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Revision as of 09:58, 28 August 2014 by Jim (talk | contribs)

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.

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.

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.

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.