Okay I was trying to come with ideas that were different from the usual and I came up with the idea for strange Bronze based Utopia.
The basic idea is that this civilization never moved beyond the Bronze Age because Bronze is the perfect conductor of magic and because trying to use magic around iron causes it to become wild magic (which is why iron is illegal and Wild Magic Sorcerers are called Iron Blooded.)
The core civilization is based on the Fantasy Eblaites, with provinces made up of fantasy Minoans, Fantasy Kushite, Fantasy Hititties, Atlantis, Fantasy Babylonia, Fantasy Cambodia.
Currency are enchanted bronze coins, the cast a conjuration spell with the denomination being the duration of the spell. Most such coins cast a visable version of unseen servant, but there are also limited edition collectors coins that cast more powerful spells as well. There is the hour coin, the two hour coin, the five hour coin, the 10 hour coin, and the 100 hour coin.
Gold and Diamonds have little economic value compared to Bronze as their is an entire mountain range made out of diamonds, with huge veins of gold in them near the capital city.
In fact Gold is called the Peasants metal because it's so plentiful.
All silver is owned exclusively by the military as it's needed to protect against Lycanthropes that rule the Wilderness outside of civilization.
The copper mines that are key to magic and technology that has turned this primative civilization into a paradise are starting to run out so a deal with the bored Gods of various Underworlds. The deal is Adventures that come through various gates to Underworlds can loot as much copper and bronze as they can capture along with other wealth, but this wealth is guarded by monsters and traps and any adventurer that dies three times stays dead and is concidered a sacrifice to the Gods, not even True Resurrection will work on them.
Using Bronze Scrying Mirrors to watch Adventures fight in the Dungeon like Underworlds is the national sport of Civilization and Gods alike, keeping paradise from getting boring. It also keeps the copper and bronze flowing sustaining the Empire.
This Empire has no poverty, it's conquerered all it's enemies except Lycanthrope tribes which it keeps at bay with Silver so no war, and no longer has slavery as it has armies magical servants and Illusionary Steeds to do that job. But it needs a constant supply of fresh bronze and it needs entertainment to stave off boredom.
It has a class system based on types of magical skills, but some social mobility at a young age.
All magic is divine, they have no concept if a divine arcane split of magic.
Clerics are the Urban Priest-Noble class, Paladins are Warrior Priests that act as officers in the military, Warlocks are the merchants and Bankers and minters of coins, wizards are folk priests, monks are Hierodules, sex worker priests of competing sex deities and have brothels instead of monasteries, Artificers are the Priest-Smiths and not even Clerics Dare treat with disrespect, Druids are Rural Priest-Noble class and responsible for Temple owned farms and rural towns as well as nature in general. Bards are exclusive to the Imperial and Provincial Royal Families as their ability to move the nation to action is considered too dangerous for even Nobles to handle.
This world has it's own races, although sometimes adventures return from the Underworld with Elves, Dwarves, Dragonborn, ect... In tow. Of the regular D&D races Only Aasimar, Genasi, Tieflings, and Shifters are considered native.
Will develop more later.
The basic idea is that this civilization never moved beyond the Bronze Age because Bronze is the perfect conductor of magic and because trying to use magic around iron causes it to become wild magic (which is why iron is illegal and Wild Magic Sorcerers are called Iron Blooded.)
The core civilization is based on the Fantasy Eblaites, with provinces made up of fantasy Minoans, Fantasy Kushite, Fantasy Hititties, Atlantis, Fantasy Babylonia, Fantasy Cambodia.
Currency are enchanted bronze coins, the cast a conjuration spell with the denomination being the duration of the spell. Most such coins cast a visable version of unseen servant, but there are also limited edition collectors coins that cast more powerful spells as well. There is the hour coin, the two hour coin, the five hour coin, the 10 hour coin, and the 100 hour coin.
Gold and Diamonds have little economic value compared to Bronze as their is an entire mountain range made out of diamonds, with huge veins of gold in them near the capital city.
In fact Gold is called the Peasants metal because it's so plentiful.
All silver is owned exclusively by the military as it's needed to protect against Lycanthropes that rule the Wilderness outside of civilization.
The copper mines that are key to magic and technology that has turned this primative civilization into a paradise are starting to run out so a deal with the bored Gods of various Underworlds. The deal is Adventures that come through various gates to Underworlds can loot as much copper and bronze as they can capture along with other wealth, but this wealth is guarded by monsters and traps and any adventurer that dies three times stays dead and is concidered a sacrifice to the Gods, not even True Resurrection will work on them.
Using Bronze Scrying Mirrors to watch Adventures fight in the Dungeon like Underworlds is the national sport of Civilization and Gods alike, keeping paradise from getting boring. It also keeps the copper and bronze flowing sustaining the Empire.
This Empire has no poverty, it's conquerered all it's enemies except Lycanthrope tribes which it keeps at bay with Silver so no war, and no longer has slavery as it has armies magical servants and Illusionary Steeds to do that job. But it needs a constant supply of fresh bronze and it needs entertainment to stave off boredom.
It has a class system based on types of magical skills, but some social mobility at a young age.
All magic is divine, they have no concept if a divine arcane split of magic.
Clerics are the Urban Priest-Noble class, Paladins are Warrior Priests that act as officers in the military, Warlocks are the merchants and Bankers and minters of coins, wizards are folk priests, monks are Hierodules, sex worker priests of competing sex deities and have brothels instead of monasteries, Artificers are the Priest-Smiths and not even Clerics Dare treat with disrespect, Druids are Rural Priest-Noble class and responsible for Temple owned farms and rural towns as well as nature in general. Bards are exclusive to the Imperial and Provincial Royal Families as their ability to move the nation to action is considered too dangerous for even Nobles to handle.
This world has it's own races, although sometimes adventures return from the Underworld with Elves, Dwarves, Dragonborn, ect... In tow. Of the regular D&D races Only Aasimar, Genasi, Tieflings, and Shifters are considered native.
Will develop more later.