My current campaign with a new group around here takes place in the realm of Ironwood. Ironwood has gone through a recent revolution where one prince conquered his older brothers in a Machiavellian coup and then marched on his Uncle the King, who took power through his own dirty deeds. (With no sons of his own, he slew the old king and took the throne, claiming his nephews as his sons, using their own greed against them to keep them in check.)
Anyway, societal norms in the newly united realm of Ironwood, and indeed when the place was a collection of splintered principalities, include:
-Necromancy is banned and punishable by death. ("Join the dead you love so dearly!")
-Women do not serve in the armed forces or any other combat-prone position (such as local watch, law enforcement, etc.).
-Female adventurers tend to draw a lot of attention either by admiring looks for a strong woman or by "learn your place!" glares. (Slowly, though, this is dying out as more women buck the trend.)
-Demi-humans are permitted full citizenship so long as they abide by local law.
-Males age 13 and up (or the equivalent) must report for training in homeland defense.
-Males age 16 and up (or the equivalent) must report for homeland defense duty one weekend a month (kind of like the National Guard).
-Spell casters are only permitted to train and study in approved schools and must register.
In spite of this, Ironwood is enjoying a growth in prosperity. In spite of the ban on combat roles, women are enjoying more status as business owners and other such positions. The new King is trying to balance the prosperity with keeping his control of the kingdom. Travel across the border is restricted, but almost impossible to enforce, and many adventurers have found fame and fortune confronting the humanoid tribes of neighboring wasteland Mag Kriev (a rocky plain that is home to orcs, hobgoblins, fugitives from justice, etc.).
What's your world, and what makes it yours?