Volcanic eruption at the centre of the world (Latitude 35, Longtitude -50). Salvar, Alerar and Raiaera deal with the crisis using their own particular methods. Temporary ceasefires, closing borders, trade embargos and unlikely cooperatives occur while resources are redirected to aid the peoples affected by encroaching lava flow and billowing, stifling smoke. Opportunity to send help to their neighbours arises, a choice for all three nations to make and respond to in their own way. Rising tensions and old hatreds stirred if help is not forthcoming. Calming of conflict if aid is received in a timely manner.
Hurricane leaves a trail of destruction in its wake throughout Scara Brae, Corone and eastern Raiaera. Flooding, rain and rising waters become a surprising threat, catching people off guard as homes and businesses are inundated. Bridges are destroyed and travel becomes too dangerous for a time, keeping people huddled inside any shelter they can find, isolating communities until help arrives through other means (magic or perhaps air transport). Rebuilding efforts encourage nations to seek help from their neighbours and allies, indebting them to other countries which were unaffected.
New product enters the market (through black market dealings or public marketplaces) which has obvious, noticeable benefits (say... heightened awareness, fatigue-resistance or temporary invisibility) making it very popular in a short amount of time. Unfortunately after weeks of prolonged use there are side-effects (loss of senses, insomnia, ethereality) which begin to arise from numerous people. This causes civil unrest in many cities and the banning of the product as nations attempt to control the issues, which leads to smugglers and black marketeers gaining profit from those addicted to the positive effects.
Wizards, witches and magic-users from all walks of life are mysteriously disappearing. There are rumours of abductions from beds in the middle of the night, spells that 'went wrong' during the casting which caused teleportation to somewhere unknown, and 'mind control' of mages as they strangely walked out on their duties. These talented individuals awaken to the realization they are on a grassy plain with fruit trees, some grazing animals and means to build a humble tribe. However, a massive metallic dome encapsulates them and keeps them in place. They must work together not only to survive scarce resources, bickering political battles and nightly threats, but also determine why they were brought here and discover a way home.
A discovery has been made deep in the Dheathain jungles of the new world, a 'holy grail' which, when brought back to the old world threatens to change everything. The balance of power is rocked and the current superpowers turn their attention to obtaining the object, each vying for the supremacy that controlling it will bring over the others. For a time it remains in the hands of adventurers but it is swiftly stolen, and in the wrong hands the grail will lead to a bloodbath of those nations who do not wield the power. This leads to an unusual, rag-tag alliance out of a sheer necessity for survival, banding together against the one nation that threatens to destroy them all.