This is in response to an old challenge of +Kiel Chenier 's that had resurfaced recently: ten pieces of setting lore that have absolutely no impact game-wise beyond flavor. I can totally do that.
1. The hamsa is a common symbol of good fortune and warding off evil influence. It comes from the story of how Father gave up his eye for wisdom, and Mother held onto it out of love.
2. The most common written form of Manu-Babel uses the Deseret alphabet.
3. No one is permitted to possess anything of their own when entering the City Magpie - all belongings must belong to another, whether by theft or loan. This includes names, titles, and family members.
4. Angels and demons, like gods, are naturally created by humans and their actions. A laughing baby creates a legion of angels.
5. The known world is only one hemisphere: there is an entire antipode that lies beyond a burning meridian. This might be a lie promulgated by mapmakers, or a clever metaphor for a different plane.
6. The Necromantic Socialist Republics are actually quite pleasant places to visit, if you happen to like skulls. They're quite insistent on the skulls.
7. Saffron, white obsidian, red oil, and soul-pearls are all viable currencies. They are often accepted alongside the silver dollar and other coinage.
8. Old Acephavara collapsed under the strain of economic catastrophe, incestuous political corruption, and arcanonuclear war, but never seemed to get the memo that it no longer exists.
9. Troll-stones allow real-time communication across thousands of miles, though to actually accomplish that one must figure out a way to not be drowned-out by the ever-churning chaos of the Trollmoot.
10.The goblin kings went away to Parts Unknown, and the goblins eagerly await their return. Two of them are definitely Weird Al and David Bowe.