Feyworld is a fantasy campaign that tends towards the realistic (cinematic rules from GURPS are not used). The intent is to provide a setting that encourages verisimilitude and focuses on the players' characters storylines. Basically, the game is intended to be a 'sandbox' where players can play the characters they want to play and make the choices those characters would make... though there will be a defined 'starting place' for the game, the campaign is driven by the decisions players make for their characters. If the group decides to reside in a city and focus on adventures to be had there, that's what the game will be about... if they want to grab a ship and become pirates, find ancient ruins and dungeons to explore or just pick a direction and start riding that way, the game will support that.
The following information on the campaign is loosely based on the "Campaign Planning Form" in GURPS Basic Set 4th Edition p. 567:
Campaign Name: The Chronicles of Feyworld
Society/Government Type: Magocratic Monarchy
Control Rating: CR 5 (Repressive)
Tech Level: TL 3 (Medieval), though tech level varies per region, from TL 0 (Stone Age) to the cusp of TL 4 (Age of Sail).
Inspiration: Game of Thrones by George R. R. Martin, The Belgariad by David Eddings, The Conan Series by Robert E. Howard, The Chronicles of Narnia by C. S. Lewis, The Drenai Series by David Gemmell, Druids by Morgan Llywelyn, The Lord of the Rings/The Hobbit by J. R. R. Tolkein, The Secret of Kells, Spartacus TV Series on Starz, the Renshai Chronicles by Mickey Zucker Reichert.
Information for PCs
Starting point value allowed for PCs: 125 (plus bonus Advantages gained from Central Casting: Heroes of Legend by Paul Jaquays, used to build character backgrounds)
Disadvantage Limit: 75
Especially useful/useless character types: Anything can be useful, nothing is useless. If you want to play it, go for it.
Especially appropriate/inappropriate professions: Again, anything can work. Adventure and political intrigue often come into play, but playing a 'fish out of water' who's struggling in both elements can be fun as well.
PC races allowed: Dwarves, Elves, Half-Elves, Half-Orcs, Halflings, Humans, Lizardfolk and Minotaurs are allowed, though much of the world is extremely humano-centric, so there are consequences for playing non-human races of various degrees of severity.
Starting Wealth: Base 100 silver coins (roughly equivalent to $1,000 in the GURPS rules)
Starting Wealth levels allowed: Wealthy (20 points) is allowed, though particular rolls in Heroes of Legend may modify starting wealth to even higher levels.
Starting Status levels allowed: Status 2 (10 points) is allowed for starting characters, though rolls in Heroes of Legend may modify starting Status.
Starting TLs allowed: TL 3 is the 'base' TL, though TLs as low as 1 are allowed for starting characters, based on Cultural Template
Languages available: Most languages listed in Languages in Feyworld are allowed, though players are strongly recommended to choose human languages common on the continent of Aurea. Zetian is commonly used by merchants and scholars on Aurea of disparate native cultures to communicate, so it is the closest thing to a 'Common' language available, though it is only natively spoken in a few regions.
Cultural Familiarities available: See Cultures on Aurea for a list of dominant cultures on the continent. Any of these would be appropriate, depending on your character's background.
Required advantages, disadvantages and skills: All characters receive the following advantages for free: Cultural Familiarity (Native) , Native Language: Spoken (Native)/Written(Semi-Literacy) 
Especially appropriate or inappropriate advantages, disadvantages and skills: Any, though Technology Level certainly limits what is and isn't appropriate.
Appropriate Patrons (and base value): TBD.
Appropriate Enemies (and base value): TBD.
Special Abilities Allowed for PCs
Exotic/Supernatural Traits: Generally, Exotic and Supernatural Traits are prohibited during character creation, except those awarded by a Racial Template or rolled in Heroes of Legend.
There are, however, exceptions. Exotic and Supernatural Traits allowed at character creation are:
- Blessed (Basic pp. 40-41)
- Catfall (Basic p. 41)
- Channeling (Basic p. 41)
- Destiny (Basic p. 48)
- Discriminatory Hearing (Basic p. 49)
- Discriminatory Smell (Basic p. 49)
- Discriminatory Taste (Basic p. 49)
- Higher Purpose (Basic p. 59)
- Magery (Basic p. 66-7): Magery works a bit differently in Feyworld and must be taken based on the type of magic an individual is capable of casting.
- Magic Resistance (Basic p. 67): Divided by Resistance to a specific Emanation of magic.
- Mana Damper (Basic p. 67): Divided by Resistance to a specific Emanation of magic.
- Mana Enhancer (Basic p. 68): Divided by Resistance to a specific Emanation of magic.
- Medium (Basic p. 68)
- Psi Static (Basic p. 78): The 'Resistible' Special Limitation must always apply.
- Special Rapport (Basic p. 88)
- Spirit Empathy (Basic p. 88): The 'Specialized' Special Limitation must always apply.
- True Faith (Basic p. 94)
- Cursed (Basic p. 129)
- Destiny (Basic p. 131)
- Divine Curse (Basic p. 132)
- Magic Susceptibility (Basic p. 143)
- Weirdness Magnet (Basic p. 161)
Cinematic Skills: None.
Are PC mages allowed? Yes.
General mana level: Normal
Do areas of higher/lower mana exist? Yes.
Are any of the spells from Chapter 5 off limits? Spells available are limited by the type of magic a character can use. Obviously, any spell that affects or relies on technology higher than TL 3 doesn't exist.
Are PC psis allowed? Not at this time.
Are any of the powers from Chapter 6 off limits? See above.
Are PC gadgeteers allowed? Yes, though gadgets are limited to TL 4.
Are there special limits on gadgeteering? Quick Gadgeteering is not allowed.
Unusual Background cost(s) for these abilities: TBD
Legal or social restrictions on these abilities: TBD
Optional Rules or Variants: TBD