Erzara
D&D campaign setting
High fantasy, high magic
Gods created and shaped the world before blessing with their unique bird of magic. Since then, though, the Gods and Goddesses have rarely intervened in the mortal affairs. Every once in a while, they will select champions. Whether that is to help shape the world or is just a strange form of cosmic chess to entertain themselves for a few decades, no one can say.
Magic has always been a part of the tapestry of life. So much so that it is commonplace for the highest rulers to be magical. It is not unheard of, though, for martial leaders with strong magic users at the sides to rule. There has been an unsteady peace between their nations, though unrest always stirs. If a king can summon armies at the flick of his wrist, it is easy for him to think he can take the land without much struggle. For now, though, the nations have peace. Though many would say each ruler is simply waiting for another to make the first move.
Same as base magic in D&D. Magic items are plentiful, though high magic items are kept by the very rich. There is a registry depending on the nation-state (similar to draft in USA) for wars. Enough money can dodge the registry, leading to magical rich kids with no combat prowess. Leaders either are strong magic users or have strong magic users in their employ and have shown to bested magic users in battle. Councils of nation-states and leaders are met under a magical parlay in an area of natural anti-magic.
Technology is beginning to blossom, though has been hindered considerably by magic. Why make a vacuum when you can hire a magical maid to use prestidigitation? The big thing is finding technology that mimics strong spells with a significantly reduced cost or creating technology that magic has not been able to recreate.