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This odd system of governance came into being when the sovereign Qingu, last ruler of the Gibil dynasty, bequeathed the city to the stewardship of the Eldrich College, thirty years ago. Qingu had no heir, though rumors of bastards have surfaced several times and Qingu's more distant relatives have accused the college of usurpation, claiming that they are the legitimate rulers of Dholavira. The Eldrich College's charter has always placed the leadership of their organization on a body of seven Grand Masters that advise the High Magus; all of whom are elected by the members of the college. At the time of Qingu's death it was decided that this would not change, in spite of the college's new responsibilities.The system has persisted since then, but not without challenges.
 
This odd system of governance came into being when the sovereign Qingu, last ruler of the Gibil dynasty, bequeathed the city to the stewardship of the Eldrich College, thirty years ago. Qingu had no heir, though rumors of bastards have surfaced several times and Qingu's more distant relatives have accused the college of usurpation, claiming that they are the legitimate rulers of Dholavira. The Eldrich College's charter has always placed the leadership of their organization on a body of seven Grand Masters that advise the High Magus; all of whom are elected by the members of the college. At the time of Qingu's death it was decided that this would not change, in spite of the college's new responsibilities.The system has persisted since then, but not without challenges.
====Code of Law====
 
The commonality of magic in Dholavira changes how law can be applied. The application of spells such as ''geas'' and ''Seals of Binding'' makes contracts very difficult to ignore or evade; virtually eliminating common civil disputes. Only in instances where no magic has previously been applied or when it has been applied in bad faith, is it necessary to involve a magister.
 
 
Magisters are appointed by the Eldrich Council for periods of four years. While there is no law requiring these magisters to be members of the Eldrich College, the vast majority of them are. The number of magisters is not fixed and the Eldrich Council appoints them as necessary throughout the year to deal with the volume of work. Over the course of a magister's appointment he or she is paid a stipend and given a small staff; including a journeyman member of the Eldrich College capable of casting divination and enchantment spells sufficient to wrest the truth from any matter, a scholar dedicated to studying the law, a pair of bailiffs to insure peace in the court, and one mundane investigator to follow up on matters of interest to the court. The staff is paid for by the magister from his or her stipend, and he or she is permitted to appoint anyone he or she chooses to it. In return, magisters are required to hold court a minimum of six hours per week and up to as many as necessary to meet the demands of the people. A magister may step down from his or her position at any time.
 
 
 
{| align=center border=1 cellpadding=0 cellspacing=0 width=95%; style="background: #FFFFFF"
 
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{|align=center width=95% cellpadding=0 cellspacing=5
 
| width=110 |
 
|-valign=top
 
| colspan="2" | '''Seal of Binding'''
 
|-valign="top"
 
| '''Description:'' || A cylinder carved from a single piece of semi-precious stone, inscribed with mystical writing. Rolling this seal across any document binds the holder (as per the spell '''geas'') of the seal to honor any terms described within it so long as the document remains whole. It is considered bad faith to enter into any significant business deal without both parties employing seal of binding.
 
|-valign="top"
 
| '''Notes:''' || Strong enchantment; CL12; Craft Wondrous Item; ''geas''; Price: 33,000 gp
 
|-
 
|}
 
|}
 
 
Dholavira's criminal law is far more progressive that of other cities as well. Very few crimes are punished with lethal force. Instead restitution is extracted through use of ''geas''. In some cases, most frequently murder, this takes the form of lifetime commitments to serve the state and obey the law. Some have protested this practice of mentally shackling citizens of Dholavira, but few have offered a reasonable substitute.
 
 
=====Sample Laws=====
 
*It is unlawful to utilize summoning magic (defined as the application of any natural or unnatural power that calls into existence or makes manifest any form of animal, elemental, or other being, intelligent or otherwise) without the express permission of an officer of the Eldrich Council.
 
 
*The practice of magic (defined as the application of any natural or unnatural power that causes a person, thing, or deity's will to be worked on the world without direct application of labor) is prohibited without a license.
 
 
*The brandishing of arms (defined as any implement that can be used to inflict bodily or mental injury by accident or intent) is unlawful.
 
 
*It is prohibited to assault any person without just cause (such as in the defense of oneself and loved ones in the face of immanent threat).
 
 
*Defacing (defined as intentional or unintentional harm rendered unto an object or structure) the public offices (defined as any structure commonly used for the execution of a public servant's duties) of the government or any monument (defined as a statue, golem, or other work of art owned by the people of Dholavira) is unlawful.
 
 
*The production of enchanted arms or armors (defined as any magical device, poultice, or potion that may be used by intent or accident to improve a combatant's success in a contest of arms) without a license is an act of treason against the city of Dholavira and her citizenry.
 
 
====Taxation & The Economy====
 
Dholavira's economy is in many respects tax-based. The city has very limited natural resources. Literally all that is produced by her labor base is rice and salt. However, since the foundation of the city its rulers have extracted as much wealth as possible from those who would do business within the protection of its walls. Virtually every transaction includes a levy that must be paid to the government. Ostensibly the revenues of these taxes are used to support the civic works that enable Dholavira to thrive in the hostile environment of the Rann and the substantial might of the city's military. Many citizens grumble that the taxes are too high and that they make it impossible for the commoner to aspire to anything greater than a full belly.
 
 
The large number of mages in the city does make the export of magical wonders possible; but the most lucrative of these works magical weapons and armor are restricted by law to domestic production for the armies of Dholavira herself. Licensure to do so is strictly regulated by the Eldrich Council and illegal traffic in magical arms and armor is considered an act of treason. It is one of the few offenses in the city that is punishable by death. The heavy taxes levied on spellcasting for hire and the sale of magical items completely negates any reduction in price that would be expected from the increased availability of the service. In other words, yes it is possible to purchase virtually any magical item ever imagined in Dholavira; but it isn't any cheaper to do it.
 
 
Additionally, the legal constraints on enchanted weapons and armor makes it very risky to produce either except in service to the state. All prices for magical weapons and armor will be doubled and possession of a magical weapon or piece of armor without documentation of its import into the city is a crime. Documentation is easy to get, but the documentation itself must be enchanted to ensure its authenticity; which will cost approximately 100 GP per item. Documentation is non-transferable as well, so magical weapons and protective devices are one of the few goods not traded in the city. Please note that all magical items, including but not limited to wands, staves, rings, and wondrous items with a damaging or protective effect fall under this description.
 
 
====Military====
 
The armies of Dholavira fall are officially under the direct command of the Lord High Magus. The Arch Magus of Metal is responsible for the readiness and upkeep of the city's forces though. Dholavira presently counts 100,000 men as her regular army with a militia force of around another 100,000 men. In addition, every member of the Eldrich College, approximately 50,000 including apprentices, is sworn to protect the city in time of war. Supplementing this impressive force is the automaton legion; about 1000 golems of all shapes and descriptions.
 
 
Many ranking soldiers of Dholavira trace their ancestry back to the band of rugged defenders that proclaimed the city's independence under the leadership of Siduri. Some even trace their lineage to Siduri himself. Since Quingu transferred leadership of the city to the Eldrich Council, the military has become one of the few avenues to power left open to these nobles.
 
 
The regular army of Dholavira has benefited immensely from the Eldrich College's patronage though. Every man in service to the city is fitted with enchanted arms and armor that greatly enhance his ability to defend its walls. Every platoon is accompanied by an apprentice or higher status mage of the Eldrich College. Every battalion is assigned a journeyman or higher mage. During times of peace the military serves as a city guard and patrols the territory around Dholavira. During the annual siege of the gnolls the army repels ambitious gnoll assaults.
 
 
The automaton legion is the legacy of the Eldrich College's Master of the Art exam. Every master of the Eldrich College must animate a construct and command it to obey the ruler of the city. Over the last century it has become something of a contest among up and coming young masters to create more and more powerful golems for their test. This has resulted in some of the most fearsome constructs in all the world defending Dholavira's gates.
 
 
 
===Religion===
 
===Religion===
 
As a cosmopolitan trade center with visitors from several neighboring cities, and as a center for mystical study with visitors from several neighboring planes of existence, Dholavira's middle town hosts temples and shrines for over a dozen pantheons and a hundred gods. Festivals, feasts, and holy days dot the calendar. Seldom can a week go by without priests, acolytes and the faithful of one religion or another performing a spectacle.
 
As a cosmopolitan trade center with visitors from several neighboring cities, and as a center for mystical study with visitors from several neighboring planes of existence, Dholavira's middle town hosts temples and shrines for over a dozen pantheons and a hundred gods. Festivals, feasts, and holy days dot the calendar. Seldom can a week go by without priests, acolytes and the faithful of one religion or another performing a spectacle.
  
During the reign of the Gibil Dynasty, several temples vied for the favor of Dholavira's rulers. Most frequently the sovereign favored Pelor and would keep a priest of the god as a personal advisor. Since Quingu bestowed custodianship for the city upon the Eldrich College, many of the temples have come upon hard times.
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Due to the heavy taxes levied on structures in the middle town, most temples are actually dedicated to an entire pantheon. Only Boccob, Wee Jas, Delleb, and Moquol have their own temples.
 
 
Due to the heavy taxes levied on structures in the middle town, most temples are actually dedicated to an entire pantheon. Only Boccob, Wee Jas, Delleb, and Moquol have their own temples. As an added consequence of this taxation, divine healing is seldom free in Dholavira.
 
 
 
The whole of the Eldrich Council and many other members of the Eldrich College to practice one faith or another, but very few of them do so with any great show of commitment. The Lord High Magus makes a point to attend all major religious festivals and rights that he is invited to, so as not to show favor to any of them.
 
 
 
 
====Unsanctioned Cults====
 
====Unsanctioned Cults====
 
In addition to the mostly benevolent religions represented by temples and shrine houses in the middle town, small groups worshiping demons, devils, and evil deities flourish in the lower town. These disruptive and antisocial organizations are officially outlawed by ruling of the eldrich council. However, in a city of one million it is often difficult to flush them out.
 
In addition to the mostly benevolent religions represented by temples and shrine houses in the middle town, small groups worshiping demons, devils, and evil deities flourish in the lower town. These disruptive and antisocial organizations are officially outlawed by ruling of the eldrich council. However, in a city of one million it is often difficult to flush them out.
 
 
===Threats===
 
===Threats===
 
Dire rats infest the underground portions of the city. The eldrich council has enacted a bounty of a half silver for every carcass.
 
Dire rats infest the underground portions of the city. The eldrich council has enacted a bounty of a half silver for every carcass.
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==Characters==
 
==Characters==
The way I've written the background, anything would work. What sort of characters and group structure, if any, the players want will have to be discussed. My personal preference would be for the group to create low level (ECL1-4) characters and play this game as a sandbox. Each player would then be free to explore the portion of the setting that interests he or she most while his or her character develops. That would provide me with time to get to know the group as well. All characters will be generated using the elite array of ability scores regardless of what else the group agrees to. I do not care for random ability scores in general and won't use them under normal circumstances.  
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The way I've written the background, anything would work. What sort of characters and group structure, if any, the players want will have to be discussed. My personal preference would be for the group to create low level (ECL1-4) characters and play this game as a sandbox. Each player would then be free to explore the portion of the setting that interests he or she most while his or her character develops. That would provide me with time to get to know the group as well.
  
 
Sandbox style games can present problems in terms of group cohesion, but I have some experience overcoming these issues. The key, in my opinion, is almost always creating characters that have some form of common background tying them together. In D&D, the easiest way to do that is make all of the characters blood relatives. This immediately eliminates racial conflicts and dramatically reduces incidents of in-group betrayal. It's just out of character for most folks to murder their siblings, especially heroes. Other options that have worked for me to varying degrees in the past include creating a shared narrative, basically describing one or more adventures that the characters have previously accompanied each other on, and creating a shared antagonist, capitalizing on the enemy of my enemy effect. How ever the group wants to handle it is fine with me except of course, "we met in a tavern." That is completely unacceptable in my opinion.
 
Sandbox style games can present problems in terms of group cohesion, but I have some experience overcoming these issues. The key, in my opinion, is almost always creating characters that have some form of common background tying them together. In D&D, the easiest way to do that is make all of the characters blood relatives. This immediately eliminates racial conflicts and dramatically reduces incidents of in-group betrayal. It's just out of character for most folks to murder their siblings, especially heroes. Other options that have worked for me to varying degrees in the past include creating a shared narrative, basically describing one or more adventures that the characters have previously accompanied each other on, and creating a shared antagonist, capitalizing on the enemy of my enemy effect. How ever the group wants to handle it is fine with me except of course, "we met in a tavern." That is completely unacceptable in my opinion.

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