And yes, there's a silly place, and no, it isn't a model. Its actually a major agricultural area and RICH AS FUCK off exports, so there's all sorts of lavish parties constantly thrown by the nobles because they're rich and there's no shortage of food to feast on.
One of the areas in my homebrew is a major agricultural area. It benefits from several major things.
A major highway that goes North-South across that part of the continent that is 150 feet wide and damn near razor straight (based off Roman Legion roads).
Good waterflow in the aquifier as well as good rainfall and excellent weather which makes irrigation easy.
VERY lush ground with a high growth rate.
Long growing season.
Massive "gates" connecting to other cities and city states in the major trading areas.
Then you have their agri-tech:
Crop rotation
Picking out the bigger seeds/seedpods to replant rather than the smaller ones
"Farming" magic, combination of druidac, alchemical, divine, and arcane.
The "Bureau of Land and Crop Management" which is arguably more powerful than the King/Queen which is backed by legions of sages, druids, witches and the like.
Then get into the fact that they can grow 3 crops a year (counting winter crops). They've got a primarily agricultural based pantheon (Their God of War and Battle is their God of Storms and Blood).
The kingdom is RICH AS FUCK and feeds a shitload of people. The nobles are seriously involved because a clan argument between two families can end up in thousands of acres not getting harvested or hundreds of acres of orchards not being picked.
It's always funny with a new player that the inn has bottled beer/whiskey, everyone's well fed, well dressed, everything is all nice and lavish.
One fun thing to do is to sit down and look at the economic, agricultural, industrial, and cultural disruptions magic would have on a setting. The cantrips and first level spells alone can have massive effects. Hell, being able to summon elementals can have a massive effect on things.
Then you look at the various character classes and see how they'll effect the entire world. Decide how the churches actually fit (Too many games seem to nearly ignore the fact that the church has actual divine beings that can manifest an avatar, angel, whatever and aren't just some old guy mumbling from a book) and how the holy warriors fit (Best bet is using martial orders ala Templars or the knights from the Sparhawk series) as well as how much healing magic can impact a world.
If a Cure Light Wounds or even a Cure Moderate Wounds will keep a woman from dying in childbirth, then every midwife would have a cleric with her, or be empowered by the divine, since no God wants to lose worshippers since the main thrust of most of the religions in a D&D type setting is "Be fruitful and multiply" and especially those that depend on worshippers for power. That's just scratching the tip of the iceberg.
For example: With healing magic easily and readily available, how often are plagues a real thing? Why hasn't smallpox and the like been wiped out? What kind of bargains do the gods of disease and corruption make with the other Gods to ensure that they get their once every generation plague sweep through the populace?
It's also not a bad idea to sit down and decide just how rare mages are. I mean, how many mages (with potential to reach level X versus WILL reach level Y) per thousand, ten thousand, what?
That's kind of why a lot of the post 3.5E D&D settings fall apart to me. Apparently there's mages creating magic items everywhere, but where the fuck are they? Why haven't they caused a cultural ripple? Look at the level requirement to create the items, the spell requirement, the monetary cost (and that's WITHOUT the special materials) and you have to ask: "Who's creating all these magic items for the players to fucking buy at the store?" and then you have to ask "Why isn't anyone else buying this stuff?"
I used to have a sheet somewhere where I went full on sperg and decided to run it down on how many per million are mages and the like. It was kind of fun.
Another thing I added was that arcane magic resulted in albinism eventually through use in some kingdoms/phenotypes.
Man, I can go forever about getting spergy with your world. Sure, the players don't see a lot of it, it's all under the hood, but they notice it in other ways.
Eh, way off topic and sperging way too much.