Basic premise:
The world the PCs have lived their lives in mostly one of likely fear or fool hearted bravery. The PCs and everyone they've ever met or known have lived with in the Sanctuary, about a third of the Sanctuary is controlled by a kingdom the rest is mostly lawless and filled with danger. Sanctuary covers about 1200-1300 square miles(1250 by 1250 miles or so)(and goes half as much distance above and below the ground), and is under a protective barrier. The Barrier protects from any kind of travel even teleportation or travel to and from other planes(not including parallel planes). No one knows or remembers what the barrier was erected for, or even if the people inside the barrier even created it themselves. About a fourth of the area under the Barrier is ocean.
The Kingdom:
Divided into 4 sections each controlled by a duke, and a Single Capital City where the King rules from. The Capital is called Davinport and is located on the coast. The political organization is feudal with a caste system but people are much freer to do what they want than under traditional feudalism(where do people have to go?). The technology and culture is close to early Renaissance or late medieval Europe, with guns and primitive industrial processes being created.
Money is separated into Sovereigns, Dukes and Counts. Sovereigns being made of gold are also called gold or gold pieces, Dukes are made of silver and thus are referred to as silver or silver pieces as well, Counts are made of copper and as such are referred to as copper or copper pieces.(the values are the same as PF normal values)
Known info:
5 regions,
western region is the plainlands, with a rolling coast, davinport is located in this section, but the surrounding town is under the direct leadership of the Duke of Fields. This is the largest civilized region and holds most of the agriculture. this is the most civil area with the least amount banditry and general crime. The population is mostly human and elf.
Northern region is a mountainous terrain, most of the mines are located in this region, but the mines are only truely rich in iron and somewhat in gold. The Duke of this fief is the Duke of Knives, and he reigns from the golden city, which is crafted from Marble and iron, it's largest buildings even being crested with ornaments of gold. The city is the closest to the wild lands. The population here is mostly Dwarves, humans, and goblins.
Eastern region is mostly wetland, and is only considered civilized as several small settlements dot the wetland, this is the most lawless part of the kingdom, but still regularly pays taxes and some of the toughest soldiers come out of this region. The capital, named Murkwood often thought to be the origin of the word mercantile , is located near the center of the kingdom and as such is a major trading point between all 4 the the kingdom's fiefs. The fief is referred to as the Rivervalley(trying to make it sound more hospitable than it is) and is lorded over by the Duke of Coin. this region is largely only populated by humans.
The Southern region is the smallest of the 4 fiefdoms and yet has the largest population, holding 2 cities. The cities are largely divided by wealth as the larger one, named Copperg, is poorer and unable to deal with it's size effectively while the second one, named Silcrest, is largely only meant for the wealth and those serving them. This area is positioned on the coast and is well protected from what lies in sanctuary.
The wildlands, is a section not controlled by any of the dukes or the kingdom. The land is filled with the harshities of Sanctuary. The region's intelligent life mostly take the form of monsters or dragons. however there is also rumors of a hidden city as the origin of the unusual Mantid creatures. This is also the home for the kingdoms first line of defense simply referred to as Sky Fortress, it is an imposing mini city floating a few miles past the borders. Knights sworn to defend the kingdom from threats are trained here in the wilderness in combat and how to ride gryphons.
Dragon Clans:
Clans of dragons are separated by hide color, the lands these clans hold shifts constantly as their population is very low for such a wide expanse of territory. Occasionally they try to take tid bits of the kingdom's lands but rarely succeed unless the clan can muster itself as one unit. Clans will always defend themselves over outsiders, but to call them unified would be an a grievous lie. Each clan marks its territory with one of it's elements leaving behind some clear indication of who owns the land. Most clan claims to hold most of the wildlands but in truth most haven't even explored it well.
*will name later
Red - most often emphasize fire and evocation magic. Is socially the most militaristic. Their hides come in shades of crimson or burgundy. Their Elder is the oldest and most battle scarred.
Blue - most often emphasizes cold, they use transmutation and necromancy magic most often. Their internal politics would confuse the average person, but most of their internal battles takes place around a bargaining table. Their hides come in shades from cyan to deep sapphire. Their eldest is a very shrewd negotiator and makes sure anyone in her clan upholds their deals and promises.
White - most often emphasizes electricity and wind, they use Illusion and enchantment magic most often. They have very little loyalty for even each other and are the most inharmonious clan, they fight with each other often over the smallest things but their fights are short lived as they don't truly fight with anger and simply move on. They are the least territorial of the clans. Their hides come in pale shades of grey or white with slight traces of blue occasionally. Their elder is the calmest of the elders, unusual for her coloring, and often acts as a mediator between the other three.
Green - most often emphasizes Earth and Poison, they focus on conjuration and abjuration magic. They are the most stubborn but also probably the most consistent clan. they are the most territorial, placing much pride in what they can prove is theirs. not to shame them but they also tend to be the least intelligent clan, relying on instinct and trust more than logical planning or common sense. Their hide comes in dark brown shades to viabrant Deep green.Their elder is the most prideful but also most likely the more powerful, even though he is the youngest.
Mantid - The Hidden City, in the wildlands is a forest tall and deep within it a city, The city keeps to itself and is ntirely populated by mantid. they have a Caste system and honor code. With a Noble Elite, then the Warrior Caste and finally the Worker class. Even with their small territory and population, they are very industrious, especially when considering their technology level compared to the Kingdom. The mantid still rely on old foging techniques and have a poor iron supply meaning their craftmanship is very different. Any Mantid born in this city instead uses the eastern weapons for his proficiency and the western weapons are considered exotic. non-mantid are unlikely to be lead inside the city but they will not ignore someone in need of help.
GODS:
Bartux - Appears as a handsome man with a sword. Bartux promotes those who protect their own and fighting with honor.
Destruction
War
Warp
Farmeli - Appears as a beautiful women with a vase of wine. Farmeli promotes life and living and for cooperation to win the day.
Life
Mind
Time
Stera - Appears as a great Stag with many antlers. Stera protects all of nature and those who worship her often are people who work with nature often such as miners and farmers. The elements and animals are his domain.
Alteration
Nature
Weather
Bromi - Appears as a flame or a smelter. Bromi gives guidance to those who wish to better themselves and make life easier. He rewards intelligence and application of knowledge.
Creation
Enhancement
Telekinesis
Lan - Brother of Bal, follows seek to give guidance and help others and he gives those who follow him ways to help others. Is represented as the Day sphere, how the sanctuary shield appears during the day (Bright blue with streaks of energy flying about)
Light
Protection
Divination
Bal - Brother of Lan, followers seek to protect others by rooting out troubling forces hidden away, Often Bal is worshipped by night watchmen. Is represented as the Night sphere, how the sanctuary appears at night (Dark purple with streaks of black flowing across)
Dark
Illusion
Fate
Player Races:
Humans - normal
Elves - normal
Dwarves - normal
Wyvaran - Loyal to Dragonkind but not foolishly so, they of all the draconic races interact the most with the other sapient races of Sanctuary.
Mantid - Single colony in the south, the colony is in a large forest, they protect the forest from encroachment. They have a secretive society and mostly stay to themselves but occasionally they do wander about for trade or other personal reasons. They have a culture unlike the rest of the inhabitants in sanctuary and use largely unique weapons. (+2 con, int, -2 cha)
Goblins - (largely lawful, rest is same) they take up about 10% of the population, the vast majority is held in servitude, they accept this position and do it well. any PC will HAVE to have an owner as only less than 100 goblins are free and they are due to exceptional circumstances.
non-Player Races:
Gryphons - speak their own language and most that have contact with humans can understand but not speak common. Players can learn and understand but not speak Gryphon.