The People:
This world is a humano-centric fantasy world. There are no elves, dwarves, etc. Or, if there are, they haven't been developed yet. As this is a game to run the Fate Core rules through the gate, let's keep things as simple as possible, and keep it human. The less add-ons and extras we need to throw into the mix the less confusion we need to deal with.
This game is an off-shot of a setting that is in active development in my other game:
The Veiled Hand.
The Setting:
Aroen is a land south of the Mondat mountains. There are two distinct peoples, though they are all "Human". All the land south of the mountains was once one kingdom. In a King Lear-esque move, the king at the time divided his lands into three and made his three sons king of each land, each with it's own special gifts and climes.
The Kumlaren are people from the Kingdom (crown republic) of Kumlar. It's more a collection of city-states now than it was when it was founded. This is the basic "default". Within Kumlar, there are a range of peopel, still, from The Tarenti--riders of the Northern plains (think North American Indians), to the Cyreni--people of the Eastern Islands (largely sailors, fishermen, and, of course, pirates).
The Khune are people from the Kingdom of Khune, a rough and terrible land that's mostly desert and scrub-lands. It is a tough land with tough people, and tales of dark sorcery and theft-of-magic abound. Most notable in this setting is that Khune is held in some horror by the Kumlaren because of he practice of human slavery and of human sacrifice. While there are very good reasons and cultural history behind it, those not involved don't see it...
There was a third kingdom, Khadid, that was the center of arts and culture. The Guilds of Javid were building what might eventually have become a university, but then the great war came upon the world of Aroen, and Khadid was leveled.