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Imagine a pulp adventure setting like Indiana Jones dropped into a fantasy world. Nations jostling for position in time of political and theological turmoil, agents of Guilds, governments and crooks competing and cutting deals over ancient treasure and knowledge in a lost continent.
 
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=No Flag, No Country: The Manual=
   
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==Introduction==
It has been two decades since the War of Igimund’s Rift. A portal to the Beyond had opened once more, drawing magi, priests and academics from across the three Nations and further afield. In defiance of the custom that Portals should be available to all, Clan Igimund of the Vendicsal seized it, sure that they could use its power to make recapture too expensive. Their extortion attempt failed, but not before each Nation, Guild and Church’s research delegations had called in reinforcements, triggering a confused and bloody fight as each Faction saw others as trying to steal the Portal. The war was ended with a peace deal that sought to determine responsibility for the conflict and prevent another. This deal was known as the Treaty of Ozgur Sehir.
 
   
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[[File:TexasRuins2.jpg|400px|right]]
A recent Hegemony expedition to find a rumoured Fourth Continent came across an island chain curiously not visible from the shore despite its relatively close distance. They found a land dotted with ruins of a fallen civilisation, with no settlements other than the occasional village that claimed descendance from shipwrecked mariners. These villagers called the archipelago Mat Sellah. The Nations, Guilds and Churches have all sent delegations to Mat Sellah. Fortunately, the reefs surrounding it make a direct invasion close to impossible, as only small boats can safely navigate through. Despite this, fear of treachery is ever-present. As an agent of one of the Factions, you have been assigned to Mat Sellah to exploit the Portal, explore these mysterious islands, and keep the peace as best you can.
 
   
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No Flag No Country was the CLS game between 2014-2016, it finished with the 2016 3YGB.
All PCs have come to the Islands ostensibly as a representative of one of the major political powers. You have goals your faction wants to accomplish, and can choose to work on those or pay lip service and pursue your own cause. You could loot ruins for setting history and treasure, take advantage of a portal to the Beyond for study of theology or Demons, invent Mad Ritual Science, etc.
 
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Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal.
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Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on.
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You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility.
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You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...
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The year is 616 Post-Collapse, and the treasures of Mat Sellah are yours for the taking.
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{|class=wikitable
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!Setting
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!Rules
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!Helpful Pages
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|-
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|
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* [[The_Factions|The Factions]]
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* [[The_Portal_Camp|The Portal Camp]]
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* [[The_World|The World]]
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* [[Magic_and_the_Supernatural|Magic and the Supernatural]]
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* [[Faction Regulation|The Law]]
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* [[Outlaw Groups]]
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* [[Money and Trade]]
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|
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* [[Safety]]
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* [[General_Rules|General Rules]]
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* [[Calls|Calls]]
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* [[Skills|Skills]]
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* [[Character_Creation_Mechanics|Character Creation Mechanics]]
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* [[Downtime]]
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*[[Rules_Updates| Rules Updates]]
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|
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* [[How_to_Create_a_Character|How to Create a Character]]
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* [[Glossary|Glossary]]
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*[[Design_Notes|Design Notes]]
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*[[Monstering]]
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|}

Latest revision as of 11:50, 26 February 2018

No Flag, No Country: The Manual

Introduction

No Flag No Country was the CLS game between 2014-2016, it finished with the 2016 3YGB.


Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal.

Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on.

You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility.

You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...

The year is 616 Post-Collapse, and the treasures of Mat Sellah are yours for the taking.

Setting Rules Helpful Pages