So, as a throwback, change-up, whatever, I'm gonna be writing about the original campaign setting for my D&D group. Couple reasons for this - firstly, we have my sister coming to visit next week, so I'm having to reorganise (read: tidy) my room up. Secondly, I graduated on Tuesday! I am now officially a Bachelor of Arts, so go me. And, thirdly I've discovered Dark Souls... so, yeah, not really had the free time to paint or convert anything...
And, to be honest, the most important reason is, well... I haven't really got so much fluff on it. Tell a lie - I have a ton of history and the like, but nothing up to date. This led to some awkward moments during a session when I had to improv something really basic - on one occasion, I had to make up the government of the kingdom we were in... not individuals - whether it was a monarchy or not.
So, yeah, in the interest of actually getting this stuff down - partially for my benefit, partially for that of my friends who now have to run a campaign in this setting, here goes.
History

So, brief history - and now seems a good time for a map too - of Jugisium. It's presently in the 'Third Age'; though it's really more like the sixth. Jugisium is the northernmost sub-continent of the Three Lands. Originally, it was a virtually uninhabited wilderness - home to orcs, goblins and the like. Then, at some point, Dwarven migrants from the south arrived at the mountains of what is now Dras Vul (
Drahs Vool), and set up shop there. They remained virtually alone for an indeterminate length of time - perhaps only a century or two, or even millennia, before the arrival of the Elves. Their fleet was fleeing a civil war somewhere to the west, and they landed in what they called Sancre Vash (
Sahn-cray Vaw-sh). Eventually, these two peoples met each other, and began trading; not long before the humans arrived. They came from a land further north named Aran (
Air-awn), and quickly joined in trading.
The second era occurred several centuries later - after the three races allied to drive out the monsters of the wild... which began as an attempt to lessen attacks on outlying villages, and ended with the mass deportation of the natives to an arid basin near Dras Vul. This led to quiet a bit of resentment between the various races for one reason or another.
The third era was when this tension boiled over, and the humans invaded the northern shore of Jugisium, entering into war with the Dwarves. It was a long and bloody war, which ended when the Elves finally arrived and butchered anyone who didn't surrender. The Elven king was named Emperor, and declared that 'The First Age' was begun.
So, the First Age was the era in which the empire basically became a magocracy... And was then destroyed by revolts. It lasted at least five hundred years, but no one is quite sure how long, because...
The Second Age was a dark age. Everyone ran around smashing stuff, books were burnt, and anyone even vaguely magical was killed in moments... This lasted at least two millennia, probably more.
And, so we reach the Third Age, wherein the people collectively manned up and stopped flipping tables. The races created a Council of Peers, better known as the Triumivrate, which functions something like the real world EU, and unbanned magic.

So, that's the general history - or most of it. Now, for some specific stuff:
So, this campaign took place in LeVehn (Lay-Vein), which you can see here. Originally, it was a buffer state between the three races, but after 'barbarians' conquered Aran it became the de-facto human nation. Our campaign took place in the year 604 TA, when things had settled down on the whole. So, I can now give you a bit of culture.
Culture
This may be a tad eclectic, but hey-ho... so, anyway, lets start with an analogue for your benefit... well, imagine Italian City States in the early fifteenth century and you'll get a pretty good idea. Each city has a 'Count', which is an inherited post that functions as mayor, but otherwise it's a democracy - in that the leaders are elected. Of course, the poor can't vote because of several dozen minor traditions and requirements that leave everyone outside of the top 5% ineligible. But, as the rich point out, they can still stand for office! Shame no one'll vote for them...
Mages, as I mentioned, are now allowed, but must join the Triumviri Collegiate, which basically involves renouncing any former titles or inheritance in exchange for tutoring and a permanent position in the Department of Magi upon graduation.
Climate wise... imagine France. That's pretty accurate - the south east tends to be noticeably drier than the rest of the nation, and Dhe Molis suffers from a drought at least once a decade, leading to any citizen being treated as if a member of the guard - they pay a significant proportion of their wages to the government in exchange for free housing, food and water. It leaves them with very few non-necessities, but it's still better than the slums of most cities...
So, interesting facet of the architecture of LeVehn - the number of stories is inversely proportional to wealth. The poor in cities live in towering Insulae; the majority of which are at least four stories tall. The rich, by contrast, prefer bungalows - sprawling mansions where a single wing typically has more floorspace than a street. Otherwise, well... Think Paris in the early renaissance, or really any Western European city.
Religion
Polytheistic, obviously... We've had a little trouble with this recently - moving systems, meant changing the religion, and the deities in Pathfinder are kinda specific to the setting... so, we're working on our own to slot alongside the pre-existing one... a national religion if you will; the Gods of Greyhawk/Points of Light/etc. still exist, but they tend not to be worshipped in Jugisium.
What we do know is that the major temples are based vaguely on the Temple of Herod from ancient Jerusalem. Minor temples are a bit more basic, but tend to follow the same format; generally without the encircling walls. A major temple will typically have a priest of every god, plus a priest of the pantheon, while a minor temple generally just has the latter.
Military
The military at this point is in flux, and well deserved of it. Blackpowder - once a rare import from the farthest of the Three Lands - is now being made locally, allowing fortifications to mount their own cannons. Field weapons are still in their experimental stage - typically they're just the fixed artillery you'll find in castles mounted on carts and roughly dragged into place. Some success has been found with handheld-bombs though they're temperamental at best. And, of course, a few individuals are attempting to create hand-held blackpowder weapons (though, so far, they weigh more than a knight's equipment, have the sort of recoil that could dislocate an Orc's shoulder and are wildly inaccurate... to say nothing of the loading times).
So, because of this, the armies tend to stick to the more tried and tested weapons; crossbow and halberds are the weapon of choice for most soldiers. Between magic and the increasing use of blackpowder large, even formations are quite rare - as a single mage could quite easily wipe out a tight block of pikemen with a single spell. This means that knights aren't quite such a big thing as in real history, but are used occasionally as shock troops. Instead, cavalry tends towards lightly equipped scouts, typically equipped with a short bow or light crossbow. Pikes, obviously, are virtually unheard of, as are concepts such as a shield wall.
So, anyway... I think that ought to be enough for now. If I think of anything else - or when I sort out the religion - I'll put up a new post. But, for now, thanks for reading. Volodanti out.