New Mirth Saga
This famous “first colonial planet” is very similar to the “home planet” of Mirth in atmosphere and environment. The oldest settlements on New Mirth are about 50 years old. The colonies are meticulously controlled by metropolitan countries on Mirth. Through a complicated system of analysis and trade agreements, the planet was eventually split into 10 territories which are controlled by seven Mirthan nations.
The wealthy Arcade territories run through a lot of the world, and because of this, the controlling nation of Armcall throws its weight around. The only thing really keeping the Arcade territories in line is that Armcall has a much less prominent standing on Mirth—though tides seem to be changing as Armcall tries to position itself as the dominant economy on Mirth.
The Windspire territory, controlled by the nation of Lungey, is overwhelmed with the task of settling the imposing hyperwilds. The small territory relies heavily on the help from the sprawling Filta territories and the industrial Pantaridge territory, controlled by South Genessa, to assist with security.
The Magna Territory, controlled by the East Magonia nation, is finding its role as peacekeepers more difficult on New Mirth than on Mirth. This is mainly due to the maintenance of sharing a border with the formidable South Arcade territory and working closely with the contentious Armcall overseers.
The southern tundra continent is called Cravenhope and is operated by the Craven nation with little problem.
The nation of North Genessa controls the Runetic Isles, but like the Magna Territory, it is having trouble finding its identity. Their presence is not as prominent on New Mirth, and production from the island nations has suffered.
Adventure Hooks
Double Agents: The government of Armcall wants you to pose as South Genessan spies and get caught by the East Magonian government in an act of spying. Upon capture, your mission is to “defect” in exchange for giving up information about South Genessa, which was previously obtained through another espionage mission. Once your troop is inside the East Magonian ranks, you are to do what you can to learn what you can about the fabled “long range voidance missiles” and collect intel about missions in both Armcall and East Magonia. Can your troop convince the East Magonians that you are South Genessan spies? Can you get the intelligence without being caught?
To Will an Embassy: The North Arcade territory is known for being somewhat xenophobic and secretive. As diplomats for Cravenhope, you have been assigned to go to North Arcade in an attempt to set up an embassy. Can you discover a way to negotiate a peaceful presence in the tundra capital of Marvothaw?
Smuggler Hunt: As a group of criminal investigators, you have been commissioned to find the members of a gang of magon smugglers who successfully pulled off the biggest heist in history. The magon is probably long gone, but rumor has it that the smugglers are holed up in the criminal haven of New Rumi, Upper Filta. Can you find all the smugglers and bring them into custody?
Pursuit of Passage: The Windspire government wants you to figure out a safe way to explore the hyperwilds. Magon levels are so saturated that magon fluxes are a constant event, and the land and its creatures are constantly changing. The zone hazard designation is off the chart as no one has seen levels this intense before. Any explorer that has entered the land has never come back. What dark horrors could possibly await your team in the hyperwilds?