The Dungeon Game - Quick Setting Primer
To say that there was a "winner" of the Wizard Wars is probably giving everyone involved too much credit, but as the world-warping conflict finally settled into an uneasy cold war after 70 years one of the biggest powers still left was the magocratic state of the Supreme Kingdom.
However, despite its lofty name, the Supreme Kingdom is just barely held together with tape and spit, and in more recent developments a good chunk of its eastern provinces broke off into a tapestry of bickering petty warlords and would be tyrants.
The Weekends at Stonehell campaign begins in one of those territories.
The Rocky Forest Mountains
In the northern parts of the Kingdom's Eastern Reaches the rolling hills eventually grow into the Rocky Forest, an impressively inhospitable mountain range of sharp, jagged mountain tops, often improbably jutting out at steep angles from the ground around them (yet another of the many consequences of large scale magical warfare). The Rocky Forest was also the site of one of the Supreme Kingdom's most infamous prison complexes, an unnamed black site later dubbed "Stonehell" by those who knew about it and dared speak of it.
Most of the Rocky Forest is only inhabited by giants, ogres and other large and ornery creatures.
The only major human settlement in the area is the fortress-city of Zorb and its surrounding hamlets and farms. It was the last stop for convicts on their way to Stonehell before they made their way into the dungeon never to return.
The Fortress-City of Zorb
Zorb's (and the surrounding territory) current ruler is Lord Krofax, a now aging barbarian who was appointed to the province by the Governor of the Eastern Reaches of the Realm, however with the current splintering of the eastern reaches, Krofax found himself effectively a newly minted regent. He is ambivalent to this development, as he only took the appointment to get a quiet place to retire to (and as far away as he could get from his wives).
His current money making scheme has been to open up access to the Stonehell dungeon for adventurers and other such riffraff and simply tax the ones that make it back alive.
Zorb has grown significantly as a result of this, now sporting numerous cheap housing apartments to hold the constant influx of adventurers, and the shaky, but stable, trade caravans have also brought a good amount of incoming supplies and outgoing treasure and magical items.
The city also sports a fairly robust court-temple to the God of Law as well as multiple magician towers. The clerics of Law handle most day to day legal disputes within the city, with general order enforced by the Lord's personal guard of violent thugs. Lord Krofax himself even occasionally performs a public execution if a crime is particularly heinous, or he's grown bored of the endless headaches of managing a state of his own.
Tech Level
The setting's tech level is "Classic D&D weirdness". Most people use close quarter weapons and armor, however firearms are also around as are more advanced pieces of tech from the Wizard Wars. It's not quite full on Science Fantasy, but it's close.
Religion and Culture
Most of the Supreme Kingdom and definitely most of the Rocky Forest region all worship a singular supreme deity, the God of Law. A divine presence both abstract (in that it is only ever perceived as a mix of theological concepts, physics and math) and personal (in that it will send its agents, saints and sub-contracted minor deities to directly contact mortals, and also provides magical spells to its followers). The Church of Law is, as you can imagine, extremely legalistic and often are the only real form of legal protection outside of personal violence.
Numerous other powers, big and small, also have pockets of worshipers. Those are all collectively called the Gods of Chaos and are generally seen as heretical, evil and a pain in the ass by the church and society at large.
The Rocky Forest region especially is wild, violent and full of life. Despite the harsh winters and rough terrain the influx of adventurers from near and far has given it a sort of frontier feeling emblematic of early D&D.