Page 19 - Dungeon Master's Guide
P. 19

each is ruled by a council of drow high priestesses who   COMMERCE
        answer to Lolth, the Demon Queen of Spiders.
                                                          Even small villages can provide characters access to the
          Meritocracy. The most intelligent and educated
                                                          gear they need to pursue their adventures. Provisions,
        people oversee the society, often with a bureaucracy
        to handle the day-to-day work of government. In the   tents, backpacks, and simple weapons are commonly
                                                          available. Traveling merchants carry armor, martial
        Forgotten Realms, scholarly monks preside over the
                                                          weapons, and more specialized gear. Most villages have
        fortress-library of Candlekeep, overseen by a master of
        lore called the Keeper.                           inns that cater to travelers, where adventurers can find
          Militocracy. Military leaders run the nation under   a hot meal and a bed, even if the quality leaves much to
                                                          be desired.
        martial law, using the army and other armed forces. A
        militocracy might be based on an elite group of soldiers,   Villages rely heavily on trade with other settlements,
        an order of dragon riders, or a league of sea princes.   including larger towns and cities. Merchants pass
          olamnia, a nation ruled by knights in the Dragonlance   through regularly, selling necessities and luxuries to the
                                                          vil,Iagers, and any successful merchant has far-reaching
        campaign setting, falls into this category.
          Monarchy. A single hereditary sovereign wears the   contacts across the region. Traveling merchants pass
                                                          on gossip and adventure hooks to the characters as
        crown. Unlike the autocrat, the monarch's powers are
                                                          they conduct their business. Since merchants make
        limited by law, and the ruler serves as the head of a
                                                          their living traversing roads that might be menaced
        democracy, feudal state, or militocracy. The kingdom
                                                          by bandits or wandering monsters, they hire guards to
        of Breland, in the Eberron campaign setting, has both
                                                          keep their goods safe. They also carry news from town
        a parliament that makes laws and a monarch who
                                                          to town, including reports of situations that cry out for
        enforces them.
                                                          the attention of adventurers.
          Oligarchy. A small number of absolute rulers share
                                                            These merchants can't provide the services normally
        power, possibly dividing the land into districts or
                                                          found in a city. For instance, when the characters are in
        provinces under their control, or jointly ruling together.
                                                          need of a library or a dedicated sage, a trainer who can
        _.\group of adventurers who take control of a nation
                                                          handle the griffon eggs they've found, or an architect to
        together might form an oligarchy. The Free City of
                                                          design their castle, they're better off going to a large city
        Greyhawk is an oligarchy composed of various faction
                                                          than looking in a village.
        leaders, with a Lord Mayor as its figurehead.
          Plutocracy. Society is governed by the wealthy. The
                                                          CURRENCY
        elite form a ruling council, purchase representati"on at
        rhe court of a figurehead monarch, or rule by default   The straightforward terms "gold piece" (gp), "silver
        because money is the true power in the realm. Many   piece" (sp), "copper piece" (cp), "electrum piece" (ep),
        cities in the Forgotten Realms campaign setting,   and "platinum piece" (pp) are used throughout the game
        including Waterdeep and Baldur's Gate, are plutocracies.   rules for clarity. You can imbue these denominations
          Republic. Government is entrusted to representatives   with more interesting descriptions in your game
        of an established electorate who rule on behalf of the   world. People give coins specific names, whether
        electors. Any democracy in which only landowners or   as plain as "dime" or lively as "gold double-eagle." A
        certain classes can vote could be considered a republic.   country typically mints its own currency, which might
          Satrapy. Conquerors and representatives of another   correspond to the basic rules terms. In most worlds, few
        government wield power, ruling the settlement or region   currencies achieve widespread distribution, but nearly
        as part of a larger empire. The satraps are bureaucrats   all coins are accepted worldwide-except by those
        and military officers, or unusual characters or monsters.   looking to pick a fight with a foreigner.
        The cities of High port and Suder ham in the Greyhawk
        campaign setting are satrapies controlled by agents of a   ExAMPLE:  THE FoRGOTTEN REALMS
        ,·icious gang of marauders known as the Slave Lords.   The world of the Forgotten Realms provides an
          Theocracy. Rulership falls to a direct representative   extensive example of currencies. Although barter,
        or a collection of agents of a deity. The centers of power   blood notes, and similar letters of trade are common
        in a theocracy are usually located on sacred sites. In   enough in Faerfin, metal coins and trade bars are the
        the Eberron campaign setting, the nation of Thrane is   everyday currency.
        a theocracy devoted to the Silver Flame, a divine spirit   Common Coinage. Coins appear in a bewildering
        that resides in Thrane's capital of Flamekeep.    variety of shapes, sizes, names, and materials. Thanks
                                                          to the ambitious traders of Sembia, that nation's oddly
        SAMPLE  HIERARCHY  oF  NoBLE TITLES               shaped coins can be found throughout Faerfin. In
                                                          S embia, square iron steelpence replace copper coins.
         Rank  Title             Rank  Title
                                                          Triangular silver pieces are ravens, diamond-shaped
          1st   Emperor/Empress   7th   Viscount/         electrum pieces are harmarks (commonly called "blue
          2nd   King/Queen            Viscountess         eyes"), and five-sided gold pieces are nobles. Sembia
          3rd   Duke/Duchess      8th   Baron/Baroness    doesn't mint platinum coins. All coinage is accepted
          4th   Prince/Princess   9th   Baronet           in Sembia, including copper and platinum pieces
          5th   Marquess/Marquise   lOth   Knight         from abroad.
          6th   Earl or Count/                              In Waterdeep, the bustling cosmopolitan center
              Countess                                    of trade, coppers are called nibs, silvers are shards,


                                                                           CHAPTER 1  I A  WORLD  OF YOUR OWN
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