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The Articles of Urguan V2


Fimlin

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-=< The Articles of Urguan >=-

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Section 1: Office and Powers of the Kingship

Section 2: Office and Powers of the Clan Council

Section 3: Shared Powers

Section 4: Office and Powers of the Court

Section 5: The War Council [Kazak’Nozkron]

Section 6: Process for Amending the Articles

Section 7: Rights of Citizens, Clans, and Guilds

Section 8: Laws of Urguan

 

 

Section 1: Office and Powers of the Kingship

 

Spoiler

 

The Under-King is a position elected by popular vote of the citizens of Urguan and serves until his death or resignation. The King holds all power over everyday affairs and domestic policy including overseeing taxes, infrastructure, guild maintenance, the Dwarven Legion, etc. Additionally, the King holds power of diplomacy and can open and close discussions with foreign powers as he chooses.

 

Under-King is the only position that the Under-King may hold, no King may represent their clan, nor hold any position on the High Court while holding the title of Under-King.

 

All treaties, edicts, laws and any other statements officially signed by a previous King cannot be overturned without due process.

 

The King’s cabinet shall include the Grand Marshal, the Grand Merchant, Foreman General, High Preceptor, High Remembrancer and High Prospector. These are permanent positions that must be filled at all times.

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Grand Marshal - Highest Military Command beneath the King. Grand Marshal is chosen by the King.

Commander - The second highest ranks in the Legion under only the Grand Marshal, their presence in the cabinet allows higher efficiency of communication within the Legion.

Grand Merchant - The administrative head of the Under-Realm responsible for property management, trade and the economy.

Foreman General - Lead Contractor & architect of the Under-Realm in charge of all building projects throughout the Under-Realm. The Foreman General is chosen by the King.

High Prospector - The head of the Miner’s Guild and in charge of gathering resources and materials for the Under-Realm. The Head Prospector is also in charge of all government mines, lumber yards and farms.  The Head Prospector is chosen by the King.

High Remembrancer - The leader of the Remembrancer’s Guild, the High Remembrancer is in charge of preserving and expanding dwarven wisdom & knowledge, keep record of historical events, and pass down the learnings to younger dwarves.

High Preceptor - The head of the Dwarven Clergy and the Religious leader of the Dwarves. The High Prelate’s role in the Under-Realms government is to ensure the will of the Brathmordakin is not being infringed and to advise on religious matters. The High Prelate is decided within the Dwarven Clergy.


 

The King may also invest part of his power into certain individuals known as Courtiers. These individuals may be assigned to specific projects, or a role in the government’s administration, or anything the King believes the Under-Realm needs. Likewise members of the cabinet may create lesser positions beneath them to delegate responsibilities and accomplish their tasks.

No position in the cabinet nor as a courtier may be assigned to a Dwed who has not served within the Dwarven Legion.

Positions are intended to be held individually, in special circumstances one individual may hold two cabinet or courtier positions, but never more than two.

All members of the cabinet and courtiers are allowed to operate only with the King’s permission, and may not act without said permission.


 

Process for Electing a King

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Upon a King’s death, resignation, or removal, a popular election will be held by the Clan Council. An emergency meeting of the Clan Council will be held no more than 3 days after the end of a King’s time in office. Every Clan represented on the Council has the power to nominate one candidate. Once all candidates are nominated, the election process will begin. The Clan Council will choose a Lord Chancellor (if they have not done so already) whose responsibility it will be to tally votes and oversee the voting process. The Lord Chancellor alongside the High Court (see section 4) shall form an Election Commission* to properly oversee the election. It is the commission's responsibility to make sure no outside false votes* are being used to influence the election. This period of gathering votes of all citizens will last no less and no longer than 3 days. In such a case as there is only one nominee, that candidate is elected King.

 

The Criteria for false votes are as follows;

Non-Dwedmar.

Missing or Inactive* Dwedmar.

Non-Citizen Dwedmar.

Exiled Dwedmar.

Deceased Dwedmar.

Corrupted/Tainted Dwedmar.

If a voter meets any one of the above criteria, their vote is disqualified and discounted from the election vote.

 

*Inactive / Missing Dwedmar are those who have not been seen within a week with no explanation.*

 

Kingship Candidates Eligibility Requirements and Restrictions

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ALL Candidates must be of dwarven blood.

 

Candidates belonging to Exile Clans* are not eligible for office.

 

If a candidate has been a Grand King or higher government official in past dwarven Kingdoms then they must be nominated unanimously (and thus unanimously elected), or voted to be allowed to participate in the election with a 75% vote of the Clan Council.


 

Any powers not granted to the King or Clan Council explicitly in this document are to be vested in the King.

 

 

Section 2: Office and Powers of the Clan Council


 

Spoiler

 

The Clan Council is made up of representatives of each recognized Active Clan* known as Clan Lords. A clan can be recognized and added to the council with a 75% vote of the current Clan Council. Each clan on the Clan Council is guaranteed one vote in the Council’s decision making process. All Clan Lords have one vote. A representative on the Clan Council must be the leader of his or her respective clan or a representative chosen by the recognized clan’s own traditions. If there is dispute over who the rightful representative of a clan is, the current clan council excluding the clan in question must agree to recognize by a 75% majority who the official representative shall be. If no such majority can be reached, then the disputed clan will go without representation until such a majority is reached or the internal dispute is settled.

 

The Clan Council holds the power to recognize new clans to be added to the council with a 75% majority vote and also to remove Inactive Clans* from the council with a 75% majority vote. Clan Council meetings are to be held bi-weekly, or at the special request of the King.

 

The Clan Council may appoint or remove with a 51% majority vote a Lord Chancellor who can call for emergency meetings outside of the bi-weekly cycle. The Lord Chancellor will also be in charge of overseeing the election process. In addition, the Lord Chancellor has the power to veto the King’s domestic decisions, but is advised to do so sparingly.

 

The Clan Council holds the power to remove a King for a valid reason with a 75% Majority.

A valid reason includes but is not limited to: Criminal offenses under the Under-Realm’s laws, Inactivity, Inability to fulfill the role, or Tyranny.

 

With a 75% majority vote the Clan Council can forfeit their powers of diplomatic approval to the King for a period of no more than 2 weeks at a time in a process called Granting Emergency Powers.

See Section 3.

 

Neither the King nor the High Court or any government official bar the Clan Council itself may influence nor choose a Clan Lord or representative. Only the clan itself may chose their Clan Lord or representative.

 

The Clan Council has the ability to declare a non-dwarf citizen who has done great service to the dwedmar an “Honorary Dwarf.” This title grants the receiver status as a dwarven citizen on all official documents, decrees or statements.

 

A sitting King cannot hold a seat on the Clan Council, even if they are the leader of their respective clan.

 

Exile Clans* may never hold a seat on the council.

 

Active Clans* are defined as clans that can prove they maintain 5 or more active members.

Inactive clans* are defined as a clan who cannot produce 3 or more members to be counted within a 2 week span.

Exile Clans* are defined as a clan that has done wrong and evil against the dwarves, and is hostile to the dwarven people. They are kill on sight within dwarven lands.

 

The Current Seat-Holding Clans

 

The Grandaxe Clan

The Irongut Clan

The Silvervein Clan

The Hefrumm Clans

The Ireheart Clan

The Starbreaker Clan

The Irongrinder Clan

 

 

The Exiled Clans

The Ironborn Clan

The Silverfinger Clan

The Oathcast Clan

The Blackfist Clan

The Kinslayer Clans

The Anvilaxe Clan

 

 

 

 

Section 3: Shared Powers

 

Spoiler

 

The King and Clan Council share power over foreign affairs and the passing of legislation. Any legislation passed must be approved by the King and a 51% majority of Clan Councillors. Any declaration of war, truce, or treaty must be approved by the King and a 51% majority of Clan Councillors.

 

If the Clan Council deems it necessary to provide the king with Emergency Powers, then the king may act on his own accord in matters of foreign diplomacy.

 

 

Section 4: Office and Powers of the Court

 

Spoiler

 

The High Court of Urguan shall be comprised of two members known as Enforcers, both appointed by the King, and both verified by the Clan Council. They cannot be replaced for at least 2 stone weeks after their appointment. They cannot also hold the position of Clan Lord. They are responsible for conducting the trials of any law breakers in the Under-Realm. They are also responsible for ensuring that the government runs in accordance to these articles. If the two members cannot agree on a verdict, a 51% majority vote of the Clan Council shall be used as a tiebreaker. If a member of the Clan Council is placed on trial, a 51% majority vote of the Clan Council excluding the vote of the member on trial shall be used as a tiebreaker. The High Court has a right to sit in on any council meeting. A member of the High Court may only be removed with a 90% vote from the Clan Council and approval from the King.

 

The High Court shall hold the book of grudges, and shall approve, deny, and recognize the completion of any grudges added.

 

The High Court shall also keep official record of the these articles and protect the original copy of all official government documents.

 

The High Court shall see that the terms of grudges and oaths are held.

 

The High Court shall ensure that proper procedure and process is followed in all aspects written into these articles.

 

The High Court has no authority to make any change to official documents or amend these articles on their own.

 

In addition to these powers, the Enforcers hold the power to establish and manage any lesser courts.

 

 

Section 5: The War Council [Kazak’Nozkron]

 

Spoiler

 

The War Council shall comprise the dwarven military leadership and shall be responsible for organizing all military tasks. The War Council shall also be responsible for overseeing the Dwarven Military Guilds. The War Council is lead by the Grand Marshal and also shall include any Commanders and Lieutenants appointed by the Grand Marshal or King as well as the leader of each Military Guild. The Grand Marshal shall be appointed by the King, but may be removed by the council with a 75% vote.


 

The War Council is responsible for all military efforts, be it offensive, defensive, on the home front or abroad.

 

The War Council is responsible for organizing the defense of the Under-Realm. Including building fortifications, and shaping the land to defensive advantage.

 

The War Council is responsible for overseeing the enforcement of the Under-Realm’s laws and regulations.

 

The War Council is responsible for the investigation, capture, and detention of lawbreakers.

 

In times of war, The War Council has the authority to conscript any/all of the general dwarven populace into its ranks.

 

The War Council is responsible for ensuring the finding of lost dwedmar, or outside-settling dwedmar and returning them to the Under-Realm.

 

 

Section 6: The Process for Amending the Articles of Urguan

 

Spoiler

Any aspect of this document can be added to, removed, or altered with a 75% majority vote of the Clan Council and approval of the King. A 100% vote of the Clan Council can pass amendments without the King’s approval.

 

Section 7: The Rights of Citizens, Clans, and Guilds

 

Spoiler

 

The Rights of Citizens

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All Dwarven lives are held in high regard in Urguan. Dwarves are not toys nor pawns, they are Yemekar’s finest creation. Dwarven* citizens of the Under-Realm are granted the following rights.

 

The right to privacy in their homes.

The right to speak freely in privacy.

The right to forge, own, and use arms and armor.

The right of protection within dwarven lands.

The right to be bound only by oaths personally sworn.

The right to a fair trial and the assumption of innocence until proven guilty.

The right to hold their own personal grudges, though not the right to settle them without approval from the High Court and being entered into the Book of Grudges.

 

*Non-Dwarven citizens are not entitled to any of the aforementioned rights.*

*Honorary dwarves are counted as dwarven citizens.*

 

Rights of Clans

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Clans are an integral part of dwarven society. They are the largest and oldest groups of dwarves, and are thus endowed with the following rights.

 

Clans may not be directly interfered with by the Under-Realm of Urguan. This includes promoting certain Dwed for leadership of a clan, declaring a Dwed the leader of a clan, or interfering with clan politics.

 

Clans have the right to conduct initiation trials unhindered, so long as they are being conducted responsibly. In this respect trials must be held outside the capital limits, and cannot interfere with international relations.

 

The status of Clans as Elder or Lesser clans shall not effect official government proceedings and decrees.

 

Clan belongings, property, and culture may not be appropriated without an official decree by the Clan Council.

 

Clans may not be exiled or banished without official decree by the Clan Council.

 

Clans have the right to enforce repercussions against clan-switching dwed excluding maiming or murder of said dwed.

 

Responsibilities of Clans

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Clans hold much influence over dwarven society, and thus are required to act responsibly by the Under-Realm of Urguan

 

Clans are expected to be responsible with their recruitment; manipulation, bribery, and extortion of dwed to participate in a clan is strictly illegal. Clans may also not force a dwed into joining their clan.

 

Clans are expected and required to abide by and respect all laws, treaties and all form of official decrees and statements made by the Under-Realm.

 

Exiled Clans

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Exiled Clans are those who have committed great attoricites upon the dwedmar people, and thus are permanently banished from the Under-Realm of Urguan and its members deemed capture or destroy on sight by the Dwarven Legion.

 

The only way for a Clan to come out of Exile is for it to be reformed on new leadership uncorrupted by those who have committed the atrocities warranting the initial exile. Those who participated in said atrocities will remain permanently exiled. This redemption can only be facilitated with a unanimous agreement of the Clan Council, the King, and the Dwarven Clergy.

 

The Rights of Guilds

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Guilds, and privately owned businesses are to be granted certain rights and protections under these articles so they may operate with relative freedom and highest efficiency.

 

Private Guilds

 

Private Guilds are those that are independently owned and ran from the official government.

 

Private Guilds have the right to operate independently from governmental control so long as they follow the laws and regulations of the Under-Realm.

 

Private Guild leadership cannot be chosen or influenced by the official government.

 

Government-Attached Guilds

 

Guilds such as the Remembrancer’s Guild, and the Dwarven Clergy are guilds which are connected to the government and whose leadership are given official positions in the government. These guilds however operate independently from the official government in accordance with the Under-Realm’s laws and regulations.

 

Government-Attached Guilds may only be interfered with by the official government if the guilds descend into inactivity. These guilds are managed independently but their productivity must be maintained.

Current Government-Attached Guilds:

The Remembrancer’s Guild

The Kirkja Dverga [Dwarven Clergy]

 

Official Guilds

 

Guilds such as The Legion, and the Miner’s Guild are owned and ran by officially chosen government personnel and are entirely controlled by the official government of the Under-Realm. These guilds are managed by the government and their productivity must be maintained.

Current Official Guilds:

Dungrimm’s Legion

The Miner’s Guild

 

 

Section 8: Laws of Urguan

 

 

 

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[[Replies to this post are reserved for amendments to the Articles]]

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9th Amendment to the Articles of Urguan

 

ORIGINAL COPY

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Spoiler

 

 

Quote

 

Section 5: The Authority and Responsibilities of the Legion

 

The Legion shall comprise the dwarven military force and shall be responsible for all defensive and offensive tasks. The Legion shall also be responsible for policing the capital, and enforcing the laws of the Under-Realm. The Legion is lead by the Grand Marshal who is responsible for managing the Legion. The Grand Marshal shall be appointed by the King, but may be removed by the council with a 75% vote.


 

The Legion is responsible for all military efforts, be it offensive, defensive, on the home front or abroad.

 

The Legion is responsible for the defense of the Under-Realm. Including building fortifications, and shaping the land to defensive advantage.

 

The Legion is responsible for enforcing the Under-Realm’s laws and regulations.

 

The Legion is responsible for the investigation, capture, and detention of lawbreakers.

 

In times of war, The Legion has the authority to conscript any/all of the general dwarven populace into its ranks.

 

The Legion is responsible for finding lost dwedmar, or outside-settling dwedmar and returning them to the Under-Realm.

 

 

 

AMENDED COPY

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Spoiler

 

 

Section 5: The War Council [Kazak’Nozkron]

 

The War Council shall comprise the dwarven military leadership and shall be responsible for organizing all military tasks. The War Council shall also be responsible for overseeing the Dwarven Military Guilds. The War Council is lead by the Grand Marshal and also shall include any Commanders and Lieutenants appointed by the Grand Marshal or King as well as the leader of each Military Guild. The Grand Marshal shall be appointed by the King, but may be removed by the council with a 75% vote.


 

The War Council is responsible for all military efforts, be it offensive, defensive, on the home front or abroad.

 

The War Council is responsible for organizing the defense of the Under-Realm. Including building fortifications, and shaping the land to defensive advantage.

 

The War Council is responsible for overseeing the enforcement of the Under-Realm’s laws and regulations.

 

The War Council is responsible for the investigation, capture, and detention of lawbreakers.

 

In times of war, The War Council has the authority to conscript any/all of the general dwarven populace into its ranks.

 

The War Council is responsible for ensuring the finding of lost dwedmar, or outside-settling dwedmar and returning them to the Under-Realm.

 

 

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Moved to The Great Library. It shall be sorted into the appropriate category shortly.

 

If you feel this is a mistake, please contact myself or any FM and we'll restore it. 

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