to either make the [=PCs=] run away, or die. In melee, he is essentially unstoppable, since his weapon ignores any kind of armor and slices through even Dracheneisen with trivial ease (meaning you can't parry either). However, if you manage to shoot him in the head and burn all your drama UsefulNotes/{{dice}} for extra damage (whether via an ability, or via extra Raises that become damage), he ''will'' go down, since you can't block bullets and he doesn't wear armor.

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** Captain Reis, the pirate depicted in red on the page image above, is intended for use as a plot device by the DM to either make the [=PCs=] run away, or die. In melee, he is essentially unstoppable, since his weapon ignores any kind of armor and slices through even Dracheneisen with trivial ease (meaning you can't parry either). However, if you manage to shoot him in the head and burn all your drama UsefulNotes/{{dice}} MediaNotes/{{dice}} for extra damage (whether via an ability, or via extra Raises that become damage), he ''will'' go down, since you can't block bullets and he doesn't wear armor.
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Trope was cut/disambiguated due to cleanup


** Avalon is the stand-in for England, although the Arthurian-style musketeer knights and [[TheFairFolk Sidhe]] are a twist. Together with Inismore (not-Ireland) and the Highland Marches (not-Scotland), they form a united kingdom known as the Glamour Isles, ruled by Queen Elaine of Avalon. The Glamour Isles are a rising force in Theah, having recently defeated the Castille armada and broken with the Vactine Church. Notably home to the [[ArcherArchetype Goodfellow archery school]], the [[CarryABigStick Peeke school of quarterstaff fighting]], and the Donovan swashbuckling school (they actually use swords and bucklers, fitting the name). Inismore is home to the Finnegan school of unarmed drunken boxing, and the Highland Marches has the [=MacDonald=] [[{{BFS}} claymore]] school.

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** Avalon is the stand-in for England, although the Arthurian-style musketeer knights and [[TheFairFolk Sidhe]] are a twist. Together with Inismore (not-Ireland) and the Highland Marches (not-Scotland), they form a united kingdom known as the Glamour Isles, ruled by Queen Elaine of Avalon. The Glamour Isles are a rising force in Theah, having recently defeated the Castille armada and broken with the Vactine Church. Notably home to the [[ArcherArchetype Goodfellow archery school]], school, the [[CarryABigStick Peeke school of quarterstaff fighting]], and the Donovan swashbuckling school (they actually use swords and bucklers, fitting the name). Inismore is home to the Finnegan school of unarmed drunken boxing, and the Highland Marches has the [=MacDonald=] [[{{BFS}} claymore]] school.

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Added example(s)


* OurMagesAreDifferent: Both from the [[WizardClassic usual template]] and from each other. Sorcery is hereditary, and each nation has its own version.
** Avalon has Glamour, magic that gains its power from great stories. A Glamour Mage chooses a story for each Trait, gaining power from their connection to it. A Glamour Mage 's ''own'' story also has power. The "reputation dice that characters can normally only use to influence social situations become full fledged Drama Dice for Glamour Mages, which is important because most of their powers require spending Drama.

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* OurMagesAreDifferent: Both from the [[WizardClassic usual template]] and from each other. Sorcery is hereditary, and each nation has its own version.
version. In Mainland Théah, the main forms of sorcery are:
** Avalon Avalon:
*** First edition
has Glamour, magic that gains its power from great stories. A Glamour Mage chooses a story for each Trait, gaining power from their connection to it. A Glamour Mage 's ''own'' story also has power. The "reputation dice that characters can normally only use to influence social situations become full fledged Drama Dice for Glamour Mages, which is important because most of their powers require spending Drama.Drama.
*** Second edition shifts this slightly to the Knights of Avalon. A character that takes this trait takes the mantle of one of the historical King Arthur-esque knights. They are bound to seven Gesa, but in return, they get access to the Glamours connected to the traits of the knight whose mantle they take up. If they break a Gesa once, their powers are still functional but they can feel their power slipping away; break a Gesa again when their mantle is in jeopardy and they lose their powers unless and until they seek out another Knight to atone.



** The Vesten sorcery involves the inscription of powerful Runes. Basic understanding allows Runes to be invoked by drawing them (even in the air). Journeymen can inscribe Rune Weapons, making powerful magic swords. Masters ''become'' a Rune, inscribing it in their skin and making its effect a permanent part of themselves. Unless they're Vendel, in which case their abandonment of tradition means that no Rune is willing to live in them.
** The Eisen Sorcery is extinct. Written up in a later book, it allowed Mages to use their power to corrode and rust metal. It truly ''is'' extinct because the rules as written don't actually work (one of the Knacks gives a bonus to rolls with a different Knack...that doesn't roll dice). The Core Book costs Dracheneisen Armor as a clear substitute.

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** Vesten:
***
The Vesten sorcery involves the inscription of powerful Runes. Basic understanding allows Runes to be invoked by drawing them (even in the air). Journeymen can inscribe Rune Weapons, making powerful magic swords. Masters ''become'' a Rune, inscribing it in their skin and making its effect a permanent part of themselves. Unless they're Vendel, in which case their abandonment of tradition means that no Rune is willing to live in them.
*** In second edition, the magic is named Galdr, and is described as not quite lost, but hard to find. It still revolves around runes, but this time, the runes can be inscribed on tablets or scribbled into the dirt and destroyed to release their power. Practitioners, named vala, are cautioned that as Galdr is a magic of balance, anything you use a rune for will come back to haunt you. Using a rune for love will cause heartbreak later, for example.
** The Eisen:
*** In first edition, the
Eisen Sorcery is extinct. Written up in a later book, it allowed Mages to use their power to corrode and rust metal. It truly ''is'' extinct because the rules as written don't actually work (one of the Knacks gives a bonus to rolls with a different Knack...that doesn't roll dice). The Core Book costs Dracheneisen Armor as a clear substitute.



** Ussuran Mages can gain the ability to commune with animals and take their forms. Initiates can shapeshift into any animal that has consented to let them take its form. Journeymen can partially shapeshift, augmenting their human form with animal aspects. Masters do not need to shapeshift, and can call on the strengths of their animal allies without shapeshifting, including things like slashing with invisible claws.
** Vodacce mages can see the strands of fate linking people and circumstance with their Sorte magic. Mastery allows greater control over the strands, including the ability to sever them completely. Unlike the other Sorceries, Sorte only manifests in females.

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** Ussura:
*** In first edition,
Ussuran Mages can gain the ability to commune with animals and take their forms. Initiates can shapeshift into any animal that has consented to let them take its form. Journeymen can partially shapeshift, augmenting their human form with animal aspects. Masters do not need to shapeshift, and can call on the strengths of their animal allies without shapeshifting, including things like slashing with invisible claws.
*** In second edition, this takes the form of Mother's Touch, Dar Matushki. Matushka, a grandmotherly figure, gives them a Lesson they must learn, which includes two Gifts and one Restriction per sorcery level. Examples of gifts include being able to mend items by touching them, being able to command animals, or illuminating an area around you. Restrictions are made up of a Limit (for example, always offering aid to someone in need), and a Penance associated with it (aiding someone who has wronged you). If you break your limit, your gift vanishes until you do penance.
*** Second edition also brings a different magic tradition, Tura's Touch, and Matushka's SpearCounterpart and nemesis Tura. While Matushka's powers control animals and the land, Tura controls the sky and the weather. Rather than restrictions, Tura brings Freedom and Responsibility. A character will gain two Gifts and a Task in return, which takes the form of a special Story. The Task can be anything, from travelling to a town and sharing a story about Tura, to discovering how a specific healer came to a city. While some people say Tura is kinder than Matushka, he mainly dislikes her methods, not her price, so he may ask just as much of a player character.
** Vodacce mages can see the strands of fate linking people and circumstance with their Sorte magic. Mastery allows greater control over the strands, including the ability to sever them completely. Unlike the other Sorceries, Sorte only manifests in females. In second edition, this is retooled slightly. A Sorte Strega can Read another character's Arcana (major character trait and character flaw) and activate either one, she can grant blessings (extra dice) or curses (removing dice), and she can pull other characters towards her by pulling on their strings of fate. However, Fate doesn't enjoy being toyed with, and doing one of these will give the Strega Lashes, which the GM can use by not allowing a Strega with Lashes to use dice that rolled equal to or lower than her number of lashes. Lashes can be paid by either taking a number of Wounds equal to the amount of Lashes, or by granting the GM Danger Points to raise the stakes in a conflict. There are stories of untrained Strega accidentally calling ruin upon entire towns by being unaware of using their gift until Fate came calling.
** In second edition, Samartia gains a magical tradition called Sanderis, meaning bargain. It's heavily inspired by DealWithTheDevil, in the form of a binding contract between a powerful malignant creature called a dievas and a human, henceforth referred to as a losejas. The goal of a losejas is to learn their dievai's TrueName so they can destroy it; the purpose of a dievas is to corrupt the losejas into a Villain. In gameplay, this translates to the losejas being able to ask for Favors, Minor and Major. Dievai are obligated to grant Minor Favors and can always grant Major Favors, but they ''will'' be demanding a favor back from their losejas, and the greater the Favor, the greater the price will be.
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* AnchoredTeleportation: How Porté magic works in second edition. A sorcier can place a drop of their blood on an object and concentrate, placing a Mark on it. A Major Mark allows the sorcier to Walk to that object.
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*** Second Edition adds ''Hexenwerk,'' the ability to craft Witches' Brew-like Ungents from herbs, poisons, and parts from corpses(usually fresh ones!) that are typically best used to deal with the undead. Needless to say, using it without sliding into villainy can be a challenge.
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In 2015, John Wick Presents, run by John Wick, part of the original development team for ''7th Sea'', bought the publishing rights from AEG. They announced plans for a second edition that would reboot the game, changing up the system and setting, making some changes to the established countries, and expanding the ''7th Sea'' world, now named Terra - Aztlan (Central/South America), Wabanahkik (North America), and Ifri (Africa) were added to the world map, and the Sarmatian Commonwealth (the UsefulNotes/PolishLithuanianCommonwealth) was added to the map of Théah.

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In 2015, John Wick Presents, run by John Wick, part of the original development team for ''7th Sea'', Sea''[[note]]not [[Franchise/JohnWick that guy]][[/note]], bought the publishing rights from AEG. They announced plans for a second edition that would reboot the game, changing up the system and setting, making some changes to the established countries, and expanding the ''7th Sea'' world, now named Terra - Aztlan (Central/South America), Wabanahkik (North America), and Ifri (Africa) were added to the world map, and the Sarmatian Commonwealth (the UsefulNotes/PolishLithuanianCommonwealth) was added to the map of Théah.
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* NoCampaignForTheWicked: If your reputation falls too low, you become an NPC villain.
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Dark Chick has been disambiguated


* DarkChick: Dalia after turning undead and joining the Black Freighter. (Granted she was already pretty villainous as a Corsair...)
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Blade On A Stick has been disambiguated


* BladeOnAStick: The boar spear is a popular Eisen weapon, and even has its own swordsman school.
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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


** Castille is the Spain stand-in, suffering from its recent post-armada calamity and the brutality of their version of the Reconquista. Castille's culture is advanced and tolerant and its current king is kind but terribly inexperienced, squeezed like a vice by the Inquisition and the looming threat of its neighbour Montaigne. Castille is home to many fencing schools which use the fencing sword, like [[StoneWall Gallegos]], [[CloakOfDefense Torres]] and [[DualWielding Soldano]], but they also have the notable Zepeda school which teaches the [[WhipItGood bullwhip]].

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** Castille is the Spain stand-in, suffering from its recent post-armada calamity and the brutality of their version of the Reconquista. Castille's culture is advanced and tolerant and its current king is kind but terribly inexperienced, squeezed like a vice by the Inquisition and the looming threat of its neighbour Montaigne. Castille is home to many fencing schools which use the fencing sword, like [[StoneWall Gallegos]], [[CloakOfDefense Torres]] and [[DualWielding Soldano]], but they also have the notable Zepeda school which teaches the [[WhipItGood bullwhip]].bullwhip.
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* RichIdiotWithNoDayJob: A common way for noble heroes to go out and do things which may lose them face at court. [[spoiler: [[WesternAnimation/PhineasAndFerb Phineas Flynn]], the highwayman of Avalon, fits this well too.]]
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** Avalon is the stand-in for England, although the Arthurian-style musketeer knights and [[TheFairFolk Sidhe]] are a twist. Together with Inismore (not-Ireland) and the Highland Marches (not-Scotland), they form a united kingdom known as the Glamour Isles, ruled by Queen Elaine of Avalon. The Glamour Isles are a rising force in Theah, having recently defeated the Castille armada and broken with the Vactine Church. Notably home to the [[ArcherArchetype Goodfellow archery school]], the [[CarryABigStick Peeke school of quarterstaff fighting]], and the Donovan swashbuckling school (they actually use swords and bucklers, fitting the name). Inismore is home to the Finnegan school of unarmed drunken boxing, and the Highland Marches has the MacDonald [[{{BFS}} claymore]] school.
** Castille is the Spain stand-in, suffering from its recent post-armada calamity and the brutality of their version of the Reconquista. Castille's culture is advanced and tolerant and its current king is kind but terribly inexperienced, squeezed like a vice by the Inquisition and the looming threat of its neighbour Montaigne. Castille is home to many fencing schools which use the fencing sword, like [[StoneWall Gallegos]], [[CloakOfDefence Torres]] and [[DualWielding Soldano]], but they also have the notable Zepeda school which teaches the [[WhipItGood bullwhip]].

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** Avalon is the stand-in for England, although the Arthurian-style musketeer knights and [[TheFairFolk Sidhe]] are a twist. Together with Inismore (not-Ireland) and the Highland Marches (not-Scotland), they form a united kingdom known as the Glamour Isles, ruled by Queen Elaine of Avalon. The Glamour Isles are a rising force in Theah, having recently defeated the Castille armada and broken with the Vactine Church. Notably home to the [[ArcherArchetype Goodfellow archery school]], the [[CarryABigStick Peeke school of quarterstaff fighting]], and the Donovan swashbuckling school (they actually use swords and bucklers, fitting the name). Inismore is home to the Finnegan school of unarmed drunken boxing, and the Highland Marches has the MacDonald [=MacDonald=] [[{{BFS}} claymore]] school.
** Castille is the Spain stand-in, suffering from its recent post-armada calamity and the brutality of their version of the Reconquista. Castille's culture is advanced and tolerant and its current king is kind but terribly inexperienced, squeezed like a vice by the Inquisition and the looming threat of its neighbour Montaigne. Castille is home to many fencing schools which use the fencing sword, like [[StoneWall Gallegos]], [[CloakOfDefence [[CloakOfDefense Torres]] and [[DualWielding Soldano]], but they also have the notable Zepeda school which teaches the [[WhipItGood bullwhip]].



** Eisen, a centrally-located land rebuilding from the ashes of a devastating conflict and split between various squabbling petty kingdoms and the ever-warring Vacitine and Objectionist factions, is a more monster-infested version of post-Thirty Years War Germany. [[HadToBeSharp War has made the people of Eisen hard and violent]], and the nation is home to many fighting schools including several based around the use of the [[PowerFist "Panzerhand", an iron gauntlet that can grab and shatter blades and crush bones]], as well as the obligatory [[{BFS}} zweihander]] schools and Gelingen, a non-combat school for studying and exploiting the weaknesses of monsters (turning you into a [[Franchise/TheWitcher pseudo-Witcher]]).

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** Eisen, a centrally-located land rebuilding from the ashes of a devastating conflict and split between various squabbling petty kingdoms and the ever-warring Vacitine and Objectionist factions, is a more monster-infested version of post-Thirty Years War Germany. [[HadToBeSharp War has made the people of Eisen hard and violent]], and the nation is home to many fighting schools including several based around the use of the [[PowerFist "Panzerhand", an iron gauntlet that can grab and shatter blades and crush bones]], as well as the obligatory [[{BFS}} zweihander]] zweihander greatsword schools and Gelingen, a non-combat school for studying and exploiting the weaknesses of monsters (turning you into a [[Franchise/TheWitcher pseudo-Witcher]]).
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** Avalon is the stand-in for England, although the Arthurian-style musketeer knights and [[TheFairFolk Sidhe]] are a twist. Together with Inismore (not-Ireland) and the Highland Marches (not-Scotland), they form a united kingdom known as the Glamour Isles, ruled by Queen Elaine of Avalon. The Glamour Isles are a rising force in Theah, having recently defeated the Castille armada and broken with the Vactine Church. Notably home to the [[ArcherArchetype Goodfellow archery school]], the [[CarryABigStick Peeke school of quarterstaff fighting]], and the Donovan swashbuckling school (they actually use swords and bucklers, fitting the name). Inismore is home to the Finnegan school of unarmed drunken boxing, and the Highland Marches has the MacDonald [[{{BFS}} claymore]] school.
** Castille is the Spain stand-in, suffering from its recent post-armada calamity and the brutality of their version of the Reconquista. Castille's culture is advanced and tolerant and its current king is kind but terribly inexperienced, squeezed like a vice by the Inquisition and the looming threat of its neighbour Montaigne. Castille is home to many fencing schools which use the fencing sword, like [[StoneWall Gallegos]], [[CloakOfDefence Torres]] and [[DualWielding Soldano]], but they also have the notable Zepeda school which teaches the [[WhipItGood bullwhip]].
** Cathay is ImperialChina, with a few Korean and Tibetan influences. It's a secretive country to the east hidden behind a gigantic magical wall of fire and nobody really knows much else about it.
** The Crescent Empire which lies in the immediate east is a civilized and cosmopolitan (if heathen) empire where coffee beans are the currency. It's the Ottoman Empire with some Persian and Arabic influences as well.
** Eisen, a centrally-located land rebuilding from the ashes of a devastating conflict and split between various squabbling petty kingdoms and the ever-warring Vacitine and Objectionist factions, is a more monster-infested version of post-Thirty Years War Germany. [[HadToBeSharp War has made the people of Eisen hard and violent]], and the nation is home to many fighting schools including several based around the use of the [[PowerFist "Panzerhand", an iron gauntlet that can grab and shatter blades and crush bones]], as well as the obligatory [[{BFS}} zweihander]] schools and Gelingen, a non-combat school for studying and exploiting the weaknesses of monsters (turning you into a [[Franchise/TheWitcher pseudo-Witcher]]).
** Montaigne is France before the French Revolution. It's even ruled by a "Empereur" named the Sun King, and he's a mad sorcerer who practices devil magic. There's a secret society named the Rilasciare who want to overthrow the monarchy and the church and deliver power to the people. There's a sourcebook for the first edition that deals with Montaigne's revolution, and the country is [[FromBadToWorse thrown into chaos]] as the Empereur fights to retain control and multiple secret societies with competing ideologies crawl out from the woodwork. Montaigne has a BadassArmy of musketeers and several schools that deal with DualWielding, including Boucher (two knives or daggers), Valroux (rapier and gauche dagger) and Gaulle (sword and triple dagger), as well as the Rois de Reines school of bayonet combat.
** The Sarmatian Commonwealth is a mixture of Czechoslovakia and the Polish-Lithuanian Commonwealth. It's a land of heroic horsemen who love democracy and glorious cavalry charges, and cynical traditionalists who make pacts with local deva spirits to gain magical power. Their king is even modelled on King John Sobieski.
** Ussura is a frigid and harsh land to the east, and fits as the Russia stand-in. Rather than being grim and cynical, the people are actually generally decent; it's their tsar Gaius who is the problem (think Ivan the Terrible). Known for their druidic shapeshifter magic, and for three fighting schools: the Bogatyr fighting school which teaches the use of the greataxe, the mounted archery and hunting-oriented Buslayevich school, and the really awesome bear-wrestling Dobrynya fighting school.
** Vendel and Vesten is an archipelago nation formed from an alliance of two cultures, the vaguely Dutch/Hanseatic-inspired Vendel and the Viking/Norwegian-inspired Vestenmannavnjar. The former traded in their axes and warlike culture to become merchantile explorers, and the latter stick to the GoodOldWays and practice rune magic. Home to several interesting fencing schools, including Swanson (using the SwordCane and [[CombatPragmatist underhanded moves]]), Halfdansson (a fighting school derived from fishermen self-defence techniques using the whaling harpoon), Larsen (a fighting style which combines a sword and a lantern to blind and confuse enemies and also [[GeoEffects using the immediate environment to your advantage]]) alongside more traditional Vesten schools like Leegstra (using a heavy naval axe and wrestling moves together) and Kjemper (using the longsword and a stout shield).
** Vodacce is a motley collection of city-states inspired by pre-unification Italy. Behind the pretty cities and scholarly workshops lies a bloodbath of feuding families and squabbling merchant princes, always looking to one-up each other. Their magic is tied to divination and weaving of fate, and only women can use it (men fear them as a result). There's a strong undercurrent of {{Combat Pragmatis|t}}m in Vodacce fighting schools; you have Ambrogia, a bastardized version of Valroux that combines the rapier and main gauche with trickery, Lucani which combines the traditional broadsword and pugilism, and the very badass Cappuntina school of gypsy knife-fighting, knife-throwing and acrobatics.
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* RichIdiotWithNoDayJob: A common way for noble heroes to go out and do things which may lose them face at court. [[spoiler: [[NamesTheSame Phineas]] [[WesternAnimation/PhineasAndFerb Flynn]], the highwayman of Avalon, fits this well too.]]

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* RichIdiotWithNoDayJob: A common way for noble heroes to go out and do things which may lose them face at court. [[spoiler: [[NamesTheSame Phineas]] [[WesternAnimation/PhineasAndFerb Phineas Flynn]], the highwayman of Avalon, fits this well too.]]
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* GreatOffscreenWar: Two huge wars happened in the past and left an important mark on Théah.
** For the entire continent and even above, there is the War of the Cross between the Objectionists and the Vaticine Church, fantasy counterpart of the [[https://en.wikipedia.org/wiki/Thirty_Years%27_War Thirty Years War]]. It happened roughly two decades prior the events of the game, and shaped the continent's history, with consequences still visible after twenty years. The war ravaged Eisen, leaving the nation devastated and crawling with supernatural horrors awakened by the blood shed and spells used. It forced a lot of Thean nations, especially Montaigne and Castille to burn a lot of their resources. It pushed Ferdinand Medellin to mount an expedition for the New World to avoid being conscripted, leading to his ill-fated attempt to take control of the Nahuacan Alliance. It allowed the Atabean Trading Company to build its own army by recruiting disbanded soldiers and mercenaries after the war's end. And so forth.
** For stories set in Montaigne or in Castille, there is Montaigne's invasion of Castille that bled both countries' finances dry, decimated their youths and ravaged the Castille. The growing discontent among the commoners of Montaigne and Castille's sorry state are direct consequences of this short but disastrous war.

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* GreatOffscreenWar: Two In the Second Edition, two huge wars happened in the past and left an important mark on Théah.
** For the entire continent and even above, there is the War of the Cross between the Objectionists and the Vaticine Church, fantasy counterpart of the [[https://en.wikipedia.org/wiki/Thirty_Years%27_War Thirty Years War]]. It The books only give vague general information on what happened during said war. It lasted 30 years, involved all of Théah's nations in some fashion, ended roughly two decades prior the events of the game, and shaped the continent's history, with consequences still visible after twenty years. The war is responsible of Eisen's sorry state: It ravaged Eisen, the country, leaving the nation devastated devastated; without a lone leader, and crawling with supernatural horrors awakened by the blood shed and the spells used. It forced a lot of Thean nations, especially Montaigne and Castille Castille, to burn a lot of their resources.resources, weakening them. It allowed the Vendel League to enrich itself through arms sales. It pushed Ferdinand Medellin to mount an expedition for the New World to avoid being conscripted, leading to his ill-fated attempt to take control of the Nahuacan Alliance. It allowed the Atabean Trading Company to build its own army by recruiting disbanded soldiers and mercenaries after the war's end. And so forth.
** For stories set in Montaigne or in Castille, there is Montaigne's recent invasion of Castille that bled both countries' finances dry, decimated their youths and ravaged the Castille. The growing discontent among the commoners of Montaigne and Castille's sorry state are direct consequences of this short but disastrous war.

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** Montaigne have the power of Porté, the ability to move themselves and objects through space. Mastery reflects the mage's ability to move themselves versus objects, and whether they can bring others with them. Oh, and don't open your eyes in a Porté hole, no matter how nicely the voices inside them ask you to; everyone who does goes mad.

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** Montaigne have the power of Porté, the ability to move themselves and objects through space. Mastery reflects the mage's ability to move themselves versus objects, and whether they can bring others with them. Oh, and don't open your eyes in a Porté hole, no matter how nicely the voices inside them ask you to; everyone who does goes mad.



* Ussuran Mages can the ability to commune with animals and take their forms. Initiates can shapeshift into any animal that has consented to let them take its form. Journeymen can partially shapeshift, augmenting their human form with animal aspects. Masters do not need to shapeshift, and can call on the strengths of their animal allies without shapeshifting, including things like slashing with invisible claws.

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* ** Ussuran Mages can gain the ability to commune with animals and take their forms. Initiates can shapeshift into any animal that has consented to let them take its form. Journeymen can partially shapeshift, augmenting their human form with animal aspects. Masters do not need to shapeshift, and can call on the strengths of their animal allies without shapeshifting, including things like slashing with invisible claws. claws.
** Vodacce mages can see the strands of fate linking people and circumstance with their Sorte magic. Mastery allows greater control over the strands, including the ability to sever them completely. Unlike the other Sorceries, Sorte only manifests in females.
** Scrying is effectively two forms of Sorcery, one for males and another for females, and isn't tied to a nationality. Though the book notes that the two schools are called "male," and "female," these represent the majority, not the totality of Scrying mages. Female Scrying does what it sounds like, granting insight and glimpses of the future. Male Scrying makes the character an exceptional physical specimen with excellent strength, speed, and perception.
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* OurMagesAreDifferent: Both from the [[WizardClassic usual template]] and from each other. Sorcery is hereditary, and each nation has its own version.
** Avalon has Glamour, magic that gains its power from great stories. A Glamour Mage chooses a story for each Trait, gaining power from their connection to it. A Glamour Mage 's ''own'' story also has power. The "reputation dice that characters can normally only use to influence social situations become full fledged Drama Dice for Glamour Mages, which is important because most of their powers require spending Drama.
** Montaigne have the power of Porté, the ability to move themselves and objects through space. Mastery reflects the mage's ability to move themselves versus objects, and whether they can bring others with them. Oh, and don't open your eyes in a Porté hole, no matter how nicely the voices inside them ask you to; everyone who does goes mad.
** Castille's Sorcery is nominally extinct...but a few families still have it. El Fuego Adentro allows the mage to control fire (though not to start it). The mage must be careful, as they very easily be the one burned.
** The Vesten sorcery involves the inscription of powerful Runes. Basic understanding allows Runes to be invoked by drawing them (even in the air). Journeymen can inscribe Rune Weapons, making powerful magic swords. Masters ''become'' a Rune, inscribing it in their skin and making its effect a permanent part of themselves. Unless they're Vendel, in which case their abandonment of tradition means that no Rune is willing to live in them.
** The Eisen Sorcery is extinct. Written up in a later book, it allowed Mages to use their power to corrode and rust metal. It truly ''is'' extinct because the rules as written don't actually work (one of the Knacks gives a bonus to rolls with a different Knack...that doesn't roll dice). The Core Book costs Dracheneisen Armor as a clear substitute.
* Ussuran Mages can the ability to commune with animals and take their forms. Initiates can shapeshift into any animal that has consented to let them take its form. Journeymen can partially shapeshift, augmenting their human form with animal aspects. Masters do not need to shapeshift, and can call on the strengths of their animal allies without shapeshifting, including things like slashing with invisible claws.

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