Nah, I don't think I've heard about it before. I just checked it out, though, and it seems... mildly interesting. What's it like? I watched a couple of movies, but couldn't really get much of a sense of how heavy the strategy in the game is and how the RPG part of it comes into play.
edit: Oh wow, that's a BLOCK of text. Feel free to not read it if you're lazy, don't worry I know the feeling :D
It's very unpolished and, in extension, unbalanced, quite simply it's an average grand strategy game. Just let's get that aspect out of the way right at the start.
Now, what's cool about it: The setting. It is a ... fairly interesting fantasy to say the least, there are very few elements of your usual fantasy and it mostly draws directly from Celtic myths, which is really cool. It still has a certain familiarity about it, as it explores the entire legend of King Arthur - you know, lady of the lake, the Excalibur, all that good stuff, altho the story does stray away from this after some time.
The RPG elements and story: Both are quite closely intertwined together, so I'll talk about both. RPG mechanics mean that your troops are leveling up and you get to choose skills for them every time they do, and your heroes (knights of the round table) level up as well, and you have a fairly nice control over their collection of abilities and stats. Heroes are generally very powerful and ... Pretty much what you'd expect of legendary heroes, really. Now these heroes have morality which gets decided on the basis of their basic morality that they start with and on the basis of their actions on heroic quests.
Now heroic quests are a really, really cool element, and it's where attributes of your heroes come to play the most I think - they're basically small text adventures which give you some exposition and then allow you to choose what to do, for instance, let's say you have to save a lady from an enemy encampment. Now you get to choose whether you wish to fight them (which will get you to a regular battle stage), duel the leader (which is basically a dice roll influenced by your heroe's fighting abilities), sneak into the camp (sneaking abilities), bargain for her (100% success rate, but costs money) or just try to negotiate (which is based on stats and morality of your hero). And based on the way you have resolved the situation - solutions are basically 'Good', 'Evil', 'Christian' and 'Pagan', the morality meter is 2 dimensional, combining all 4 elements - morality of your hero and, in extension, your kingdom shifts.
Now based on morality of your kingdom, you get access to new units and technology - for example, evil christian gets access to crusaders, a pagan gets access to spirits and that kind of stuff. And then there's the overarching storyline and - let me tell you that while this is definitely the most restrictive grand strategy you will ever play, it also has the best storyline, with decisions and branching story arc. It's just really, really great, and while the grand strategy element just doesn't work all that great, it works fine.