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Dungeon Master's Guide

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often have considerable hereditary wealth). In exchange,<br />

they promise to protect their citizens from threats<br />

such as ore marauders, hobgoblin armies, and roving<br />

human bandits.<br />

Nobles appoint officers as their agents in villages, to<br />

supervise the collection of taxes and serve as judges<br />

in disputes and criminal trials. These reeves, sheriffs,<br />

or bailiffs are commoners native to the villages they<br />

govern, chosen for their positions because they already<br />

hold the respect of their fellow citizens.<br />

Within towns and cities, lords share authority and<br />

administrative responsibility with lesser nobles (usually<br />

their own relatives), and also with representatives of<br />

the middle class, such as traders and artisans. A lord<br />

mayor of noble birth is appointed to head the town or<br />

city council and to perform the same administrative<br />

functions that reeves carry out in villages. The council<br />

consists of representatives elected by the middle class.<br />

Only foolish nobles ignore the wishes of their councils,<br />

since the economic power of the middle class is often<br />

more important to the prosperity of a town or city than<br />

the hereditary authority of the nobility.<br />

The larger a settlement, the more likely that other<br />

individuals or organizations hold significant power<br />

there as well. Even in a village, a popular individual-a<br />

wise elder or a well-liked farmer-can wield more<br />

influence than the appointed reeve, and a wise reeve<br />

avoids making an enemy of such a person. In towns<br />

and cities, the same power might lie in the hands of a<br />

prominent temple, a guild independent of the council, or<br />

an individual with magical power.<br />

FORMS OF GOVERNMENT<br />

A settlement rarely stands alone. A given town or city<br />

might be a theocratic city-state or a prosperous free city<br />

governed by a merchant council. More likely, it's part of<br />

a feudal kingdom, a bureaucratic empire, or a remote<br />

realm ruled by an iron-fisted tyrant. Consider how your<br />

settlement fits into the bigger picture of your world or<br />

region-who rules its ruler, and what other settlements<br />

might also lie under its control.<br />

FORMS OF GOVERNMENT<br />

dlOO Government dlOO Government<br />

01-08 Autocracy 59-64 Militocracy<br />

09-13 Bureaucracy 65-74 Monarchy<br />

14-19 Confederacy 75-78 Oligarchy<br />

20-22 Democracy 79-80 Patriarchy<br />

23-27 Dictatorship 81-83 Meritocracy<br />

28-42 Feudalism 84-85 Plutocracy<br />

43-44 Gerontocracy 86-92 Republic<br />

45-53 Hierarchy 93-94 Satrapy<br />

54-56 Magocracy 95 Kleptocracy<br />

57-58 Matriarchy 96-00 Theocracy<br />

Typical and fantastical forms of government are<br />

described below. Choose one or randomly determine a<br />

form of government for a nation or city from the Forms<br />

of Government table.<br />

Autocracy. One hereditary ruler wields absolute<br />

power. The autocrat either is supported by a welldeveloped<br />

bureaucracy or military or stands as the<br />

only authority in an otherwise anarchic society. The<br />

dynastic ruler could be immortal or undead. Aundair<br />

and Karrnath, two kingdoms in the Eberron campaign<br />

setting, have autocrats with royal blood in their veins.<br />

Whereas Queen Aurala of Aundair relies on wizar.ds<br />

and spies to enforce her will, Kaius, the vampire king of<br />

Karrnath, has a formidable army of living and undead<br />

soldiers under his command.<br />

Bureaucracy. Various departments compose the<br />

government, each responsible for an aspect of rule. The<br />

department heads, ministers, or secretaries answer to a<br />

figurehead autocrat or council.<br />

Confederacy. Each individual city or town within<br />

the confederacy governs itself, but all contribute to a<br />

league or federation that promotes (at least in theory)<br />

the common good of all member states. Conditions and<br />

attitudes toward the central government vary from place<br />

to place within the confederacy. The Lords' Alliance in<br />

the Forgotten Realms setting is a loose confederacy of<br />

cities, while the Mror Holds in the Eberron campaign<br />

setting is a confederacy of allied dwarf clans.<br />

Democracy. Citizens or their elected representatives<br />

determine the laws in a democracy. A bureaucracy or<br />

military carries out the day-to-day work of government,<br />

with positions filled through open elections.<br />

Dictatorship. One supreme ruler holds absolute<br />

authority, but his or her rule isn't necessarily dynastic.<br />

In other respects this resembles an autocracy. In the<br />

Greyhawk campaign setting, a half-demon named Iuz is<br />

the dictator of a conquered land that bears his name.<br />

Feudalism. The typical government of Europe in<br />

the Middle Ages, a feudalistic society consists of layers<br />

of lords and vassals. The vassals provide soldiers or<br />

scutage (payment in lieu of military service) to the lords,<br />

who in turn promise protection to their vassals.<br />

Gerontocracy. Elders preside over this society. In<br />

some cases, long-lived races such as elves or dragons<br />

are entrusted with the leadership of the land.<br />

Hierarchy. A feudal or bureaucratic government<br />

where every member, except one, is subordinate to<br />

another member. In the Dragonlance campaign setting,<br />

the dragonarmies of Krynn form a military hierarchy,<br />

with the Dragon Highlords as leaders under the dragon<br />

queen Takhisis.<br />

Kleptocracy. This government is composed of groups<br />

or individuals primarily seeking wealth for themselves,<br />

often at the expense of their subjects. The grasping<br />

Bandit Kingdoms in the Grey hawk campaign setting<br />

are prime examples. A kingdom run by thieves' guilds<br />

would also fall into this category.<br />

Magocracy. The governing body is composed of<br />

spellcasters who rule directly as oligarchs or feudal<br />

lords, or participate in a democracy or bureaucracy.<br />

Examples include the Red Wizards of Thay in the<br />

Forgotten Realms campaign setting and the sorcererkings<br />

of Athas in the Dark Sun campaign setting.<br />

Matriarchy or Patriarchy. This society is governed<br />

by the eldest or most important members of one gender.<br />

Draw cities are examples of theocratic matriarchies, for<br />

18<br />

CHAPTER 1 I A WORLD OF YOUR OWN

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