(this background info originally for Ed Stanford, but if you want to add stuff, y'know like how amazing I am or whatever, pile in--Dave)
T'Klendathu-
For humans there are two northern political entities, Beltisheim (a very orderly, lawful country which is currently having a drawn out civil war between the King and some Nobles, it seems the Church of Mithra is involved too) and Eire.
I do not include any southern kingdom info here, you can't be originally from there.
Beltisheim's capitol is Landsrue (Land-Shrew) and is nominally run by the King and his Privy Council. There are five Earls and the head of the Church (the Archimandrite), also the various guild grand masters-the middle class is a rising influence here.
The predominant religion there is Mithraism, which exists in Church and monastic forms-the Cenobites and the Albidarians. There are sects within the church.
Cenobites are a service and worship order, creating hospices and self reliant monastic communities, which naturally cause towns to appear around them.
The Albidarians are a mendicant order. They wander and serve through spreading the Word. They are also a militant order-they fight for the Church. Very hierarchical folks, they do have some permanent winter quarters in places.
The church proper is dominated by the Sagronites (followers of Sagron the mystic) who are knowledge gatherers and teachers.
All three of these orders are based on follower/disciples of the sage/avatar Epimetreus, who fought Set to a standstill way back when. Epimetreus sleeps somewhere...
There are some older religions however-the old gods in this area are holdovers from before Mithras came here and pushed them aside. They are the Norse gods, and are a minority, but tolerated and extant, also a variety of small local spirits in various places.
Eire (a more rugged area, south of Beltisheim) is more like a confederation of duchies, which are are under a Grand Council, which is under a King as well. It is allied with Beltisheim through marriage.
Mithras is worshipped here, but also there are worshippers of numerous other religions, as the capital (Ramsgate) is simply huge. It is athwart a massive river and an important road that runs southwest-northeast. Think of Constantinople in 1203 and you get an idea. Very big, very cosmopolitan.
Other known religions-
Dagon, Set, A muslim equivalent based on the teachings of a pair of twins (I forget the names)
There are some demi-human areas though.
There is one large area full of hobbits called the Meads. There are some wood elven communities east of Ramsgate, also north of Landsrue is the Dwarven Highlands, which makes Switzerland look like a pool table. :)
West of Landsrue is a large steppe covered area which eventually becomes Alpine. This area is inhabited by Hobgoblins, various barbarians, and some other humanoids. Pretty wild area, think of the Volga basin before the Khan came.
There is also a small area south and east of B'sheim which is some serious deep assed forest. The Teutoberger Wald with some steroids. There are Centaurs there somewhere, some elves and some other stuff too.
There is a large group of islands north of this continent which are as close to 11th century Norway as I can make them. There is also a community of Sea Elves which occasionally meets people at sea. They are rare and mostly xenophobic.
Magic-
Hmmm, there are some collegiums for those who can afford to get their children in-or for those who have the talent (i.e. Magery or intellect). These have major areas of study, which of course vary from place to place.
There are a variety of self taught hedge mages, some who are connected with various natural spirits (like druids, but not celtic). There are magisters who use runic magics, which is a kind of build your own spell process. It is like chemistry, you have elements and symbols which get combined different ways and activated.
Clerical magic exists. Mithrandic priests get bonuses on Knowledge and healing spells as well.
Technology-
13th century Europe. Transitional plate armor (Full helms, mail everywhere with smallish plates sewn into coats; these are Knights)
Wet and dry mills, Caravels, magical clocks and religious mystery plays. The Commedia del Arte. Romaneseque and early Gothic architecture. 5 different kinds of law (Royal, Common, Church, Magery, Forestry) Refrigeration (blockhouses full of ice insulated with sawdust) pre-gunpowder (but close). Astronomy isn't quite a science yet.