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.
A conflict between archfey abducts a group of Blimnorians who must navigate the semi-improvised events of a deadly play which will ultimately decide the fate of the fairy world.
A Lord strikes a deal with a fairy. The terms are complex, and the trickiest will get the better deal.
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.
A crew of whalers track a strange beast unlike any they've hunted before.
A fleet of dwarven ships seek the edge of the world and undergo a great voyage. In spite of terrible losses, and harrowing trials, they discover a great secret of Blimnor's shape.
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 Norgir army lays siege to the great fortress of Phoag. The defenders must use cleverness, skill, and perserverence to hold out until reinforcements can arrive.
The Norgir Army is laying waste to Ibania. However, ancient feuds are still burning between the human lords. To save their civilization, they must put aside their differences and create a unified army against the invading barbarians.
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 commune with the divine will of the Gods.
The Ibanist Church is spreading its holy bureaucracy across Ibania. However, not all of the clergy is who they seem. They must play a clever game of deduction to smoke out the demons in their midst.
The holdouts of ancient yaulic faith invest the deep forests of Ibania. The church must travel into savage wilderness to clear them out.