Awed by the emergence of the Dwarven King, the lords of Ibania seek to match his glory. But their rule is never certain, contending with the primordial magics of Yaulic druids, the fickle agendas of the fey, and the greed of upstarts. This time is full of legends of knights tempted by trickster spirits, either becoming a story of heroism, or hubris.
The dwarves construct great ships that can cross the deep and treacherous oceans. Their mastery of sailing, navigation, and cartography let them explore the far reaches of the world. Here they vanquish monsters, raid villages, plunder tombs, contact strange civilizations, and give world its name.
The Ibanian lords have long felt secure in their castles, their borders protected against the occasional raid of savage orcs. However, they were unprepared for a sudden invasion of great armies of orcs marching under banners, wielding evil weapons, calling upon horrible magic, and swearing united fielty to a mighty warlord. Only though alliance can the Ibanian lords push back the invasion and restore peace.
The Ibanist Church, firmly seated in the holy city of Provenance, exerts divine rule not just over the faithful, but over the politics of the Ibanian Kings. But to maintain such control, the agents of the Church must hunt down all heresy, seek out unholy monsters where they hide, and commun with the divine will of the Gods.