Hyperpunk!/GM

=Crisis= =Developing post-human problems=
 * Players are special crisis agents of the Scandinavian Civil Contingency Agency (MSB) in the Scandinavian countries, sometimes travelling to neighbouring countries for special occasions.

The Icelandian gambit
Iceland becomes an enclave for some of the first Posthumans, who promise to "uplift" the whole population. Catastrophe ensues.

The Island
Giant animals are sighted near the Island.

The Spires of Tir na nÓg
On the Fair Isle of Ireland, an immortality virus is unleashed. First, it builds a spire of glass that houses the machine that produces the virus.

Post-human conflict
Two post-human factions battle it out in Africa, over the last primal jungle in the world.

=Military entanglements=

The Baltic Colonies
Scandinavia acquires the Baltic corporate states to free them of debt.

The Third Finnish Winter War
Scandinavia vs Muscovite Russia.

The Belarusian Empire rises
Belarus gobbles up all land around it as quickly as it can.

The Ukraine's Revenge
Ukraine battles Russia and Belarus with Japanese lend-lease technology.

Europe in Flames
Lots of small-scale warfare in the fractured states of Europe.

The Net Wars
Nations, corporations and net fractions engage in small-scale wars, with no clear victors. =Societal changes=

The UN rise of power
The UN is raised to new heights by the combined powers of Scandinavia,

The Posthuman retreats
Posthuman enclaves pop around the globe

Netionalities of the world unite
UN proclaims netizenship as formal and allows netions seats on the UN council. Nations start demanding payment for land occupied and systems used.