Attributes will be 32 point buy.
Hp will be max first level, and average for each level after, rounded up. (So 3 for d4, 4 for d6, 5 for d8, 6 for d10, 7 for d12)
As far as books go, anything goes but homebrew.
I'd like the party comp to be pretty well balanced in terms of what you can do. A skill monkey, and someone that can heal would be preferable, though I'm willing to just supply the party with healing items if no one wants to play a healer.
As far as characters go, I'm looking more for interesting characters rather than 'powerful' characters. As I stated the story would focus mainly around roleplaying and plot, rather than combat.
The plot/storyline will be revealed as you go, but as far as the world goes...
Eirion as it exists at present date has only existed for just under two hundred years. Before that time it was a highly militarized kingdom, with a large standing army and near constant draft. The ruling body had expansionist goals, and as such the kingdom was frequently at war with its neighbors. Shortly after a long drawn out war with Barisea, a more primitive kingdom to the southwest, a new general was selected to lead the armies.
After a series of resounding victories, the troops returned home at the head of General Stephen Brighthelm. There, they staged a coup against the aristocratic caste, and placed the first Lady of the Faith in charge. As head of the church and devout cleric of Pelor, this change of power went over fairly well with the populace. Since then the kingdom of Eirion has largely demilitarized and enjoys good trade relationships with its neighboring countries, including the small kingdom of Valonde to the east.
Eirion is famous now for being the height of religion, and the forefront of magical discovery. They pride themselves on rational thinking and an ordered lifestyle. Due to the practices put in place by the Lady of the Faith over several generations, they've seen no plagues or famine in decades.
Barisea: A large sprawling kingdom mostly made up of roaming nomadic tribes. What few permanent settlements they have serve as hubs for trade and their ruling bodies. Almost everyone in the kingdom is a member of a clan, either by birth or by adoption. They possess the highest population of any kingdom and the strongest military, but getting the clans to agree on anything is like pulling teeth.
Valonde: A smaller kingdom bordering the eastern sea. Famous for its wealth, the merchant caste rules over almost everything and money talks. The epitome of culture, Valonde provides its neighboring countries with art and entertainment, as well as trade routes to the strange lands far to the east. Despite this, they have the smallest military, usually relying on mercenaries for manpower.
The Feylands: Far to the north, beyond the borders of every kingdom, lies an untamed wilderness. Beyond the beaten path nothing makes sense, and no sane man ventures in without risking life and limb. The lands are owned by the fey, as much as wild lands like that can be owned, and their rules and laws change seemingly at random. While the fey sometimes send diplomats to the south, none but the boldest of adventurers venture north.