Iron Kingdoms is an odd mix of the 17th, 18th, and 19th centuries. Culture from the 17th, clothing and weapons from the 18th (sort of), and steam technology from the 19th (again, sort of).
War is on the horizon, both over religion and past grievances, the current king of Cygnar is a usurper (albeit with good cause), and technology is finding its way into every facet of life, including magic.
The races are unusual twists on the fantasy norms: Elfs are xenophobic, goblins are manically gregarious, ogres are honorable and heroic, trolls are varied, and everybody gets along with the dwarfs. (Ogruns in particular, they will go so far as to swear fealty to the dwarfs of Rhul.)
The gods take an active interest in the world, and frown upon the use of overly powerful healing magics and raising the dead. Yet at the same time it appears that they are playing games, with the creatures of the world as their pawns.
Guns are hideously expensive to use (something I changed for my own game), and magical in nature.
And the dragons deserve such names as 'Destroyer of Cities'... They are bad news, and the greatest of the dragons is worshipped as a god.
It is a very flavorful setting, I just got the 'fluff' book yesterday. (Though calling something that chewy 'fluff' is like calling a steak 'pudding'...) I like it a great deal, though I will need to go back and rework my campaign to take advantage of some of the new material.
The Auld Grump