Alright, I have A Small Island Area in a Game And I would Like some help with a few things:
Some Fluffy bits On Locals (High ranking and such)
Some Fluff on Areas.
And Some Ideas on Local wildlife.
I think the best way to go about populating your setting with NPCs is to design the NPCs as though you were designing PCs for a high-powered campaign. Each major NPC is going to have as much (if not more) character goals and influence on the setting as any PC. Simply think, "what kind of character would *I* want to run if I wasn't the GM", and then repeat that until you have as many NPCs as you need. (Just don't get too
attached to your NPCs, the players may try to kill them.)
Regions are a little more difficult. Usually it's best to define a town or city by the thing it does best. A farming village revolves around harvests, preserving food, and shipping food to the lord who owns the land. A port town is based on servicing sailing vessels, moving trade goods, and extracting taxes to send them to the government. Obviously, all of your conflict, plot, and questing is going to arise whenever any one of those aspects is negatively impacted (ankhegs chewing on the crops, sea monsters attacking ships, smugglers trying to avoid taxes, etc etc etc).
Local wildlife isn't too hard, just start reading up on dinosaurs. Keep in mind, dinosaurs varied widely in size. Your party might laugh when they see a swarm of chicken-sized lizards, but they won't be laughing when that swarm tries to eat them. Insects were also very large in that time period, so using giant insects of any kind will work for you. Stirges are a great low-level option, and you can move up from there. You can also add templates to dinosaurs to make them less predictable, nothing says "high fantasy" like a half-red-dragon t-rex!