I haven't gotten to people and locations or a map yet. Here's some tidbits on organizations and unusual aspects of the setting. Stuff in italics is game mechanics stuff.
ADVENTURERS UNION A decade ago Sir Gilder declared himself a duke and head of the newly formed Adventurers Union. Nobles in the area scoff at his dukedom but the union or guild has met with some success, especially in the parts of the north without a strong government and few standing forces. Gilder is a semi-retired famous adventurer and his name as attracted many would be adventurers. The guild sets standards for hirelings and mercenaries. It also serves as a middle man, connecting those needing work to those needing a job done. The Union also gathers info from all of its members to keep tabs on hot spots and places needing looting. Most cities and large towns in the north and some in the south have a Union office.
CHARM LAWS Everyone has heard tales of mages beguiling kings and turning them into puppets and secretly controlling kingdoms. Just as common are stories of mages charming widows out of all of their money. Magical control is often hard to detect and is a potentially hugely profitable scam. For this reason, most places have severe laws against magically controlling others, these are usually called charm laws. Death sentences are common. Governments that look down on mages have especially strict laws. Most states also have laws against other sorts of magical fraud.
COUNCIL FOR THE PRESERVATION OF ORDER With the loss of one of the Five Cities, a small group of priests of Slindelafay have organized a new structure in the 4 remaining cities devoted to defense and stopping the chaos an panic. They are highly organized but have alarmed some nobles for operating outside of the normal power structures.
DEATH SENTENCE It is commonly believed that, for each person, there is a sentence that, if that person were to hear it, they would instantly die. The sentence is different for each person. There is a great deal of disagreement about how to learn this sentence but people often point to astrology or numerology as the source. Most mages scoff at this idea and state that this idea arose from people witnessing mages kill others with spells and misunderstood the nature of the incantations spoken. I have never researched this realm but I have seen a person drop stone dead upon hearing something that I am sure was not a mage spell.
DICE GODS There are those that believe mystical forces affect seemingly simple events. These people attempt to summon these powers called the dice gods. For them, roll ing dice or playing games of chance are semi-religious experiences in which the Dice Gods grant favor to those they find appealing. No one agrees exactly who the Dice Gods are or what must be done to appease them. Some people request to be buried with dice in their hands so that they have the chance in the afterlife to gamble for their souls.
DRAGONS I had a chance to interview a dragon. This 200 year old dragon was the most awe inspiring creature that I had ever met. The first thing that he explained to me was that dragons are not reptiles; dragons are warm-blooded and are as far above lizards as we are. There are four types of dragons. They all have four legs, wings, and the ability to breathe fire. Greater dragons include dragons proper and wyrms. They have the ability to cast spells and use dragon signs. Dragons inscribe the signs directly upon their scales, the more powerful ones in hidden areas on their bodies. An ancient dragon covered in dragon signs is an incredible sight. Wyrms are the largest dragons, not being any wider than dragons but being much longer, looking almost like snakes. Wyrms have a powerful fire but are not as smart as dragons and have limited spell and rune ability. Dragons are superior in intellect, sophistication, and total power. Lesser dragons include wyverns and swamp wyrms. Wyverns are the smallest dragons and have small forelimbs. They are as smart horses and have limited fire but are excellent flyers. Swamp wyrms have small wings and legs adapted for swimming. Swamp wyrms are as large as wyrms and have a powerful fire. I was informed that dragon brains have superior capacity but do not think as quickly as ours. In addition, dragon brains are slower to develop. Most of the dragons we see attacking villages are impulsive adolescents with little wits and ready to fight to prove themselves. Half of all dragons die before they reach adulthood.
DUELS A millennium ago, spellcasters worked out a set of rules for settling serious disputes in a manner that was fair and not always lethal. The two contestants stand 10’ apart facing each other. At a tone from the judge, the contestants simultaneously unleash one spell at their opponent. Such duels are brief and exciting but best watched from a safe distance. Due to the nature of spells, it is possible for both contestants to be killed or knocked unconscious. Inconclusive results are also common. Additional rules vary slightly so it is best to ask the judge. The most commonly accepted rules allow each contestant one minute to prepare themselves and size up the opponent while standing 10’ away. Spells may be cast during this preparation time as long none are intended to impair the opponent. Defenses are normally cast while watching what defenses the other casts. Magic items are usually allowed. Stakes are usually declared ahead of time and include things such as surrender of a magic item, making an apology to someone, or merely admitting that the other is a superior mage. The gravest of insults allow one of the contestants to declare beforehand a duel “to blackness”. In such cases, after the initial exchange, initiative is rolled and the contestants continue attacking each other until one is dead or unconscious. In moderately serious duels, three rounds of combat are allowed after the first exchange unless someone is rendered unable to fight.
Dueling rules have spread to non-spellcasters. Everything is the same except that, at the tone, they each shoot at each other or thwack at each other. Spellcasters and non-spellcasters can even duel with each other, trading a spell for a blow. There are duelists who have specialized in dealing a powerful blow in the instant allowed.
Duels are often a way to show off or show character. A very confident or nonviolent spell caster might cast defensive spells and then cast an obviously non-offensive spell in the duel as a way of thumbing their nose at the other. Gnomes have been known to cast spells to trick others into thinking they are gravely injured or to make the opponent look foolish.
In Newzan, nobles use longswords and the lower classes give two daggers to each dueliest fight with or throw.
Add the following Fighter perk: duelist. In the simultaneous round and the following round, you receive +4 to hit. You get a critical if the total including all modifiers is 20 or more. Also add the following perk for Wizards and Clerics: Duel casting. If you take 3 rounds to cast a spell, the damage die is increased by a size and opponents have -2 to their saving throws (in a duel the spell is timed to be cast at the start of the duel). If you take damage at any point in the casting, the spell is lost.
GODLESS ONES There are a few people who wish to be totally left alone by all deities. These people are not atheists; they are quite aware that gods exists. Rather, they believe that gods have their own agendas that are not for the benefit of people. When gods quarrel, it’s always people who suffer, the gods rarely actually harm each other. Godless Ones view all priests as untrustworthy due to their holy associations and will not accept any form of priestly aid. As far as I know, no Godless Ones violently oppose any of the religions; they merely seek to be left alone by all gods. Most gods seem to have agreed and do not persecute the Godless Ones. I believe that there is a secret society of mages who are Godless Ones.
Godless ones receive +4 to saving throws vs. clerical magic as long as they have received no aid from a cleric or holy source for at least a month.
KRESHTUUP This is the large orcish city to the northwest. It has a population of about 10,000, about 60% of which is orcish. It is the center of a vast slave trade. There is little by way of written law here. Most of the possessions and people are considered the property of the different gangs or organizations that rule the city. If anybody harms the property of a gang, it is that gang's duty to exact vengeance. Failure to respond lessens that gang's power. The largest gang is ruled by the city's lord, Kraal the Crusher, an orc of immense physical strength. He has ruled for a very long time for an orc. It is believed to be because he discovered some potions of longevity that allowed him to preserve the physical strength needed to dominate other orcs. His minions have tattoos to mark their ownership and rank, for property of Kraal, for valuable property of Kraal, and for speaker for Kraal. His elite guard, known as The Sixes, is made up of unusually large orcs. This is the most frightening city I have ever been to. If you are not the member of a gang, then you have only your own combat skill to prevent you from being killed or robbed.
MODERNISM This is a 60 year old movement among gnomes and halflings, mainly those of Green Reed City. The movement stresses the definition of oneself by one's skills and knowledge instead of by family and clan connections. Modernists strive to increase their understanding of the world. Without their family to define them, modernists try to make themselves unique, either by their unique crafts, philosophy, or even dress style. Admittedly, many silly inventions and hairstyles have arisen due to modernism. However, modernism has also made the city the leader in technology. Modernists have played a role in the invention of hard gold, thin leather, gunpowder, and countless other inventions. Due to their vastly different outlooks, there is a great deal of strife between modernist and traditionalists, but it rarely escalates beyond loud arguments. Modernists drop their last name for a descriptive adjective and the gnomes are usually beardless.
NUMEROLOGY Most people believe that numbers carry a mystical power and some numbers are inherently good or bad. Newzan believe that the number 5, along with 10, 25, and 50, carry good luck because they are a complete number and represent a full set of something. The number 6, along with 12, 36, and 66 are believed to represent the magical addition to a complete set. In some contexts, sixes are sought after as representing supernatural assistance. In other contexts, sixes are considered bad luck due to the ruining of a complete set. Thirteen is always considered dark luck due since it is considered a perversion of the already questionable twelve.
Proscribed Spells Elves have outlawed all fire based spells within the Silk Forest. The Five Cities have outlawed magical attempts to use astrology or similar means to cast the fortunes or learn the birth details of nobles.
SEVEN SWORDS Three hundred years ago, seven Uuld chiefs forged a confederacy with each chief having his own town as a seat of power. They feared that their kingdom would fall upon their deaths and chaos would erupt. To prevent this, they called upon a necromancer and some dwarven smiths to create seven soul swords. They then took their own lives and had their souls placed in their swords so that they could continue to rule. To this day, the swords chose the chiefs that will wield them and the swords serve as advisors and judges.
SOUL MAGIC Spellcasters find it very difficult to make permanent magic items beyond a certain level of power. Powerful magic items that don’t use charges are rare, usually the superb feat of a dwarven smith or elven magic weaver or a gift from the gods. Most attempts at such items create something whose magic fades over time.
One way around this is to install a willing soul into the magic item, whose presence maintains stable magic. As a bonus, the item has the sentience of the individual. It’s not as hard to find a soul as you might think – dying people who think they’ll not fare well in the afterlife or who want to stick around are often willing. Attempts to charm, trick, or coerce a soul always fail and create corrupted items. A few items become erratic as the long years of lying around take their toll on the mind inside.
In game terms, armor/weapons/items rarely have greater than a +2 bonus or a +1 bonus with a special power. Better items are either soul items or like minor artifacts with an unusual history. This also means that there no off the rack powerful items. A +4 sword will be something legendary with its own quirks and extras. One shot items and +1/+2 items still have normal availability.
SWORD LAWS The Five Cities have proscriptions against possession of longswords and greatwords by anyone who is not a noble. Only soldiers and philosophers can use short swords. Newzan nobles often carry swords as a sign of rank. Only soldiers and nobles may use large weapons. The peasantry usually gets around these laws with tools that double as weapons such as bills, flails, and axes.
Within the city walls armor is illegal except by the city watch unless emergency is declared. This makes small, concealable weapons popular. The wealthy often wear armor that is inconspicuous. Dress jackets with brigandine are popular. Leather workers have developed a method to shrink leather so that armor made from leather is thin enough to be worn under clothing.
The intent of these laws is partly to control the lower castes and partly to appear genteel and keep the underlying feuds hidden.
