There's more information in the downloads section at RealRoleplaying, but quick setting summary: we're on the continent Kuhara. Centuries ago, the Cult of Chaos rose in Kuhara, taking over most of the continent, eventually being defeated by various forces, the core being the Grand Alliance which united human (including the halfling offshoot of that race), elves, dwarves, and snakemen. There were also a lot of orcs in their service. The Chaos Cult was defeated and most of the victors went home, departed the ravaged continent. That was a bit over five centuries ago. There are several nations living in peace: an elvish and a dwarven realm that existed before the war and held out, a halfling nation, and three human-majority nations founded after the war. The central continent remains a dangerous wilderness of old ruins and dangerous beasts. It is slowly reconquered for civilization a bit at a time as fortune-hunters seek a quick score in the ruins (but often falling to the dangerous beasts instead).
Planning to head into that wilderness is a newly-formed company. The PCs are a human rogue, a dwarven sorcerer, an orcish warrior monk, and a human magician. They are joined by some NPCs: a snakeman layman (gemcutter), an elvish runemage, and two halflings (a thief and a fighter).
If I didn't plan to use the skills, I wouldn't be using Rolemaster. Things will be somewhat combat oriented because of choices made by the existing players so far (including, you'll notice, a rather martial choice of Professions). If they'd gone with knowledge-perception types and formed a detective agency, it would have been less so.
Characters start at first level (it is a 'setting off to seek your fortune' premise). Character creation is cooperative. If I handle most of the number crunching to fit the player's idea of the character it has a number of advantages, including not dumping on the player hundreds of pages of tweaked talent/flaw revision and training packages.