Dragonkind has returned once again, but the true dragons have concealed themselves, scarcely seen except by those fortune would favor and fate would despise.
The Storm Lords have been routed by the Pirate King whose dubious heirs squabble over his kingdom.
The gates of Brassport have opened ushering in a new era of technology and is fiercely resisted by the Bloodwood.
The orcs of the Flame's Tip have expanded into the oceans waging war on the once undisputed masters of the sea, the Hobgoblin Empire.
Goblins of the Ringing Mountains have been discovered and surprisingly found to be masters of the mystic arts.
Tribes of barbarians once confined to what they would call their homelands have been swept up in the tides of trade and intermingle (often violently) with each other.
Gnomish airships fight against each other for aerial dominion.
Royal lineages have employed a mysterious enforcers who it is rumored to have sold their souls for the use of orcish weaponry, gnomish artifice, goblin magics, and the elvish bladesong.
Rising up to meet this challenge renegades taught in the ways once secluded to the martial monasteries.
While borders are challenged and changed by the marching of armies, true power is gained through the employment of those who would slip through in the smoke and shadow.
Among all this struggle, those who speak of conspiracy say that is is all part of a great game played by the true overlords behind the thrones and guildhalls crafted by one never seen who's name is only an alley whisper by those would would call this
Vidnul's Game