To some extent, it's based on your generic AD&D/GURPS Fantasy world. Technology is low; equivalent to our Middle Ages. Magic exists, and has made up quite well for the lack in technology. While not ubiquitous, magic is fairly common. Several different styles of magic exist (see the Magic page.) Some types of magic do overlap, but generally each Guild is the best at its particular form.
Several different races exist in the world. Humans are the most common. Elves and Half-Elves are found fairly frequently. The Faerie do exist, and are a collection of various beings, ranging from sprites and nyads to the Sidhe (similar to Elves.) The Faerie do not interact much with humans, because they are so different, but do have dealings with the Elves. Dwarves do exist, but are very rare. They used to be fairly common, but withdrew to their mountain halls of Lessia several decades ago. Their motives remain a mystery, as the few that remain in the world refuse to comment on it.
As the game progresses, major events will be announced by the Town Crier.
Pricing varies due to conditions (scarcity, locale, competition, etc.), but we will create a small list of "normal" prices to give you an approximate idea. A night in an inn, with a meal and stabling for a horse costs 3-5 copper, depending on the inn.
This will be a difficult year for many of the peoples of the Twelve Nations. In particular, the Protector Guild will have their collective hands full. Their duties include working with farmers to ensure adequate harvest -- an issue clouded by doubt and late snowfall. They will be working overtime to keep the people fed. As a result of that, the Protectors will be unable to provide their normal patrols through forested regions, which has already resulted in an increase in banditry. Prices have skyrocketed in many markets, especially cities, which has led to some near-riot protests from the populace in more populated areas.
Never fear, the Knights have been turned out in force by the local Lords in order to enforce the peace in both urban and rural areas. Not being well-versed in the ways of forest life and tracking, it still requires the assistance of a Protector or Tracker for the Knights to even locate the bandit hideouts. But once they clash, the Knights always prevail. There has been a highly increased demand for Mercenaries to serve as caravan guards, and even Cavaliers have made themselves available for this lucrative duty. Local guard units have been expanded by deputizing the more reliable and reputable citizens.
The Priests of Tellis and Cedaes are also doing their utmost to bring the blessings of the gods to aid the people in this troubled time. However, the Priests of D’haris are seeming to have much more success, to judge by the unrest in the forests. . .
The common people have focused quite a bit of attention upon the weather witches. Alternately, these men and women are being overworked and lynched indiscrimately, depending upon whether the sun shines the day after the consultation. The Prophets are uncharacteristically silent, but spred the message of Jovun’s Balance whenever they are seen.