- I have 1 part of the setting--Not The Holy Roman Empire--fleshed out in great detail, with eight powerful vassals and one particular type of lord thoroughly elaborated on alongside a general history of the empire.
- Seven countries ("What If Harold Godwinson Didn't Take An Arrow To The Eye", "France Meets Catalonia", "Wizard Navarre", "In Which Venice and Syria Have A One Night Stand", "Definitely Not The Ottoman Empire", "Polish-Lithuanian-Finnish Commonwealth", and "Sweden X Ireland OTP" complete with Christina Augusta meets Gustavus Adolphus,) are described in less-but-still considerable detail, with basic histories, political systems, and defining features outlined.
- A few others (best described as Not Ming China, Egypthiopia, and Iroquois-Confederacy-But-Every-Time-They-Add-A-Tribe-An-Inuit Tribe-Joins-Too) are roughly described, mainly to add flavor and to explain aspects of the lore that are more relevant (e.g. the main religion originated in Egypthiopia, the Swedish-Irish established trade with ICBETTAATAITJT.)
- Everyday life is more or less complete. I describe the way average people live and demographics, put down information on trade and currency (gp and sp and such are still in place, though I changed "copper pieces" to "brass pieces" partly for flavor reasons and partly because copper is, to my understanding, relatively rare as a pure metal for coinage,) describe the workings of armies and the types of weapons used in war, and elaborated in detail on the kinds of clothes people wear because like half the reason I made this setting is because 17th century fashion is
really fricking cool.
- The three main religions (Not Catholicism, Not Protestantism, Not Islam) are described in considerable detail, with origins, spread, beliefs, symbols, and organizations all described. Not Christianity has a set of saints, two deities, and a death personification to choose from; Not Islam has the two gods, the death personification, and a bunch of one-note angels to pick from (Not Muslim clerics are allowed to pick two gods to devote themselves to, one deity and one angel, meaning that they have greater flexibility in some ways than Not Christians, but some combinations of domain are impossible.)
- Magic is described in great detail; how it works, the history of its study, all that good stuff in the first spoiler up there but more articulate. I also describe magical creatures in relatively brief terms; the more frightening ones have retreated into secluded places and long-lost ruins, following the advance of humanity and significant technological growth, but low-key ones like ghosts or vampires are out and about like they'd be in more traditional settings.
- I've got the basic outline of a first adventure's plot written out (a first for me; last time, my modus operandi was something like "Vikings are cool. Let's do that,") along with a first encounter explicitly designed. I have a rough idea of how the game should progress past the first "adventure", but I want to leave it kind of open for now since I'll have plenty of time to elaborate later and how the players handle the first adventure will radically alter the setup of the rest of the game (depending on who they end up working for, how well they do, who they side with afterward, stuff like that.)
- M A P S. I've got two big fancy maps of the empire and the countries nearest it. One is a political map showing the boundaries of the empire and the aforementioned eight most powerful territories in it. The other is a geographic map I hacked together using Victoria 2's terrain map textures. Thanks, Victoria 2!