The lands of Legend

Here is a world of magic, folklore and danger. Here, superstition covers people’s lives like autumn mists cover the moors, and terrifying monsters with bizarre powers lurk in the shadows. The king is weak, barons scheme against each other, and lordless knights, back from the Crusades without the honour or riches they were promised, roam the countryside in search of adventure, or prey. Ruined castles and burial mounds are the lairs of the supernatural, or newer, more sinister masters. Labyrinthine underworlds lie forgotten below ancient temples and city cellars. The dark places of the world hold riches for those who would search for them, and the keys to great power – or death.

These are the lands of Legend, and they need heroes. Brave knights, courageous barbarians, cunning sorcerers, mystics trained in the powers of mind and body, sword-wielding warlocks, elementalists who command the fabric of reality itself, and assassins trained to bring death to the deserving. All these will be comrades on the path to glory—and perhaps enemies too.


The jewel of Dragon Warriors and the reason for its longevity is Legend, a fantasy background based on the cultures of the medieval world. It is rich in myth, folklore, magic and superstition, built on a thousand-year history and populated with memorable characters, fearsome foes, treasure and glory. Because of this setting, which is comparable in scope to the Lord of the Rings or Narnia, Dragon Warriors has a flavour unlike any other, combining a sense of history with the intensity of the greatest fantasy sagas.

Dragon Warriors is set in 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 fool and a weakling, easily swayed by his treacherous advisors.

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 ancient times sleep under the ground and will return if their domains are threatened.

The world of Dragon Warriors feels familiar but at the same time it is a place filled with threats and the unknown. The further you stray from home, the stranger the places you will encounter. The desolate tundra and pine forests of Krarth – home to the Rathurbosk, a community built entirely on a magical mile-long bridge over a bottomless gouge in the Earth’s crust. The ruins of the city of Spyte, destroyed by its mad rulers the Magi whose descendents still control Krarth today. The peril-filled tropical jungles of Mungoda that grow over the faded remains of dead civilisations – jungles now home to the Volucreth bird-men, who hunt humans like animals. The New Selentine Empire, desperate to recapture the glories and power it held in the previous millennium. The Nomad Khanates. The Ta’ashim lands, steeped in magical stories. 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.

The lands of Legend