A country where noone can be executed whilst telling a story provided it's reasonably interesting.
If you possess someone, you have an hour to get back to your own body or your thoughts will be overwritten by that of the orginal person
Magic is like alcohol, the more that is used, the more it causes a hangover later on and the less judgement one has when using it. If one waits a while after casting a spell, things "detoxify." A cantrip or two is like a sip of weak beer, whilst a large creation spell is like a bottle of vodka. Cast something too big and you can die from magic intoxication.
For the people of Kuboloth, hell is not in the depths of the earth but in the cold of the windy air;heaven is in the warmth of the earth, lit by glowing jewels.
Magic is impossible except for a handful of days in the year, when those with the knowledge become hugely powerful.
The more you dominate your life to a god or goddess, the more you gain magical powers from him or her, but the big stuff does not come easily. Most worshippers have only the weakest of spells.
Magic is addictive, small spells are like cannabis in addictiveness, major ones are like cocaine or herion. Many countrys ban even cantrips as a result.
A planet (or city, valley ect) where those who enter witness protection can escape old age and death itself, so they can live for centuries without aging-provided they maintain their cover perfectly. If they are outed by anyone or ever utter their true name, they age the number of years they have not aged since the day they entered witness protection (which might mean that they age centuries in seconds and crumble into dust and bone.)
Elven prison sentences even for small offenses seem very long to humans, but this is not because their rulers are draconian, but because elves live so long that a six year sentence, for example, is like a six week one in human terms.Humans in Elven countries are well advised to behave themselves
A land where virgins are immune to magic (although they cannot cast it.)
A world where most people know a few cantrips and even non-magical people can help to cast spells. Which is just as well because the big spells can only be cast with the help of large numbers of people.Most large spells tend to protect borders and stop earthquakes as they can be done legally, but there are those willing to cast bad large spells s well.A major part of law enforcement in this world is preventing evil magic.
In the middle of an unimportant combat with some bandits a burst of wild magic transforms all of the PCs and their opponents in to random animals and monsters. They retain their intelligence (though not, of course, the ability of speech). They can either carry on the combat in their new forms, panic, or otherwise react how they see best. After about an hour, they return, unharmed, to their normal form.