What You Will Find Inside Crescent Empire
Probably the biggest expansion of 7th Sea yet in terms of fluff. Within these pages, there's summaries of the following nations:
- Not-Turkey (a new Empress has taken the throne, dealing with courtly and harem intrigue while trying to reform the whole Empire; this region should evoke a very Game of Thrones feeling)
- Not-Israel/Palestine (without the real world... issues, the Israelis and Palestinians are working together to shore up the Empress and recover from a magical attack that made half of their tribes disappear)
- Not-Iran (a country tearing itself apart, where only a few of the rebels can be described as Heroes, the previous Empreror was the Shah's boyfriend, and he plots to overthrow the Empress while his people rise against him)
- Not-Arabia (the strongest soldiers in the Empire left reeling from climate change that turned their plains into a desert, the Djinn are flocking to their lands and causing more and more trouble)
- Not-Jerusalem (a devout city-state tied to two of the Prophets, run by an ancient order of Assassins and an immortal Guardian that is no longer so immortal; some of the Assassins are straying from their path and becoming Villains)
Each nation comes with a new unique Sorcery, stats on their most important heroes and villains, and unique Backgrounds to choose from at character creation.
Summaries of the religions that came before the Vaticine Church (Not-Judaism, Not-Islam, Not-Zoroastrianism, Not-Orthodox Christianity) along with their practices and core beliefs.
New enemy types, focusing mostly on the Djinn as beings similar to (but definitely different from) the Avalonian Sidhe and the Sarmation Dievai.
New Duelist Schools.
A new type of Dueling that's essentially a form of Battle Rapping/Yo Mama fight.
Rules for running Mass Battles, of sizes ranging from one village against another, to one Empire against another, along with a level-up system for your troops if you fight multiple battles.
What You Will NOT Find
Pirate/sailing content. This book is entirely focused on courtly intrigue and setting expansion. There is nothing here if you're looking for expanded Pirate rules, new ship backgrounds, trading rules, etc. Most of the Character Backgrounds are fitting for campaigns that never go near the ocean.
Rules for running a Kingdom. You may be able to raise and fight with an army now, but there are no rules for running the Kingdom from which that army is raised.
Content regarding how the Empire and Theah's nations interact, and vice versa. The only thing set in stone is that Numa (Not-Greece from Pirate Nations) and the Crescent Empire hate each other. For a book that's 70% fluff, this is something that is sorely missed.
A good book if you want to run a game that has a spiritual/political focus or that never goes near the water. You could easily run a game with just this book and the free rules available on the John Wick Presents site if those are the things you want.