I have given a fairly detailed description elsewhere, but essentially Reformation/Counter-Reformation era tech. As the mololithic monotheistic religion fractures the creatures of magic return, and magic begins to function again - having been locked out by the unified belief of the dominant religion.
Unsanctioned magic is illegal in areas dominated by the Church.
Races include dwarfs, gnomes, halflings, and ogres (not quite D&D ogres).
Dwarfs and gnomes are the same species, differences being cultural and dietary.
Halfings have two cultures - one is settled and generally lawful, the other nomadic or trouping and generally chaotic.
Ogres are big, strong, and slow of thought. (Not quite stupid, while they have a negative modifier to intelligence they are allowed to 'take 30' in regards to Int based mental tasks that they can take the time on, great mathematicians, lousy at thinking quickly.) Typically Lawful Neutral.
Elfs exist, but are only now returning to the world as the walls of thought crumble. And they are not happy.
Dark elfs rule the southern continent far to the west, while orcs populate the norther continent just above them. Orcs are not the aggressors in the campaign, rather they are the aboriginal inhabitants of the newly discovered continent.
Goblins are fey, and only recently returned.
And a war of religion is raging across the world, think along the lines of the Thirty Years War.
The Auld Grump