Showing posts with label 7th Sea Game. Show all posts
Showing posts with label 7th Sea Game. Show all posts

August 5, 2011

New Membership Advantage: Sea Dogs

Every one knows that Avalon is blessed by the Sidhe. But the Sidhe's blessing extends beyond the shores of the Triple Kingdoms. Any letter of Marque Queen Elaine signs for her Privateers contains a Sidhe blessing as long as the Sea Dog ship remains in the favor of the Sidhe.

Memebership Benefits
  • Whenever Queen Elaine signs a letter a marque and reprisal for a Sea Dog ship, it comes with Sidhe blessing. The collective Reputation of the crew gets turned into a Drama Dice pool that any Sea Dog can use for actions during a Sea Chase and Sea Combat.

June 5, 2011

Ship Rules

Ship Stats
In the ship creation section of the Player's Guide there are rules for building ship. Most of the numbers have no quantitative value. To fit this I have assigned value based on ships during the Age of Sail.

Brawn - Ship's Guns
1 = less than 10 Guns
2 = 10 - 20 Guns
3 = 20 - 30 Guns
4 = 30 - 40 Guns
5 = 40 - 50 Guns
6 = 50 - 60 Guns
7 = 60 - 70 Guns
8 = 70 - 80 Guns
9 = 80 - 90 Guns
10 = 90+ Guns

Modifiers to increase a ship's brawn above 10.
+1 Fully crew Gun Crew per gun. +5 men per gun.
+1 Trained Gun Crew.
-1 Skeleton Gun Crew. <2 men per gun.
-1 Untrained Gun Crew.

Finesse - Ship's Crew
1 = less than 20 Sailors
2 = 20 - 50 Sailors
3 = 50 - 90
Sailors
4 = 90 - 140
Sailors
5 = 140 - 210
Sailors
6 = 210 - 300
Sailors
7 = 300 - 450
Sailors
8 = 450 - 650
Sailors
9 = 650 - 900
Sailors
10 = 900+ Sailors

Modifiers to increase a ship's Finesse above 10.
+1 High Morale.
+1 Trained Sailor Crew.
-1 Low Morale.
-1 Untrained Sailor Crew.

Panache - Ship's Speed
1 = Average Speed of 2 Knots.
Top Speed of 3 Knots.
2 =
Average Speed of 4 Knots.
Top Speed of 6 Knots.
3 =
Average Speed of 6 Knots.
Top Speed of 9 Knots.
4 =
Average Speed of 8 Knots.
Top Speed of 12 Knots.
5 =
Average Speed of 10 Knots.
Top Speed of 15 Knots.
6 =
Average Speed of 12 Knots.
Top Speed of 18 Knots.
7 =
Average Speed of 14 Knots.
Top Speed of 21 Knots.
8 =
Average Speed of 16 Knots.
Top Speed of 24 Knots.
9 =
Average Speed of 18 Knots.
Top Speed of 27 Knots.
10 =
Average Speed of 20+ Knots. Top Speed of 30 Knots.

November 7, 2010

Constellation Ursus

Ursus, or Bear constellation is one of the larger and most well know constellation in in Théah’s sky. Vendel Astrologist equate those born under Ursus's sign as solid, reliable, persevering, and strong, but stubborn.

Ussuran legends state that a powerful being, or great beast, is trapped within the Ursus constellation. If the great beast is ever released from its heavenly prison it will devour the heavens and Théah. Three sisters, the Zoryas, are tasked with watching the sky for the return of the great beast.

July 4, 2010

Diagram of a Warship

This is simply awesome! Enjoy.







July 3, 2010

Ship Battles Rules (Option)

Ships have traits like heroes and villains. Ships traits are Brawn (Guns), Finesse (Crew), Wits (Maneuver), Resolve (Hull), and Panache (Sails). Ships combat is very similar to combat between heroes and villains. Each one of the stats also have a corresponding ship position that is in charge of actions for each trait. Master Gunner for Brawn. Bosun or Captain for Finesse. Helmsman for Wits. Carpenter for Resolve. Master of the Tops for Sails.

Ships Roles
  • Bosun: Finesse and Crew. Gives orders, decides what actions the crew is to performed. Initiates boarding actions.
  • Master Gunner: Brawn and Guns. Rolls Attacks and damage given rolls.
  • Helmsman: Wits and Maneuver. Maneuver ship, Ram opposing ship.
  • Carpenter: Resolve and Hull. Repairs, rolls damage received rolls, and assign critical hits.
  • Master of the Tops: Panache and Sails. Rolls Initiative and Movement. Run, Escape and Pursue.

Start of the Encounter
At the start of Combat each ship states it's intention. Ships basically have two intentions, engage and run. If both ships decide to engage, skip to combat round (See start of combat.). If both ships decide to run, both ships escape without combat. If one ship states engage and the other states run, then perform chase actions. During the chase, additional actions maybe performed. Actions and raised are called before dice are rolled.

Chase Actions
Both ship's Master of the Tops the roll Ships Panache + Master of the Top's Rigging Knack, keep ships Panache vs. TN of Opposing ship's Wits x 5. (Ships with Silk sails, Wide Rudder, or Well trained crew receive a free raise. Only one free raise maybe used in this way. Ships with poorly trained crew, small rudder, or tattered sails must call one additional raise. Only one raised must be call.) Ships Raises maybe called for additional successes.

Fleeing ship actions
  • Run like smoke and oakum: Full run. All successes are used to escape.
  • Gun and Run: If ship has stern chasers, successes maybe divided up into gunning damage (keep 1). A number of raises equal to ships brawn maybe used. If a ship has a brawn of 3, then the fleeing ship may use maximum number of 3 raises for damaging the chasing ship. (3k1)
  • Strike the colors: End pursuit and surrender/parlay to chasing ship.
Chasing Actions
  • Full Chase: All successes are used to catch fleeing ship.
  • Gun and Run: If ship has stern chasers, successes maybe divided up into gunning damage (keep 1). A number of raises equal to ships brawn maybe used. If a ship has a brawn of 3, then the fleeing ship may use maximum number of 3 raises for damaging the chasing ship. (3k1)
  • End pursuit: Call off the chase, let fleeing ship escape.
Ending the Chase
The ship which gets a number of successes equal to the opposite ship's Panache wins. If fleeing ship wins, it escapes. If chasing ship wins, combat begins.


Start of Combat
Before ships roll Panache (Actions for Combat) like in 7th Sea combat. Both ships performs a free movement action. Both ships roll Ship's Panache + Master of the Top's Rigging vs. 15±Weather Conditions. Raises maybe called for additional temporary drama dice that can be used during combat. Ships that succeed roll get temporary drama dice equal to number of raises called. Ship with highest roll, gets a bonus temporary drama dice and is said to have the Weather gauge. If both ships have actions on the same phase, the ship with the weather gauge advantage goes first.

Start of the Round
Master of the Tops rolls ship's Panache (Actions). Master of the Tops hands action dice and temporary drama dice to Bosun or Captain.

Phases
There are 10 phases in ship combat like in regular combat. On a phase that the ship has an action, the bosun orders an action to be preformed. (Actions can be held to be used later.)

Actions
  • Firing Broadside: Master Gunner roll Ship's Finesse + Gunnery keep Finesse vs. opposing ships' Wits x 5. Master Gunner can call raises for additional unkept dice to damage. If successful the guns hit and roll damage. Roll and keep a number of dice equal to Brawn.
  • Raking Fire (Stern Rake or Bow Rake): Also know as crossing the T. Broadside attack against the bow or stern of the opposing ship. Roll Ship's Finesse + Master's Gunnery keep Finesse vs. opposing ship's Wits x 5 + 10, due to the fact that the attack is along the narrowside of the ship and thus making it harder to hit. If Attack is successful, roll damage as normal except if the opposing ships takes a critical hit, the first critical hit is scored against the Ships Helm and rudder (Wits) for Stern Rake. For Bow Rake, the first critical hit is scored against the Ship's Sails (Panache)
  • Returning Fire (Hold, Interrupt Action, or must be used as ships next action provided the opposing ship doesn't use another action): If a ship performs a raking fire, the opposing ship may respond with a Returning fire. Ship must have chaser guns, Bow chasers if Raking ship does a Bow Rake or Stern Chasers if the Raking ship does a Stern Rake. Returning fire ship's gunner rolls Ship's Finesse + Gunnery vs. opposing ship's Wits x 5. If successful the ship's gunner roll the ship's Brawn Keep half round down (minimum of keep one). This action does not cancel the opposing ship's Raking Fire.
  • Ramming Action: Helmsman rolls Ship's Wits + Pilot vs. opposing ship's Wits x 5. Both ships take damage with his action. A helmsman may call two raises to reduce one critical hit suffered to own ship. To determine the number of critical hits, add the ramming ship's Speed (Panache) and Ship's Hull (Resolve). Divide number by two and that is the number of critical hits each ship takes. Ramming ship rounds down for odd number of hits. Opposing ship rounds up.
  • Maneuvering Action: Action designed to give a ship an advantage during combat. Helmsman rolls Ship's Finesse + Pilot vs. opposing ship's Wits x 5. If successful the gains the weather gauge and a free raise to the ship's next action (provided the ship maintains the weather gauge). If ship calls an raises, ship gains a number of temporary drama dice equal to the number of raises called. Drama dice can be used at any time during combat provided ship maintains the weather gauge.
  • Close within Pistol Range: Maneuvering action designed to put the ships so close together the hulls nearly touch. Helmsman rolls Ship's Finesse + Pilot vs. opposing ships Wits x 5. If successful ships are in short range, all gunnery actions receive a +5 to rolls. Bosun can order Boarding actions.
  • Repair: When ship received hits from the opposing ship guns, the ship's carpenter rolls and keeps the ship's hull (Resolve). If the carpenter rolls equal to or higher the damaged received is superficial. The bosun can order the carpenter to repair the superficial hits. Carpenter rolls Ship's Finesse + Carpentry Knack vs. TN equal to the number of superficial hits taken. This reduces the number of superficial hits by half (rounded down) minus 5 for every 2 raises the carpenter call.
  • Break from Combat: Ship combat is not going the way you expected and it is time to run. Master of the Tops rolls Ship's Finesse + Rigging vs. opposing ship's Wits x 5 to speed away. If successful consult Chase actions. Raises maybe called to be used for successes in chase actions.
  • Boarding Action: Once ships are in short range, (yard arm to yard arm, or after a ship has rammed the other) Bosun can order a boarding action. Board party tries to swing over to the other ship or board planks are dropped and sailors try to run across to the other ship. Of course the opposing ship will try to repel boarders, making it an opposed roll. Bosun rolls Ship's Finesse + Leadership or Incitation vs. the opposing Bosun's Ship's Finesse + Leadership or Incitation. If boarding side wins, end ship combat and enter into normal combat or consult Boarding action chart in Pirates nation book. If the repelling side wins, then action fails. Bosun can use another action to order another boarding attempt.
  • Strike the colors: The Captain (or next in command, if Captain is incapacitated) may order the colors to be struck. By giving this order the the Captain is surrendering the fight.
Specialty Weapons
  • Grapeshot or Canister shot: Inflicts two fewer kept dice to damage, but if ship suffers a critical hit, the first hit goes to Crew (Finesse).
  • Chainshot or Barshot: Inflicts two fewer kept dice to damge, but if ship suffers a critical hit, the first hit goes to Sails (Panache).
  • Carronade: Carronades are short barreled cannons that fire heavy pound rounds. Designed for close range attacks. Ships armed with Carronades are only accurate at short range and inflict two fewer kept dice to damage, but if ship suffers a critical hit, the first hit goes to Hull (Resolve).
Damage: What happen when a ship's trait reaches zero.
When a ship receives a critical hit, one of its traits is reduced by 1 + 1 for every 10 the ship missed its hull check by. Carpenter decides which trait is reduced. This is what happens when a ships trait is reduced to zero, or below zero.

  • Brawn: If a ships brawn is reduced to zero the ships gun crew and guns have been disabled and can no longer fire. Ship can no longer fire any of its guns.
  • Finesse: Most of the crew is either dead or incapacitated. Ship can no longer operate and is flatting adrift.
  • Wits: Rudder and Helm have been shot away. Ship can no longer maneuver until rudder can be fixed. If a ship has oars, the ship's Wits are still zero, however the ship can still maneuver as if it has a Wits of 1. Dice do not explode.
  • Resolve: A ship does not start sinking until it receives a number of critical hits equal to twice its resolve. When this happens the ship starts sinking. Either consult the Sinking ship chart in the Pirates Nation book, or the ship sinks after 20 minus the ship's hull trait.
  • Panache: The ships masts and rigging have been shot away and cannot move. If a ship has oars the ship's Panache is still zero, however the ship can still maneuver as if it has a Panache of 1. Dice do not explode.

June 6, 2010

The Eberus Cross

The Erebus Cross Constellation as seen over mainland Vodacce.

The Erebus Cross is a constellation in Théah’s sky. (Like Orion on Earth, it remains visible year-round.) It is always pointing towards the horizon no matter what time of year. Because of that, it serves as an invaluable navigational tool. Every sailor can find the Erebus Cross in the sky, and can determine their rough position by comparing its position in the sky with the current time of year.

The constellation is shaped like the staff carried by Erebus, the Lord of the Underworld in the Old Empire’s mythology. He stood at the crossroads between the living and the dead, awaiting each new soul as it passed from this world. When they met him, he would ask them a riddle, which they must answer correctly in order to advance to paradise. Those who didn’t were consigned to eternal torment in the underworld, forced to relive the sins they committed in life. The riddle varies with each soul, depending upon how righteous or wicked they were in life (a beatific soul, for example, would get a very easy riddle, while a convicted mass murderer would get a brainburner). The riddle gave hope to everyone, for even the vilest wretch could still get into paradise with enough brains and intuition.

The largest star in the constellation is also the closest to the horizon. This star is know as the Prophet's Star and lies due north. Navigators use the Prophet's Star to determine which direction is north.

February 27, 2010

New Membership Advantage: Brotherhood of the Coast

Every sailor that signs the ship charter knows that they have sealed their fate to the gallows if caught. This creates a special bound between every sailor that sails underneath a black flag. Your brothers will die and kill for you. It is expected you do the same for them. There is no room for cowardice aboard a pirates ship.

Memebership Benefits
  • While aboard ship, and provided none of the articles of the ship's charter have been broken, all your basic needs are provided for, clothes, weapons, share of ship's provisions, and of course lodgings.
  • FREE Raise to all Actions while aboard ship.

January 13, 2009

Askel Academy

While some Academies focus on drills and maneuvers, and other emphasis on tactics and strategies, and even others adopt the philosophy of learn by doing. The Askel Academy takes a different approach. They focus on preparing it’s recruits for the chaos that ensues during war. They understand that drills and maneuvers are important just as tactics and strategies and nothing can prepare you for the real thing. But if you can't keep your wits about you when the shit hits the fan, then all the drilling and the greatest tactics are worthless. The Academy has two stages. First, new recruits are put through vigorous training meant to shake them to the core and then when they are broken, they are rebuilt as harden killers.

From the first day they enter the academy, training starts and doesn't end until they graduate. Even then, most students will tell you the training never stops. Students are forced to run until they collapse. Get up and continue running. They practice while sleep deprived. Ambushed while they are eating in the mess hall. Ambushed while they rest. They are forced to run through series obstacle courses as cannons and musket fires over their heads. They learned how to fight multiple attackers. Learn how to fight against armed opponents unarmed. They are trained to act on their feet. And that anything can be a weapon. At any point during their training a fight can happen. Once students graduated the first stage. I should mention, that unlike other academy, you graduate when the instructors think you are ready, not when you've completed the course or passed a test. That is because there is no course or test to complete. If the instructors don't think you can graduate, they push you until either you drop out or graduate. Once you graduate the first stage, you are then put into a unit and the cycle starts over. Stage two is like stage one but this time it is with your unit. The unit is pushed to its breaking point until they learn to act a group. It forces them to learn that if you don't act as a team, then the unit fails. And failure on the battlefield means death. Past students come back to test new recruits in mass combats. (Battles not meant to be deadly, but war is hell, so they can't make any guarantees.) And like stage one you don't graduate until the instructors believe the unit is ready. Most students of the Askel Academy learn multiple styles of fighting during their training here. Most of it learned from other recruits or on the field of battle. No particular school is taught here. Although; Eisenfaust, Drexel, and Tout Pres seems to be the favorite.

Some have described the academy's methods to torture, which the academy takes as a compliment. But it also explains why the academy has the highest drop out rate to any other academy, but it's starting to gain a reputation of turnout the toughest and most physically fit soldiers in all of Theah.

December 11, 2008

Fear Rules (Optional)

According to the 7th Sea GM's Guide,
When Heroes encounter a creature with Fear, all who view the creature must make a Resolve Roll against the Creature’s Fear Rating x 5. Those who fail lose a number of unkept dice from each roll equal to the creature’s Fear Rating while facing it.
After looking over the rules, they seem kind of weak. If you have fear rules it's because you want the players to fearful of these creatures. So a creature with a rank 1 fear has a TN of 5 to avoid. A player with Resolve of 2, is almost guaranteed to succeed in their roll. A player with a resolve of 1 has a 60% chance to succeed. In the GM's Guide they gave an example of Ghost with a Fear rank of 3. So a ghost should be pretty scary. But the TN to avoid the fear is 15. A Player with Resolve of 2 has 28% to succeed. Where a Player with 3 Resolve has a 66% to succeed. The average person would probably be scared, but someone with just a little more will, is likely uneffected. The other problem I have with the rules is the you fail is the all or nothing effect. So here is the new rule I came up with.
When Heroes encounter a creature with Fear, all who view the creature must make a Resolve Roll against the Creature’s Fear Rating x 10. Those who fail lose 1 unkept dice + 1 unkept dice for every 5 you failed the roll by upto the creature’s Fear Rating while facing it.
Example: The party encounters a ghost. The ghost has a Fear Rating of 3, meaning the Party must make a Resolve Test against a TN of (30). Reme rolls a 32, he succeed and therefore has no effect. Gregor rolls a 27. He loses 1 unkept dice to all of rolls while facing the ghost (1 because he failed the roll, but not more then 5). Jean-Marie rolled a 7. She loses 1 unkept dice, but because she failed the roll. Now because she fail by 23 she loses 1 unkept dice for every 5 (that would have been 5), but because the ghost has a Fear Rating 3, she only loses 2 more unkept dice, for a total of 3. Equal to the Fear Rating of 3.

If a character has a Fear Background, then that player has to roll for fear equal to Rank of the background when face there fear. If the nature of their fear also has a Fear Rating. Then they add their Background Rank to the Fear Rank.

Example: Einhardt is afraid of snakes. He has the background at Rank 1. When he encounters snakes he must roll Resolve vs. TN 10. But let's say he is fighting a really large snake that has a fear Rank of 2. The snake now has a Fear Rating of 3 to Einhardt. The other Players Roll Fear vs. TN 20, while Einhardt has to roll Fear vs. TN 30.

June 4, 2008

PC's

Montgomary D'Vore (Monty)
Montaigne Noble and Explore set on discovering the secrets of the past races that once inhabited Theah.

Dmitry Ekatnava Shkolnikov v'Novgorov
Ussuran swordsman cast out at the age of 6 and took to a life on the seas.

Rebecca Deveraux du Mons
Montaigne Noble, Scholar, Painter, and Porte Mage thats looking for her Father's killer.




Einhardt
Eisen Street Urchin and Second-story Man, sent to follow and help the group by his patron.

May 21, 2008

Pfeil und Kugel Brigade von Steinhelm

Bolt and Shot Brigade of Steinhelm
or
Pfeil und Kugel Brigade von Steinhelm

Pfeil und Kugel Brigade von Steinhelm. A Cavalry Crossbow and Artillery mercenary group out of Heilgrund 's Königreichen.

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Banner






Originally called the Pfeil Brigade and were only a Mounted Crossbow group. But with the advent of Artillery, the group branched out to include and support Artillery Units and changed its name to reflect that change.
Original Shield / New Shield


Leaders
General Lance von Volhard
Captain Waltraut von Reichmann (Captain of the Crossbowman)
Captain Arthur Erich von Haas (Captain of the Artillery Units)

Artillery
6,500 Men
100 Cannons

15 men per cannon
8 Horses per cannon
50 Crossbowmen per Cannon

5 Cannons per Unit
20 Cannon Unit

Crossbowmen
(Those Units separate from the Artillery Units)
15,000 Crossbowmen

50 Crossbow men per unit
300 Units

Totals

21,500 Men
20,800 Horses

Current News:
No new commissions to report. Currently in negotiations with the Commanding General of the Castillian front.

Schwarze Eber Firma von Breydinberg

Black Boars Company of Breydinberg
or
Schwarze Eber Firma von Breydinberg
Schwarze Eber Firma von Breydinberg. A Landsknecht mercenary group out of Pösen's Königreichen. Although currently it's headquarters are in Freiburg.

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Banner




Leaders
Commander Rowland Von dem Knesebeck
Captain Wilhelm Behnke, Captain of the Pikemen
Captain Georg von Frundsberg, Captain of the Doppelsoldner
Captain August Feldman, Captain of the Musketeers

Roughly 40,000 men, 120 Units.

120 Units containing 325 men,

Doppelsoldner carry Zweihanders.
50 Doppelsoldner = D

Pikemen carry Boar Spears, Shield on back and shortsword at side.
100 Pikemen = P

Musketeers carry Muskets with plug bayonet.
175 Musketeers = O

Typical Formation of a Schwarze Eber Firma Unit

Current News:
The Black Boars are in commission to the Montaigne Army fighting in Ussura.

April 18, 2008

Savate (New Swordmans School)(Optional)

Introduction
About a year ago, I was looking to create a new swordsmans school based off the real-world French Fighting Style of Savate. Then a friend of mine found Poisoned Shadow's version. Well, I really liked it, but it added a bunch of new Knacks, some that seemed like old knacks with a little twist. Personally I not a big fan of new knacks, especially went it could be cover by an already existing knack. So with that in mind, I created my own Savate School. Here it is. Enjoy.

Savate
Country of Origin: Montaigne

Founded: 166? No one knows for sure, but started gaining popularity in 1667

Description: With the social divide ever growing, Montaigne has become a more and more harsh place to live. Especially among the commoner class. This has caused a new breed of street fighter to emerge. It is believes to have started with the sailors and dock workers of Paix, but has spread quickly to every port in Montaigne. It is now making its way to other ports around Theah. Freiburg for one has embraced this new style. There is no formal schooling, it's students learn from the school of hard knocks in alleyways, pubs, warehouses and basements from other Savateurs. No one knows who the first savate fighter was, but many believe there was more then one creator and is believed that it has adapted many of its techniques from the Crescent Empire and Cathay fighting styles. It's main focus is using; kick, punch or whatever you have at your disposal until the fight is over. It tends to focus more on kicks because a well placed kick can do more damage then a punch, and a kick can be delivered to move places more easily then punches can, like knees and ankles. Most recently Savateurs have started using a staff or cane as part of their fighting style. The stick is used to steady a fighter during one of it's many kicks. Or it can be used as an improvised weapon.

The most obvious weakness of Savate is that its attacks are extremely aggressive, requiring a great deal of energy to deliver. A Savateur may tire quickly, and cagey opponents will use this to their advantage. Furthermore, the primary weapons of Savate—a variety of kicks—are always delivered with the leading foot (that is, the one closest to the opponent). This requires the Savateur to shift his weight to his back leg before striking, a telltale cue that an attack is forthcoming.[1]

Basic Curriculum: Dirty Fighting, Pugilism
Kick is consider a Basic knack at Hero Creation, Free rank to any Swordsman's knack (No membership to Swordsman Guild),

Swordsman Knacks: Corps-a-corps*, Beat**, Kick***, Exploit Weakness (Savate)

*Coup de pied bas - ("low kick", a front or sweep kick to the shin making contact with the inner edge of the shoe, performed with a characteristic backwards lean) low only

**Fouetté (literally "whip", roundhouse kick making contact with the instep), high, medium or low

***Typically the "Revers" kick (frontal or lateral "reverse" or hooking kick making contact with the sole of the shoe), high, medium, or low) but does not have to be, can be any type of kick.

Apprentice: Savate students start by learning how to kick faster, more accurately and harder. Your leg is strong then your arms, but can make you unbalance if your not careful. By practicing kicks they learn how to deliver kicks without sacrificing their balance.
Kick Attacks are made without calling two raises.

Journeyman: Savateurs have learned that just because you have knocked your opponent to the ground, doesn't mean the fight is over. They learn how to deliver a quick kick to the person laying on the ground to "encourage that they stay there".
When you succeed at a corps-a-corps attempt, you can immediately make a kick attack with a -10 penalty.
You gain one rank of Kick. This can raise your rank to 6. If it does not, you can later raise your rank to 6 by spending 25 XP.


Master: Chassé (side or front piston-action kick), high, medium or low. The Chassé kick as it is called, is a series of quick kicks delivered one right after the other.
You can do a series of kick attacks on one action. The first attack is at –5. If you hit their Passive Defense (even if they succeed in their Active Defense), then you can attack again at –10 to hit. Repeat with an additional –5 each time to hit until you miss their Passive Defense or decide to quit. Each hit does damage separately.

Reference
1. Taken from the Poison Shadow description of Savate's weakness.

March 24, 2008

NPC's

Here is a list of NPC's the Characters have encounter and will probably encounter in the future.

Vincent Berndavore
Headmaster of Explorer's Society

Dominique du Montaigne
Youngest Daughter of L'Empereor. Secertly hired PC's to delivered a message to her Husband that the Ussuran invasion was scheme to kill him.

Anna
Handmaiden and Fate Witch to Dominique

Unknown Vodacce Swordsman
Guard to Anna in her trip to Carleon.

Captain Charles du Chevalier
A captain of Musketeers now chasing after the PC's in our story.

Crew of the Golden Hinde
"Lucky Nick"
Captain of the Golden Hinde. His true name is unknown to most and he prefers to keep it that way. When a name is needed, Nicholis Talbot is the one he uses.

William Amory
QuarterMaster/Purser

Calum MacDonald
Boatswain
He always wears his kilt and a claymore is strapped to his back. He is large but quite unless he needs to be heard. Calum and the Captain have been friends for a long time and Calum is the one of the few that knows the Captains true name.

Henri Paix
Master of the Tops

Jarvis Binder
Master Gunner

Tomas Diaz Villalba
First Helm

Charles Russell
Second Helm

Peter Medard
Third Helm

Jean Criex
Steward

John Cordis
Surgeon

Samuel Baily
First Watch Commander

Casey Murphy
Second Watch Commander

Jack Baker
Third Watch Commander

Gregoire LeClair
Marine Leader

February 26, 2008

Time line of Théah: 1574 AV - 1668 AV

I pulled the time line of Théah from the Temple of the Rose and Cross website before it went down. Here it is.

Our scholars have recently unearthed a corrected timeline of events in Theah that in some parts contradicts doctrine as laid out in the great book of the 7th Sea. Where this confusion occurs, this tome should be considered the correct dating and information.

1587 Imperator Weiss III takes control of Eisen and forbids the persecution of Objectionists and so eases tensions in the nation.
1598 The Jenny's Guild is formed. The Explorer Society is founded by Cameron MacCormick.
~ 1600 The merchants of Vendel form into a number of Guilds that start to challenge the dominance in trade by the Vodacce.
1600 A revolt on la Palabra de Dios, now known as "la Bucca", kills ninety percent of the inmates and a third of the guards.
1608 The first microscopes are invented by an anonymous Vendel scholor.
1610 Church scholars led by Caspar Gallus finish their "map of the Interior of the Human Body".
~ Birth of Leon XIV of Montaigne.
1613 Plague threatens Castille. Methods of quarantine are developed, quickly ending the treat.
~ The majority of Théah abandons the short sword and buckler for lighter weapons.
~ Montaigne faith in the Vaticine Church declines.
1614 Richard IV becomes King of Avalon.
1622 Richard asks the Hierophant for permission to divorce his wife and is refused. In responce, Richard passes the Act of Supremacy so creating the new Church of Avalon with him as its head.
~ King Leon XIII of Montaigne dies. His wife and her lover, the Cardinal Maurice d'Argeneau, govern the nation for six years until Leon XIV comes of age. The young king is cruelly mistreated under their ministrations.
1627 Birth of Alcide Mondavi.
1628 Leon XIV turns eighteen. He immediately banishes his mother to exile in the country and dramatically reduces the influence of Cardinal d'Argeneau in court.
1631 King Leon marries his first wife, Estelle.
1632 Birth of Faulk Fischler.
1636-1666 Imperator Weiss, a moderate in religious matters, dies. The new Imperator Riefenstahl is fanatically Vaticine. His religious policies ferment open revolt in the southern baronies and trigger thirty years of war in Eisen.
~ The Vendel League use the Eisen conflict to vastly expand their economic power. The Vodacce Princes finally realise the threat to their power and start a quiet economic war.
1637 Objectionist armies under General Stefano Wulf defeat Eisen Vaticines at the Last Battle of the Stein, breaking the absolute hold of the Vatacine's in northern Eisen.
1638 The "Gentleman Pirate" Philip Gosse retires to a hidden island paradise.
1639 Syrneth ruins are discovered in the Vodacce Mountains.
~ General Wulf retreats from the Stein, leaving the once mighty fortress in ruins.
~ Queen Estelle of Montaigne dies, having born Leon five daughters and no sons.
1640 Leon marries his second wife, princess Rosa Velasquez de Sandoval of Castille.
1643 Birth of Katerina Fischler.
1644 The Swordsman's Guild is founded.
1645 Queen Rosa Velasquez dies, having born Leon three daughters and again no sons. Relations between Montaigne and Castille sour considerably.
1648 The corsair Kheired-Din makes his first raids on western shores.
~ Birth of Dominique du Montaigne in the fall of the year.
1649 Eisen fisherman Faulk Fischler finds a dracheneisen vein near the Sudenlach and so is granted a Barony by Reifenstahl. The act further destabilises Eisen.
~ Birth of Ilya Nikolovich, son of Gaius Nikolai Nikolovich. At the child's birth, the Gaius tricks Matushka into promising that Ilya will become the next Gaius. The sucession of a noble breaks the age long tradition of the Gaius coming from the peasant class.
1650 The Inish rise up against the oppresive rule of "Iron" Queen Margaret.
1651 The O'Bannon returns once more and begins to lead the Inish against the Avalon rulers.
1652 Good King Sandoval is born.
1654 The death of Queen Margeret of Avalon leaves no clear line of sucession, giving rise to yet another civil war. The Highland Marches declare independance.
1656 Margaret's half-sister Elaine reappears with the Graal. The powers of Glamour are also restored to Avalon.
~ Jack O'Bannon calls for a cease-fire in the war against the Avalons.
~ Theah's first newspaper, the Steinhalt Gazette, is founded. With the coming of Niklaus Trague in 1664, it changes its name to the Freiburg Gazette.
~ Improved microscopes lead to the science of entomology, while the Inquisition's power grows in Castille.
~ Ilya Nikolovich sees a portrait of Katerina Fischler and is instantly smitten. Katerina travels to Ussura and agrees to marry the young boy when he comes of age. In exchange, her brother recieves a lucrative food-for-arms deal.
1657 The Royal Fraternity for Scientific Minds admits its first female member, Ravenhild Hibbot. The organisation then changes its name to the Royal Association.
1658 Elaine succeeds in uniting Avalon under her rule. Inismore and the Highland Marches swear allegiance to her, creating a Triple Kingdom of linked yet autonomous nations. She also moves the capital from Luthon to the newly restored Carleon.
~ First reported sightings of the Crimson Rogers.
~ Gaius Nikolai dies under mysterious circumstances and his son becomes the new leader. The boyars take the boy and torture him mercilessly for the next seven years, in an effort to break his will.
1659 Niklaus Trague discovers a dracheneisen mine in the mountains of Eisen. He asks for the ruins of the Stein as his barony.
~ Salvador Aldana, King of Castille orders the construction of an armada to sail against Avalon. The fleet is sunk by a large force of privateers under the general leadership of Jeremiah Berek.
~ A Castillian doctor writes the first medical description of typhoid fever.
1660 A pencil factory is built in Castille, marking the first use of mass-production.
1661 Avalon scientist Jeremy Cook writes "The Rational Chemist", denouncing alchemy and advocating Empiricism. The books causes a huge controversy and the Inquisition demands his death as a heretic.
~ Franz Deleboe publishes a new map of the body and denounces the humour theory of medicine. He is burned at the stake by the Inquisition, although they do not admit to their role until 1668.
1662 Jeremy Cook invents the air pump, but is killed by the Inquisition before he can reveal it to the public. A group of scholars calling themselves "The Invisible College" manage to save his notes.
~ Castillian scholar Maria Alverado uses a large ball of sulfur to generate a static charge.
1663 The current Sultan of the Crescent Empire is crowned as Timur Aslan Cihangir having been born in the auspicious presence of a new wolf cub.
1664 The guilder is introduced by the Vendel as a way of dominating Thean currency. The act escalates the unspoken trade war between Vendel and Vodacce.
~ Niklaus Trague completes repairs on the Stein. He renames it as the city of Freiburg in the hopes of attracting new trade.
~ Crown Prince Javier of Castille dissapears from the royal palace shortly before the death of his father.
~ King Leon of Montaigne declares himself a sorceror after 500 years of silence, and that all other practitioners will have safe haven within his borders.
~ Gaius Ilya escapes from his captors into the frozen wilderness around the city of Sladivgorod. He recieves a visit from the legendary Firebird, who shields him from the elements and allows him to survive.
~ High King Salvador Aldana de Sandoval of Castille dies.
1665 After months of debate, the Church crowns the thirteen year-old Salvador Bejarano de Sandoval as King of Castille. His church advisors deny him the due title Rex Castillium, severely hampering his power.
~ The first appearance of El Vago, who rescues a peasant girl named Lucinda Garcia from being burned at the stake.
~ El Vago joins Don Andres Aldana in defending Good King Sandoval from an assassination attempt.
~ Gaius Ilya comes of age and takes formal control of Ussura. He has the men who tortured him put to death and the chief persecutor fed to his own hounds.
~ The Crimson Rogers sinks the Highland Piper, an Avalon mercenary ship, near the Midnight Archipelago. Captain Bonnie McGee escapes the destruction and returns to port in a life boat. She is the only known survivor of an attack by the Rogers.
~ Several outbreaks of White Plague are noted in Avalon, Castille and parts of Montaigne. The disease passes before church scholars are able to diagnose the cause.
~ "Antonio", a Vodacce astronomer, discovers rotation periods of Guer and Re, while midwifery forceps are invented in Avalon.
~ The Luthon Weekly newspaper enters print.
1666 A weakened Eisen is invaded by Castille and Montaigne, leading Riefenstahl to cede land to the two rival nations at the Treay of Weissburg. This effectively ends the War of the Cross.
~ At the order of Cardinal Verdugo, a Church army attacks Montaigne but are repelled at Charouse by troops lead by a corporal named Montegue. In response to this action, King Leon declares himself l'Emperor and makes Montegue his High General, marrying him to his youngest daughter Dominique.
~ The Hierophant also dies this year under mysterious circumstances, shortly after the Montaigne Cardinal dissapears without trace. Without a Hierophant to guide them, the Inquisition rapidly gains power and research slows.
~ Castillian scholar Alvara Archiniega discovers the spectrum of light with a series of homemade prisms. The Inquisition attempt to hang him, but he is a skilled swordsman and defeats those sent to take him and escapes to the countryside.
~ Prisoners on the island of la Palabra de Dios stage a successful revolt and declare themselves as a sovereign nation known as the Brotherhood of the Coast.
1667 Montaigne begins to use a new weapon known as the 'grenade'.
~ Imperator Riefenstahl hangs himself, leaving the nation divided between the factionous Eisenfursten.
~ Under the orders of l'Emperor Leon, Montegue begins an invasion of Castille. The coastal fortress of Barcino is opened to the advancing army by betrayal of a local Don. The forces make fast progress down el Camino del Sol but are stopped by General Montoya and the recall of Montegue.
~ A Castillian bureaucrat named Diego Torres de Zepeda del Castillo debunks the medical quack Jaspar Wellfellow in a series of sharply-worded letters to a periodical.
~ Gjæving Asbjornsson stumbles into a mystic cave, which marks him as the new High King of the Vestenmannavnjar. He refused to acknowledge his position and tells no-one what has happened.
~ Spring. General Montegue launches an invasion of Castille, quickly seizing thje majority of Rancho Torres.
~ Late Summer. Montegue is recalled from Castille and ordered to begin an invasion of Ussura. He seizes the port city of Odyesse and marches slowly towards Pavtlow, moving forward despite Matushka's supernatural efforts to stop him.
~ Late Fall. Castille's General Montoya stops the Montaigne advance at La Muralla al Ultimo.
1668 The Inquisition announces they killed Franz Deleboe in 1661, having gained sufficient power to declare scientific experimentation to be heresy.
~ Secundus. Alvara Arciniega invents the reflecting telescope.
~ Wolffron von Hazel, a young Eisen composer, begins touring Montaigne seeking a patron.
~ Jeremiah Berek is apparently lost in a clash with Captain Reis of the dreaded Crimson Roger.

Time line of Théah: 1 AV - 1574 AV

I pulled the time line of Théah from the Temple of the Rose and Cross website before it went down. Here it is.

Our scholars have recently unearthed a corrected timeline of events in Theah that in some parts contradicts doctrine as laid out in the great book of the 7th Sea. Where this confusion occurs, this tome should be considered the correct dating and information.

AV (Anno Veritas, "Year of Truth")
1 AV The first Prophet preaches of a single deity and against the rise of sorcery. He is smuggled into the Senate building where the Senators arrest him for cedition.
2, 2nd of Quintus The First Prophet is martyred, but the work of his teachings speads and forms the beginnings of the Vatacine Church.
32 The Numans are defeated and driven out their acquisitions in the Cresent peninsula. First use of the term 'Empire of the Crescent Moon' by Numan scholars.
98 The forces of the II Legio stop a barbarian invasion from the wastes of Ussura just short of Numan territory.
~ The Numan holdings split into Eastern and Western Empires as the barbarian raids continue, with Imperators and capitals at Numa and what will become San Christobal. Generally considered as the end of the Old Empire.
~ The kingdoms of Rurik and Somojez embrace the teachings of the Prophet. Pagan dissenters led by Vladimir Aryov emigrate to the lands around the Azov forest, where they found the kingdom of Veche.
105The Eastern Empire recognises the Faith of the Prophets, the West soon follows suit.
130 Most noble families in Numa now practice some form of sorcery. Magic has become genetic, passing from parent to child with each successive generation.
202 Establishment of the Caliph as a single elected voice for the tribes of the Crescent Empire.
203 Eastern Imperator Danatius coverts to the Faith of the Prophets, forcing the sorcerous Senatorial families to flee.
240 A brief civil war in Gallegos province is ended when woman en mass refuse to give comfort to their husbands leading to mass desertions from both armies.
297 Fall of the Numan Empire. The Brutomanni tribe from the north sack Numa, killing the Imperator and causing the fall of the Eastern Empire. The kingdom of Rurik absorbs Somojez and parts of upper Vodacce, forming a bulwark of civilisation against the Eisen and Tumen barbarians on each side.
299 Castille is united under King Josémaria de Castillo, a descendant of Senator Castillus.
305 The Second Prophet appears from the East, preaching a message of piety and calling for the great pilgrimage.
306, Primus 1 The Second Prophet having escaped from captivity in Numa dies on the edge of the Crescent Empire with his followers, triggering years of militant crusades.
~ A coup within the Crescent Empire claims the life of the ruling Caliph.
~ Warlord Jaala Khan of the Kosar tribe unites the Tumen raiders beneath his rule and launches a war of conquest. He quickly takes Molhyna and upper Gallenia, preparing to move against the passes in the Bolshoi mountains.
~ Jaala Khan's advance is halted at the Battle of Demetrian's Pass. The Tumens gradually become known as the Kosar, a name that has remained to the present day.
312 Following the crusades, Imperator Corantine conquers the remnants of the Old Republic. He declares the Faith of the Prophets as the official religion of his Empire.
313 The Kingdom of Castille and the Caliphate of the Cresent Empire are united under the rule of Alonzo Al-Mahmud de Josémaria. This marks the beginning of seven centuries of co-operation between the two nations, although the king's powers are severely limited by the Imperator and his people bitterly divided by the Crusades.
325 The Corantine Convention presents the Vaticine Credo to Cornatin, combining the various strands of the faith into the Reformed Vaticine Church and forming the position of the Hierophant.
~ The Knias of Rurik travels 1,800 miles to the Corantine Convention, only to spit at the Imperator's feet and renounce the teachings of the Second Prophet. He is executed, but his scribe escapes and his tale marks the beginning of the Ussuran Orthodox Church.
326 Grand Duke Vsevolod declares his city of Sousdal a safe haven against the newly founded Vatacine Church. The Church sends an armed force to take the city, but it is defeated in a viscious battle lasting two days.
~ 327 The Ussuran Orthodox Church is formally founded with its capital at Sousdal.
347 The Order of the Knights of the Cross, known as Die Kruezritter, is recognised by the church.
376 The aged Corantine dies. His three sons divide his Empire between them, but their lesser kingdoms quickly fall.
~ 400 First appearance of the White Plague.
446 Following a period of slow decline, the Kommenian family seizes control of Rurik.
452 The Molhyni tribe ferment a revolt against the ruling Kosars. They usurp power following a fierce battle at the city of Goroduk, founding the nation of Molhyna.
492 The peasantry of Rurik rise up against their rulers. When Somojez responds by declaring independance, it effectively destroys the kingdom as a viable political entity.
520 Koschei Pietrov becomes ruler of Molhyna.
522 Matushka confronts the incestuous Saska Tomiech, ruler of Veche, in an epic battle of sorcery. The Little Grandmother defeats Saska, imprisoning her and her infant son in a coffin of ice beneath the Tomiech palace.
523 Eisen soldiers under General Johann von der Velde invades Ussura, only to die in a freak ice storm in the middle of summer.
525 The five kingdoms of Ussura are united on the command of Matushka into a single political entity. Matushka chooses a ruling Gaius from the peasant class, with a council of ruling kings known as the Knias Douma to advise him. This system of government has existed essentially unchanged for over a thousand years.
600 Carleman conquers most of western Theah, what will later become Montaigne, Eisen and Vodacce.
609 Carleman is declared as Imperator by Vaticine Church. Also this year the city of Tara in Inismore falls under a powerful curse.
~ Years later the O'Bannon breaks the Curse on Tara.
~ For centuries Castillian's mingle with Crescents.
~ Crescents build the city of Hil'al, which is now known as San Christobal.
654 Imperator Carleman dies, leaving his kingdom split between his three sons: Charles, Stefan and Iago.
659 Charles, son of Carleman, dies and his wife Isabeau of the Montanus family renames the kingdom as the nation of Montaigne.
686 Dracheneisen is found, stengthening the rule of Stefan and securing against any agression from the other nations.
~ Iago, son of Carleman, is overthrown by the former Senators Delaga, Lorenzo and Gallili who split up the land of Vodacce between them.
691 The nation of Eisen is official founded by Stefan, son of Carleman.
782 Eisen Imperator Gottschalk I conquers much of northern Vodacce and grants the Vatacine Church with land surrounding Numa, so establishing the Holy Republic.
818 The barbarian raiders of the northern seas are united under the name of Vestenmannavnjar by Gunnef Ravenhaired. She then launches a series of raids against the Avalon Isles, which continue for centuries.
~ Construction of Thingvallavatn in Vestenmannavnjar.
~ 900 Gunnef Ravenhaired dies and is replaced as the Vesten High King by Ash Dagfinnrson.
900 - 1300 The White Plague spreads across Theah, killing a full third of the population. Castille is spared much of the suffering due to the actions of the church.
918 The inbred von Drachen family are destroyed in a popular uprising, taking the art of Zerstörung with them to Legion. Their lands are taken by Sieger and become part of Eisen.
972, 15th of Primus The Third Prophet is born.
~ 1000 Highlander Leila MacDonald travels to the Vesten Isles. Legend holds that she translated the Grumfather Cycle, a text which might explain countless aspects of the nation's past, into Thean but no copy has even been found.
1000 The Third Prophet appears in Castille at the site which will become the Vaticine City. He deposes the ruling family of sorcerors with the backing of the church.
1002 A Vatacine bishop is murdered in Malaca by a Cresent mob. The Third Prophet calls for a Crusade to drive the Cresents out of Castille resulting in civil war.
1004 The Inquisition is formed by the Hierophant to deal with threats to the church.
1009 The High King Garcia and the remaining Cresents are defeated at the Battle of Malaca, bring Cresent influence to an end in Theah.
1010 Vodacce nobles and crusaders are defeated at the Battle of Los Llanos del Sangre ("Plains of Blood").
1011 The Lorenzo family is destroyed trying to manipulate fate to destroy the Cresent forces. The entire island dissapears. The Crusade effectively end, with the forces of the church to depleted to engage the Cresent armies, although sporadic fighting continues.
~ The Crusades sputter to a halt, with Vodacce in disarray and the Vatacine forces too exhausted to continue the attack. Fighting will continue sporadically for the next three centuries, depending on the zeal of the Hierophant.
1012 - 1019 The Hieros War. A conflict erupts between Castille and Vodacce after the Prophet moves to usurp the Numa Papacy and move the seat of the church to Castille.
1014 Roman Sandoval is declared High King of Castille for his actions during the Hieros War. This starts the rule of the Sandoval dynasty.
~ The O'Bannon returns to Inismore and forces the Vesten towns to swear fealty to his rule.
1019 The decisive defeat of an attacking Vodacce army ends the Hieros war and the Third Prophet declares Castille to be the new seat of the church. Construction of the Vaticine City begins.
~ The Lightning Guard of the Montaigne Kings formed after the church's destruction of the sorcerer kings of Castille
1021 Abdicating the throne, O'Bannon returns to wandering and Inismore is taken by the powerful O'Toole family after a period of infighting.
1028 Henri du Montaigne sucessfully invades Avalon and defeats King Athrwys at the Battle of Three Roads. He goes on to also annex the Highland Marches and Inismore. The Sidhe flee, taking the Graal and the power of Glamour with them.
1030 The Third Prophet dies in his bed.
1034 The Eisen launch another invasion of Ussura, however a series of freak earthquakes and blizzards force the army to retreat before it is destroyed.
~ Sorcery is hidden for over 500 years.
1088 Documents from the Great Library at Alexia are donated by the five Cardinals of Vodacce to the Hierophant, they are placed in Numa and so consolidate their power base in the church.
1099 - 1312 The New Crusades succeed in conquering a portion of the Crescent Empire Rise.
1118 The Order of the Poor Knights of the Prophet is established by Hughes Allais du Crieux to help defend the weak Crusader states.
1153 - 1175 Queen Elaine of Montaigne declares her husband dead in the Crusades and marries the King of Avalon. Her rule is ended when her brother-in-law Charles executes her for treason.
1157 Robin Goodfellow is born.
1170 Ewan O'Toole dies, leaving Inismore in chaos and open to subjugation by the Avalon lords who rule into the fourteenth century.
1175 The Serrano family falls into financial ruin, one of the Lorenzo line of Vodacce. Their island fell to the Caligara family.
1177 - 1199 Robin Lovaine returns from the Crusades and as Robin Goodfellow fights against the tyranny of King Charles. He is eventually killed in a skirmish with the King's men, but his legend lives on.
1207 Eisen launches a third invasion of Ussura. As before, disasterous weather inflicts heavy casualties and forces the army to retreat.
1215 After a defeat by Montaigne in which he loses claim to all holdings on the continent, the Council of Free Nobles forces King Charles of Avalon to sign an agreement that limits the power of the monarchy.
~ Robert the Dark rises to power in the Highland Marches.
1216 The true King of Avalon returns from the Cresents and deposes his uncle Charles.
1218 Robert the Dark defeats the Avalon forces at the Battle of Dun Vahl and is declared as High King of the Highland Marches the following year.
1267 The Hierophant announces the Declaration of Deference. The Stein, a military fortress on the Rostrom river, is built at what will become Freiburg on the order of Stefan III.
~ 1300 The Vodacce renaissance sees a blossoming of artistic and scientific thought, forming the basis of a great merchantile empire that dominates Theah up to the rise of the Vendel.
1308 The Poor Knights of the Prophet are condemned as heretics and destroyed. This marks the end of Western control over Crescent lands.
1347 Another outbreak of the white plague happens across Théah, with the isle of Avalon particular badly hit.
1348 Eisen try yet another invasion of Ussura, this time under the leadership of General Ernst Heilgrund. He advances to the Ekaterina River, before a massive flood destroys the entire force. The Imperator issues an edict forbidding further invasions.
1349 The Crescent Caliph arranges the marriage of his daughter to a minor noble of Somojez in Ussura. Although a kidnapping prevented the marriage a treaty was formed between the nations.
1355 The infamous pirate captain Justin Rogers dissapears in the western seas while being pursued by the Montaigne.
1360 Murakhan al'Tazir becomes the first Sultan or supreme ruler of the Crescent Empire.
1386 The entire Castillian royal family dies at San Christobal from an outbreak of the white plague, launching a flurry of political infighting for the throne.
1389 Rebel tribes are defeated by Crescent forces at the Battle of Razgrad. Sultan Murakhan is killed and suceeded by his son Bayazed.
1394 The treatise "Means to Ends" is published by Cristoforo Scarovese in Vodacce, forming a core to the nation's political system.
1398 - 1400 The Bianco family are destroyed by the Vestini, their strange and demonic powers unable to hold of the relentless assault. The knight Andare destroys their capital at Quattro Alle.
1402 Christobal Gallegos leaves San Christobal in an effort to sail around the world. He is never seen again.
1411 The die Kruezritter are destroyed at the Battle of Tannen by the forces of Imperator Arvid I.
1413 - 1422 David III becomes King of Avalon and leads a number of successful actions against Montaigne and claims several western provinces. On his death, his ten-year old son David is forced to deal with internal disputes.
1425 Avalon is forced to relinquish its claims to Montaigne territory.
1438 The printing press is invented in Pösen, Eisen, by the monk Tobias Vogel in order to spread the Book of the Prophets.
1444 Mehmet ben Seliman is named heir to the Crescent Empire when he marries the daughter of the Sultan and becomes the first in a new dynastic line.
~ 1460 The well-known knight Bastion dies, so beginnning the Fall of Chivalry.
1473 The merchant guilds humble the king of Montaigne.
1501 A small Vesten village starves to death because their Jarl took their grain to feed his warriors. In responce, a trader named Inger Holmstrom calls a great gathering of the Vesten underclass. They agree to travel from the isles to learn about trading in order to improve their standard of living.
1513 The Villanova family force the rival family of Aldo Caligara to renounce their heritage and take the lesser name Caligari. They become bitter rivals.
1516 Inger Holmstrom forms a de facto council of the Vesten farming class (carls) and serfs (thralls), which effectively seizes political power from the Vesten warrior kings, many of who are away on raids.
1517, Octavus Mattias Leiber posts his ninety-five questions in south Heilgrund, unintentionally beginning the Objectionist Movement. At the Diet of Castille Leiber is arrested for heresy, but escapes back to Eisen with the help of Imperator Franz II.
~ Ussura gives up on the shieldwall.
1527 An unsuccessful assassination attempt on Richard Lovaine by Henry IV, known as the "Bloody Boar", turns the nobles against the King leading to another civil war.
1528 The growing power of the merchant classes forces a change in name of the north islands to the nation of Vendel over the protest of many of its militant tribes.
1531 Defeat for Henry at the Battle of Bedgrane brings the Avalon civil war to an end, with Richard II taking the throne and launching an invasion of Inismore.
~ Richard II launches a fresh invasion of Inismore.
1541 The last Inish resistance is crushed leading to a new period of Avalon rule for the island nation.
1547 High King Eindridi Utterstrom dies to be replaced by the intolerant Ulf Hövsgaard, who challenges the Vendel council and questions their actions at every turn.
~ 1548 Vincenzo Caligari is born.
1552 - 1563 Cardinal Alfonso Ordunez plans and builds the island prison on la Palabra de Dios.
~ 1565 High King Hövsgaard dissapears following an argument with a powerful Vendel merchant. He is the last Vesten King to publically declare his crown.
1570 The Firework Dam incident. A group called the Rilisciare destroy a new dam being constructed by the King to create a fishing lake.
1571 A Crescent pirate fleet attacks the Vodacce island of Amozare and is defeated.
1574 The Seliman dynasty of Sultans ends and the Meklis Kabal'e chose the Muradin family to start a new line.