The Year is 290. It has been 50 years since the great war between wizards and clerics ended with a truce signed in Palanthus. The heroes of the day are the Dragonlords, dragon riding fighters who first banded together 20 years ago to protect the land.
The game is set on a large island a hundred miles or so off the mainland coast of Aelfland, an ancient nation ruled by elves but populated by many races. Beyond Aelfland is a terrible wasteland called the Kongerike ruled by Giants that has never been successfully explored by humans, elves, etc., due to the inhospitable inhabitants of the region.
Spartak itself is one large island which was settled by immigrants of many races from the mainland. They were not the first inhabitants but they eventually drove back the native dragons enough to create a thriving civilization. The climate is mostly temperate, with hot summers and snowy winters. There are seven moons that brighten the night sky.
Naturally shipping is a major industry to link all the coastal cities of the Spartak, as well as for trade with the Elvish Kingdom. Aelfland is on reasonably good terms with the rest of the world (other than the giants), though the Elvish Royal Family can be difficult to deal with, politically.
Big changes have happened here since the Age of Might began (year 1). Magic-users came together for the first time just 150 years ago to share knowledge and the first "magic schools" were founded. Wizards built the towers of high sorcery to celebrate the dawn of a new age where magic will bring peace and prosperity to all the land. Those towers were either destroyed or given to the Quaternity Church as part of the truce settlement, however, one tower, Wayreth, reverted to control by the Council of Wizardry since it's location proved to be too remote to be useful to the church. The Council is also rebuilding the Tower of Knowledge near Tara Nom.
In the last 250 years the Quaternity religion has gone from a few churches to an almost universally worshipped religious force in the human communities. The famous fighting affiliation, the Knights of Paladine have only just joined with the church to form the first ever Paladins.
Before the war, monsters and aberrations were almost unheard of by average folk, but for the last 50 years, travel anywhere outside the protection of cities and fortresses is extremely hazardous. The Dragonlords have been fighting to keep civilization safe from evil dragonkind, but there are monsters everywhere.
(Note that although there are many names of places and things from the Dragonlance series, this is NOT a dragonlance campaign.)