Mkay, some of this will need to be done in private because of the way I'm looking at running things, but I'll put up the generalized stuff that I have notes on atm.
-Ruled by a council of 21 mages of one sort or another; mostly wizards and sorcerrs, a couple bards, witches, a wujen and a duskblade.
-Council is seperated into 3 groups in a moral balance of sorts (See Krynn's Towers of High Sorcery for inspiration)
-Weekly festivals take the place of actual holidays.
-Alchahol is discouraged (due to high magic-user population) but not outright prohibited.
-Bards are highly valued; stories and songs aid in keeping people amused, and there's a healthy entertaining arts market. Bardic healing is also very important, as it keeps the Uarcamn from being completely dependant on outsourced medicine.
-As with many magical cultures, undeath is an option, but it is not often taken due to a philosphical predesposition to making the best of one's time rather than extending it. Magic makes many things brief and temporary.
-Capital is a large city-structure built up on top of an inverted mountain.
-Transportation capabilities are top-notch, both within the city and to the out-laying settlements via teleportation circles and the like. These, however, only operate within their own boarders for the most part. There have been talks of expanding this transit system elsewhere, but it has been stalled due to recent events.
-Fairly quiet place, as a great deal of communication is done via telepathy.
-Not a hive mind. most folks follow the laws and will act as needed accordingly.
-Even with as much discipline is maintained in the society, the need for creativity is understood. Artistic metacreativity is a popular medium.
-People who take on the Wilder's or Ardent's philosophy of acting on instinct and emotion tend to actively Break laws and traditions, though they are held accountable if someone else is harmed or unwillingly involved.
-Mind-flayers are accepted members of society, but brain-eating is illegal for the most part. There has been one case (very long ago) that involved self-defense. For the most part, they are maintained from day one via sustainance-effects, and the sole Elder Brain is a public figure under careful scrutiny, but well respected.
-Residential districts are often only door after door with no building; each leading to a demi-plane or pocket plane generated by high-level shapers.
-Under New Management
-Religiously universal theocracy. Each alignment is represented by one of 9 guilds. Each guild is comprised of several churhes, all of which follow a diety of the same alignment. Balance of power is meticulously maintained.
-The capital is a comercial battlefield between advertising rights and religious paraphenalia, making the city of Piety a major business center.
-Currently funding and encouraging pilgrims from their own ranks to go out and convert people from other nations, breaking a policy of insulation that went back at least a century.
Republic of Teshesai
-Not usually a tourist trap, as it operates on a heavily industrial infrastrructure. Most of the machines are ancient, however, and construction of new ones is nigh-unheard of.
-Stands neutral for the most part, wanting to avoid direct conflict between itself and the magic-using nations neighboring it.
-Has some competition with uarcamn over the resources along their mutual boarders, but a mutual trade interest has kept this from ever being a poing of conflict in the past.
-Very patriotic society. propaganda abound. Lack of support for the leadership isn't illegal, but may result in being estranged from one's community.
-Military service for a year is manditory at age 21. Volunteers can be taken as young as 16, but all recruits are in until age 21 at the least reguardless of starting age.
-Art in general is seen as superflous, though craftmanship is encouraged (Function over Form).
-For reasons that baffle the Council in Uarcamn and the Elders in Savron, no form of scrying or clairvoyance is able to see more than a few miles past the political boundries.
Azarium (The Azure Bloodlands)
-Once had a social system like that of Oashum, but collapsed several decades ago. Small towns are uncommon and hidden. Roving bands of marauders and benevolant travelers alike are more common by far than any permanent settlement.
-Social groups, whether amicalbe of violent, tend to all be within at least one alignment step of each other.
-Incarnum-imbued people are the offshoot result of the efforts of a few uarcamn wizards who were attempting to create a purely "Good" methodolgy of magic. Initial successes were enough to attract attention and encouragement, but as time wore on the users tended toward conflict more and more. Outside interferance was later suspected to have tampered with the project.
-Tourist trap. It was deemed much more effective to invite forigners as guests than to try to protect the forrests from incursion. By providing tours and accomidations, they control visitation and encourage neighboring nations to police their own boarders. By catering to the wealthy and powerful, they befriend movers and shakers while gaining capital to hold standing assets (and therefore a measure of pwer) in several locations.
-"Guides" are all high-level, well respected and have authority gained from not using it much. They gather seasonally to discuss happenings in their given area of influence, but do not rule nor command.
-Minimal traditional technology or magical augmentations, but can still match Teshesai or uarcamn in terms of utility in other fields. Knowledge of chemistry, biology, and ecology are staple wisdom for the locals.