Six Nations -- Give six nations, each with a unique power base, culture, relationship to magic, legal system, and relationship to several religions. Present them with notes on how to adapt them to other settings. Perhaps just take nations from established settings and expand on them here.
No maps.
Twelve Cities -- Give twelve city-states, each with a unique power base, culture, relationship to magic, legal system, political situation regarding nearby nations, and relationship to several religions. Present them with notes on how to adapt them to other settings. Perhaps just take cities from established settings and expand on them here.
No maps.
Twenty Cults -- Give twenty insidious cults, each with a unique agenda, power base, method of infiltration / concealment, magical arsenal, code of honor, method of action (assassination, etc.), and relationship to various types of nations / groups / religions. Present them with notes on how to adapt them to other settings.
This is a good place for some new DM-centric crunch, too.
- - -
No more new monster books. Only Expedition style adventures with large sections written by Greg's team. I'd push this philosophy on the SW Saga team, too -- they should only be releasing Era-specific crunch in Expedition format.
Cheers, -- N