Interesting thread.
I tend not to make too many details about my world, the better to let players make themselves part of the world. I do have a few traditions, though.
The Draconis Templari - Servants of the Dragons, they exist as a combination elite guard/bureaucracy for the Draconic Empire. Yup, pretty much a direct ripoff of the templars from Darksun. The majority of the casters in the Templari are clerics using the spontaneous casting rules from UA, with a few psions and sorcerers thrown in. As a side note, any non-spontaneous casters are illegal in the Draconic Empire.
The Holy Church of Edo - The de facto rulers of Caladra, they are supposedly servants of the Dragons, but in reality are the biggest institution in the world for the continuing empowerment of wizards. Formally, they contain clerics (spontaneous and non-spontaneous), paladins, and sorcerers. Informally, however, they train, or have access to training, in almost every single magical tradition in the world.
Elven Spellsingers - Mostly wizards, spellsingers focus on enchantment, illusion, and divination. They have two trademarks. The first, the lilting refrain they use to cast, is what gives them their name. The second is that instead of "memorizing" their spells, they store them in small crystals that they hang around their neck, store in their staves, or, for exceptionally sedentary casters, make large, intricate statues of. Each spellsinger is taught one on one by a more experianced wizard. They have no real political influence.
Dwarven Runethanes - I don't have too much detailed for the dwarves, except that wizards and clerics that prepare their spells, do so as a series of intricate tattoos all over their body. Yet another ripoff, this time the Patryns from the deathgate cycle.
Aside from that, I don't have too much detailed, so if a player wanted to come in with the channelling rules from Wheel of Time, for example, I would be able to work them in without too much trouble.
I tend not to make too many details about my world, the better to let players make themselves part of the world. I do have a few traditions, though.
The Draconis Templari - Servants of the Dragons, they exist as a combination elite guard/bureaucracy for the Draconic Empire. Yup, pretty much a direct ripoff of the templars from Darksun. The majority of the casters in the Templari are clerics using the spontaneous casting rules from UA, with a few psions and sorcerers thrown in. As a side note, any non-spontaneous casters are illegal in the Draconic Empire.
The Holy Church of Edo - The de facto rulers of Caladra, they are supposedly servants of the Dragons, but in reality are the biggest institution in the world for the continuing empowerment of wizards. Formally, they contain clerics (spontaneous and non-spontaneous), paladins, and sorcerers. Informally, however, they train, or have access to training, in almost every single magical tradition in the world.
Elven Spellsingers - Mostly wizards, spellsingers focus on enchantment, illusion, and divination. They have two trademarks. The first, the lilting refrain they use to cast, is what gives them their name. The second is that instead of "memorizing" their spells, they store them in small crystals that they hang around their neck, store in their staves, or, for exceptionally sedentary casters, make large, intricate statues of. Each spellsinger is taught one on one by a more experianced wizard. They have no real political influence.
Dwarven Runethanes - I don't have too much detailed for the dwarves, except that wizards and clerics that prepare their spells, do so as a series of intricate tattoos all over their body. Yet another ripoff, this time the Patryns from the deathgate cycle.
Aside from that, I don't have too much detailed, so if a player wanted to come in with the channelling rules from Wheel of Time, for example, I would be able to work them in without too much trouble.