From the publisher's web site:
"The Lands of Legend. A world that resembles parts of our world as they were around the thirteenth century - specifically Europe at the end of the Crusades. The world works the way that people in medieval Europe believed it did: there’s a feudal order, might makes right, and barons squabble and vie for power to stymie or oust the king, who is a weak fool. But on top of that magic is real; the power of the Church is real; the devil is real and may meet you on the road at midnight; superstition and folklore are real; fairies and goblins are real and may sour your milk, lame your horse or steal your child if you don’t keep them happy; there are giants and dragons deep in the mountains; and the great kings of legend sleep under the forests and will return if their domains are threatened."
"The world of Dragon Warriors is familiar - you have been there many times in the stories of King Arthur, the tales of Robin Hood and Richard the Lionheart, the classic works of fantasy fiction, and the histories of the medieval world - but at the same time it is a place filled with threats and the unknown. And the further you stray from home the stranger the places you will encounter: the desolate wastelands of Krarth, home to the Rathurbosk, a city built entirely on a bridge over the Gouge; the ruins of the city of Spyte, once ruled by (and perhaps destroyed by) the magi-lords, whose descendents still control Krarth today; the dangerous jungles of Mungoda filled with the remains of dead civilisations and populated by the bizarre Volucreth bird-men; the New Selentine Empire, trying to recapture the glories and power of the previous millennium; the Nomad Khanates; the Ta’ashim lands; the great city of Ferromaine where money is king and anything can be bought if the price is right; the Principalities of the Crusade; and much more."
Source: Magnum Opus Press