This is my attempt to describe a setting through its material culture, which is probably foolish since I'm not an archaeologist or anthropologist.
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Luminescent foolfire fungi is cultivated deep beneath the streets of Scarabae in the Slumgullian Warrens for the benefit of those without darkvision. Residents of the subterranean depths find curious ways to adapt their environment despite the hardscrabble existence of the city's Underdark.
A Frontier sword (2)
Scarabae's mining colonies at the Frontier are under constant threat of raids by the island's native inhabitants. Despite their technological superiority, Scarabaean colonists have learned to fear the natives' druidic magic and their cruel obsidian weapons.
Witch's harness (3)
Members of the Stockwither coven of witches are immediately recognizable by the elaborate leather harnesses they wear over their clothing. The coven is known to use bound water elementals as assassins against their foes.
Auric goggles (4)
Auric goggles are built using enchanted lenses that allow the wearer to discern the relative level of power of any living creature they gaze upon.
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(1) - I was thinking about about how to open-up the depths of Scarabae for adventure and how to make D&D's Underdark part of a metropolis. There's some inspiration from William Conrad's London Revenant and Stephen Hunt's Court of the Air.
(2) - I was also thinking about leaving the door open for more weird west-style Scarabae adventures as I did in Under the Demon Sun. Influences here are a bit of Dark Sun and K. J. Bishop's The Etched City.
(3) - Brigmore witches from Dishonored, definitely.
(4) - The auric googles are inspired, in part, by the amber spyglass from Philip Pullman's His Dark Materials, but also give characters an in-game way to judge levels and hit dice.