The Nation of Phene, a Highman bastion, has fallen to Centaur hordes. The survivors have assembled a fleet and seek to escape across the gloomy, icy waters of Seshedut. If they can pass through Seshedut, they can find refuge on the far-off shores of the Steaming Sea. For now, a great mass of citizens huddle on the island of Neben, eating through the grain stores. The fleet must go forth and clear the way for them to pass safely.
Yet the zealotry of Phene has given rise to great enmity over the years, and their passage will be opposed.
The Elves of the Kherit Glade, who hibernate deep in the earth beneath Seshedut, hate the men of Phene, whose champions slew several of their petty gods a century before. They have awakened, and upon banishing the shadows their long sleep generates, will seek to attack the nation of Phene as it tries to escape. The paladins of Phene consider the glade-spirits of Kherit to be abominations, alien to the world of Telluria and unworthy of worship. The sacred fire of Phene is one of the few weapons which can harm the spirits that lurk within the Kherit Glade.
The savage Frostling clans are disunited as ever, but they have an ancient tradition of raiding Phene, and this is the last, greatest opportunity to do so. Wolf riders race across the ice to bring word that a new Frostling Prince plans to lead the raids on the Phene fleet.
Lastly, the Cult of Doom has sent a great Necromancer to Seshedut, seizing on a rare chance to attack the holy nation while they are vulnerable. The Necromancer has been carried here in the arms of two flying Demons, from the deep darkness which has prevailed north of Seshedut since the Glows of that realm were extinguished.