D&D General why do we have halflings and gnomes?

The town land is granted by a noble.
Not in default D&D. If you choose as DM to create a feudal government for the country, then that will be true for that country. Feudalism, even fantasy feudalism isn't the default for D&D, though.
You do the quest for the mayor and he sets you up with a meeting with the lord.
Sure, if you as DM want it to be that way.
You complete some quests for the lord and they set you up with meetings with the next guy up. And so on, until you get a royal audience.
Same with this.

I don't think I've ever played in a campaign where that sort of thing was formalized.
 

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So here are the 1e government types.

"AUTOCRACY - Government which rests in self-derived, absolute power,
typified by a hereditary emperor, for example.

BUREAUCRACY - Government by department, rule being through the
heads of the various departments and conducted by their chief administrators.

CONFEDERACY - Government by a league of (possibly diverse) social
entities so designed as to promote the common good of each.

DEMOCRACY - Government by the people, i.e. the established body of
citizens, whether through direct role or through elected representatives.

DICTATORSHIP - Government whose final authority rests in the hands of
one supreme head.

FEODALITY - Government of a feudal nature where each successive layer
of authority derives power and authority from the one above and
pledges fealty likewise.

GERIATOCRACY - Government reserved to the elderly or very old.

GYNARCHY - Government reserved to females only.

HIERARCHY - Government which is typically religious in nature and
generally similar to a feodality.

MAGOCRACY - Government by professional magic-users only.

MATRIARCHY - Government by the eldest females of whatever social
units exist.

MILITOCRACY - Government headed by the military leaders and the
armed forces in general.

MONARCHY - Government by a single sovereign, usually hereditary,
whether an absolute ruler or with power limited in some form (such as
the English monarchs, limited in rule by the Magna Carta).

OLIGARCHY - Government by a few (usually absolute) rulers who are coequal.

PEDOCRACY - Government by the learned, savants, and scholars.

PLUTOCRACY - Government by the wealthy.

REPUBLIC - Government by representatives of an established electorate
who rule in behalf of the electors.

THEOCRACY - Government by god-rule, that is, rule by the direct
representative of the god.

SYNDICRACY - Government by a body of syndics, each representing
some business interest."

As you can see, Feudalism is only one of the many ways of governing in D&D and is by no means the default. This is confirmed also in the 1e DMG by the following.

"Upper Class: Nobles, gentlemen, the wealthiest of merchants and most
important guildmasters, from which are drawn the most important law
makers and executives.

Middle Class: Merchants and guildmasters, with master artisans and the
like making up the balance. They provide lesser officials.

Lower Class: Tradesmen, journeymen, laborers, and all others form the
lower class. From their number is drawn the common council."

In a Feudal society, nobles are at the top. Period. The inclusion of wealthy merchants, guildmasters and gentlemen in the upper class is contrary to feudal society. Unless of course they were also nobles.
 

In 5E, there's actually a Forms of Government random chart:
d100Government
01–08Autocracy
09–13Bureaucracy
14–19Confederacy
20–22Democracy
23–27Dictatorship
28–42Feudalism
43–44Gerontocracy
45–53Hierarchy
54–56Magocracy
57–58Matriarchy
59–64Militocracy
65–74Monarchy
75–78Oligarchy
79–80Patriarchy
81–83Meritocracy
84–85Plutocracy
86–92Republic
93–94Satrapy
95Kleptocracy
96–00Theocracy
 



The town land is granted by a noble.
You do the quest for the mayor and he sets you up with a meeting with the lord.

You complete some quests for the lord and they set you up with meetings with the next guy up. And so on, until you get a royal audience.
Never in my entire life seen that happen, nor even had it be safe to assume there was a chain of nobility behind the mayor. More often there is just the government of the nearest major settlement, which could be a prince, king, council of some sort, Althing or other parliamentary body, or just like...a more important mayor, or a Doge, or the high priestess of Erathis, or any number of other things.

But no, generally the town doesn’t have its land because the local petty noble granted it to them.
 

What do you do in a Kleptocracy, have an overwhelming urge to walk off with leadership?
Kleptocracy. This government is composed of groups or individuals primarily seeking wealth for themselves, often at the expense of their subjects. The grasping Bandit Kingdoms in the Greyhawk campaign setting are prime examples. A kingdom run by thieves’ guilds would also fall into this category. See also: Russia.
 

Well my experience must be different.

Because I've dealt with chains of ruling nobles/knights/priests/mages/druids/officials created by many DMs. And these chains of power are what keep the commonfolk safe when the adventurers aren't there. The adventurers in turn may jump into dungeons and die. However should they survive, the political and military powers give them quests of many colors. There were swords and spears everywhere. A quest was when for one reason or another, some local power could not send their own men.

I've typically only seen single independent small towns in the wilderness, as colonies, or heavily fortified with muscle, magic, or money. Or in points of light like settings when organization that level is near impossible.

So if the PCs looked up, there was always someone bigger looking down until very high levels
 


2. It's all about halflings, while everyone knows that it's gnomes that are the stupid race we should get rid of.
Brave words.

Wrong ones, but brave ones.

Honestly I've been "Ditch halflings already" for decades but Dungeon Meshi of all things has turned me around on them. This is because Dungeon Meshi is good.
 

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