The Campaign Setting...
The Misty Valley is listed as a Homebrew campaign, but it's one that is user friendly to new players.
I have it listed as 'Neo Europa' in my notes, but most of the adventuring takes place in a small area called the Misty Valley. (You'd be surprised how much adventuring can be done in a 'small' valley)
Much of the infrastucture of the campaign is recognizable in the real world. Rather than reinvent the wheel, I use real world languages and cultures. That makes things instantly recognizable to the players.
Human (Euro) is essentially 'English', which i presume were all familiar with.
When a character is speaking with something else, say Franco (French), you can hear the 'french' accent, and you're welcome to mix in a few french phrases here and there for flavor text.
General stuff like 'Celestial', doesnt sound as cool as 'Latin'.
etc...
Humans actually get the basis of much of their language from demi-humans. ie. The dwarves, sound a lot like 'German', so Human (German) will converse better with Dwarves than say Human (Euro)
I don't like broken economies. Coin has value and worth. Which is why i reworked the magic system, cause the cost for most of the stuff was just astronomical. You had a choice to either be stingy as hell, which felt mean, or break the economy, which i already said i didnt like doing.
Most transactions with common folk will be in silver and copper. Transactions with the rich and famous will normally be in gold, but other precious metals and gems might show up there too. Regardless, characters in general are poor.
That said, i use the concept of the lifestyle tax. Which presumes that you make money from a profession of some sort, and this covers your normal day to day expenses. This eliminates the need to penny pinch and cover things like meals... rent... and mundane purchases that i consider falling under 'incidental'.
Religion, not a big deal for most of you, rather important to others (like if you're a cleric or something...)
There are eight divine entities that are recognized by those willing to worship them. They all have masculine and feminine aspects which are slightly different viewpoints. They are broken up into the 'Elder' and the 'New' divinities.
The four old ones are ...
Nyx / Nyte - Noted as the 'first'. Deals in chaos, entropy, and most things dark. Nyx is the more readily accepted aspect. In the beginning when there was nothing all was Chaos, and Nyx was alone, and as far as he was concerned, this was good. While not a 'popular' divinity, he is necessary, since he will balance the creation that the other divine bring forth devouring it with Enthropy to make way for the next new thing. Nyte has a slightly softer image, in that she is regarded as a keeper of secrets, and keeping things in the dark, that should be in the dark. Everyone has secrets, and when you want yours kept, she's the one you're usually whispering a prayer to.
Fate / Destiny - From the start, beside Nyx, without his notice Fate was always near at hand. Luck, Chance, Random occurance. Wait around long enough and almost anything can happen. A slippery concept, some associate trickery to her, while those who are constantly travelling on the road, often whisper a prayer to her quiet indulgence for safe travels. From Fate's influence even something like Law might emerge from Chaos.
Creed / Justice - Not just rolling chaos, but Law and Order. A thing unknown to chaos. A quick and eternal opposition to one another and a direct opposition to Nyx.
Sol / Solaria - Equal opposition to one another, but not quite equal influence. Long standing and all consuming and encompassing Nyx is more than a fair handful for Creed, so it was destined that there would be Light, and Nyx was force to recoil back to this warm foreign thing in his dominion. So began the long balanced struggle between day and night, summer and winter, when one held a slight dominion over the other, but never quite banishing one another.
These are the four old divinities...
The four new ones, took on the elements as their spheres of influence and are known patrons for the various races.
Gaea / Geb was the first, bringing forth form and stone. The first and most hardy earth elementals lived deep in the earth and drew strength from her element. She is regarded as the Patron divinity of Dwarves.
Aericel / Tempest, bought forth life giving air, and granting thought and magic into the world. She is patron to one of the longest living races talented in magic, the elves.
Luna / Triton, with the coming of water, all things needed for life to thrive was present and plentiful. Like ever changing water, patron to the ever adapting and evolving humans.
Pyro / Pyra, with the coming of the new divinities Nyx was unsatisfied, and aggrieved that it was not fair that nothing but opposition came from these chance things that Fate had put into motion. So came forth Pyro. Sol's gentle warmth incited to chaotic violence and inclined to destruction. Here was a new divinity that Nyx could understand. This new divinity was the Patron of the Blackbloods, inhuman races, that were incline to violence and destruction.
whew... these are the really brief summary of the divine in the campaign. I obviously have rules for them too but this should be fine for now.