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The Constitution of the Forest Folk of Hefrumm


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The Constitution of the Forest Folk of Hefrumm

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Hefrumm is and will always remain an autonomous community of the Grand Kingdom of Urguan with the aim of guaranteeing limited autonomy to the folk of Hefrumm. While sovereignty is vested in the nation as a whole, represented in the central institution of government which is the king, the nation has, in variable degrees, devolved power to Hefrumm, which, in turn, exercises its right to self-government within the limits set forth in the constitution of Urguan.

 

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The autonomous community of Hefrumm is governed according to the constitution of the Grand Kingdom and their own constitution laid down in the following Articles:


Article I - The Statute of Autonomy of Hefrumm

 

 

  1. As one of the core founding peoples, Hefrumm was allowed a statute of autonomy for its role in the reformation of Urguan.
  2. The Statute of Autonomy is the basic institutional law of Hefrumm, recognized by the Grand Kingdom of Urguan in its constitution and when it was reformed.
    1. This allows the institutional body collectively known as Hefrumm to exist and own land in the lands of Urguan without being dissolved in the kingdom.
  3. All competences not explicitly assumed by the Grand Kingdom in its constitution can be assumed by the autonomous community of Hefrumm in their Statutes of Autonomy; but also, all competences not explicitly assumed by Hefrumm in their constitution are automatically assumed by the state. In case of conflict, the constitution of Urguan prevails.
    1. In case of disagreement, any administration can bring the case before the Courts of Urguan.

Article II - Institutional organization

  1. Chiefs’ Council members are elected by their clans when they decide who will be their chief.
    1. The Chiefs' Council is the highest authority within Hefrumm.
    2. The Chiefs’ Council is the acting court within the territory of Hefrumm underneath the authority of the High Court.
      1. They must enforce justice on all laws of Urguan and lesser laws of the Hefrumm.
      2. The Chiefs’ Council only has authority to preside over 2nd, 3rd and 4th degree crimes.
      3. The High Courts of Urguan has the power to challenge legal decisions of the Tribal Courts.
    3. Hefrumm external issues are dealt by the chiefs’ council. Headed by the High Chief.
      1. Dealing with any non-Hefrumm body or external or greater national forces such as the crown in the name of Hefrumm lies only under the jurisdiction of the Chiefs’ Council.
      2. The High Chief is able to speak in the name of Hefrumm only during events such as; Ceremonies, King’s Courts, Folks’ Councils. This power is bestowed to him/her by the Chiefs’ Council once he/she is elected.
    4. In times when there is no High Chief his/her powers and duties fall on the Chiefs’ Council.
      1. The Chiefs’ Council has three years (three weeks) to invoke a Folk’s Council to elect the new High Chief. Failing to invoke an election can be grounds to accuse the Chiefs’ Council of Treason against the constitution of Hefrumm, punishment for which their Chief status would be revoked under Hefrumm law. This means that any other forest dwarf of the clan is able to overthrow the clan’s chief if the High Courts of Urguan deems the Chiefs’ Council guilty. 
    5. This Council deals with the external affairs of Hefrumm as well as its security, economy, and law enforcement.
    6. A Clan becomes part of the Chiefs’ Council if they possess at least 3 active members.
    7. If a clan is acting dishonorably it can be banned from the Chiefs’ Council if more than 70% vote to remove them.
    8. The Chiefs’ Council can exile an individual/Clan/Guild through a majority vote.

 

  1. The Folks Council deals with the internal affairs of Hefrumm. It is headed by the High Chief and involves every forest dwarf. A Folks Council is called any time the High Chief wants to inform the general population of Hefrumm of events. In the Folks council, individuals can also bring forth issues, ideas, and requests to the High Chief.
  2. The Folk’s Council do not have the ability to vote on inner matters of clans.
  3. The Decisions made in the Folks Council can be revoked in the Chiefs’ Council if the decision made could go against the wellbeing of the Clans.
  4. Events, building proposals, and other such matters fall under the jurisdiction of the Folks council.

 

Article III - Legal powers of Hefrumm

 

  1. Hefrumm is allowed to have its own laws and enforcers as long as their laws do not clash with the Supreme Law of Urguan.
  2. The Courts of Hefrumm do not hold the power of life and death over the lives of dwarves. However, the Courts of Hefrumm can condemn a non-dwarven to death if there has been an investigation and proof.
    1. A report will need to be created after the death of the arrested fellon.
  3. Hefrumm can also isolate itself from other races if it wishes to even if Urguan might not be in isolation. Hefrumm will need to break isolation if the king of Urguan commands it.


Article IV - Legislation

 

  1. Legislation is proposed by a citizen of Hefrumm.
  2. The Chief’s Council will review the proposal and make amendments if needs be.
  3. The Chiefs’ council needs to agree on the law for it to be able to pass with a majority of at least 70%. The same rule applies for changing or adding parts of the Constitution. The Grand King has the power to override constitutional changes.
  4. The Chiefs’ Council have the power to end the proposed legislation at any moment.

 

Article V - High Chief Succession

 

  1. In case of the death/removal/stepping down of the High Chief, the Chiefs’ Council will need to make sure a new High Chief is elected.
    1. The Council will gather the folk of Hefrumm and together they will elect a New High Chief.
    2. The Chiefs will be the ones to nominate those who are seen as able to run. A Stone day after the Nominations there will be a gathering where all the folks of Hefrumm will elect the individual out of the representatives.
    3. The folks of Hefrumm are allowed to vote in blank. If at least half of the votes are blank votes the Folks will be allowed to nominate people and the next stone day a High Chief will be chosen out of those nominated.
    4. To become High Chief one must have at least one forest dwarf parent.


Article VI - Tribal Courts

 

 

  1. When an individual or group is accused in the Tribal courts the folks are gathered.
    1. The chiefs and High Chief are judges in these procedures and decide on the punishment. Meanwhile, the citizens of Hefrumm that are not judges are the jury, they decide if the accused is guilty or innocent. If there is no side with a clear majority (70% or more) vote then the Judges will vote and the side with the most judges on their side `wins’.  When the guilt is decided the judges will discuss the fitting punishment, and then vote. The most voted (by the judges) punishment will be enforced by a chosen individual.

Article VII - Military

 

 

  1. Hefrumm is allowed to create militant institutions if its chiefs deem fit for it to be needed to guard and safeguard Hefrumm.
    1. All military groups formed in Hefrumm will be subordinate to the Legion for as long as the Grand Kingdom of Urguan exists.

Article VIII - Ownership of Land

 

 

  1. The surface hills and plains of Urguan belong to the clans of the forest dwarves.
    1. Obelisks will divide ancestral forest dwarf land from ancestral Mountain Dwarf land.
    2. The government has the power to decree constructions in Hefrumm land
  2. Chiefs’ Council is to be asked by non-forest dwarf clans and individuals to build in their territory.
    1. Non-Forest dwarf Clans and individuals need to compensate Hefrumm for the use of its lands. This can be in a one-time payment or whatever the parties agree to.

Article IX - Religion

 

  1. Hefrumm is open to all traditions of the faith of the Brathmordakin.
    1. Religious sites will always be open to all dwarves.
    2. For construction or renovation of a religious site, one would need prior permission from the Chiefs’ Council.
  2. Hefrumm is recognized by the dwarven race to be a holy location as the Paragon Bjor Cottonwood died there.

 

Article X - Clan

 

  1. Clans are the pillars of Hefrumm.
    1. No action will be done that damages the Clan System.
  2. To Create a clan one needs a sponsor clan with at least 3 people to take them in.
    1. When a Sponsored clan gains at least 3 members they will be able to break away from their clan sponsor and become its own individual clan.
    2. To become an official clan of Hefrumm the clan father needs to discuss with the High Chief then a ceremony will be organized with the high chief and the religious figure of the clan’s choice.


Article XI - Guilds

 

  1. Citizens of Hefrumm are allowed to create guilds in Hefrumm.
    1. The Chiefs’ Council is allowed to ban guilds if they are a danger to the safety and survival of Hefrumm and its people.
    2. Guilds have to follow the laws of the land, failing to do so would cause the guild to be banned.
    3. Non-Hefrumm citizens need to seek the approval of the Chiefs’ Council. 
    4. Guilds are allowed to make labor unions with other guilds.

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With Yemekar’s wisdom, Anbella’s honesty, Dungrimm’s honor, Belka’s Passion, Ogradhad’s knowledge, Armakak’s cleverness, and Grimdugans tenacity these signatures conclude the articles and give them their legitimacy.


Signatories:

 

       bpy8fG63yU_zozOSPxYCBgcP7tBxQbvCNmpvZwvLdteZtWmHpIUpce-4H4vjulXiDPz--Ie-rfR2K_Z8jLrfLxUTnHg2ZrqHLeLLYtgLc5A_WxIz3CNu-3ZptQoUjjzzmUKlzIUu Chiefs’ Council (presided over the Convention and wrote document):
                   paG4qMGahreIFwdD7hNOFqdHks55bXgFaZ5cFFuntM-RhOi--mJE-PjvAPadg0dVOSkOshuiTexD_33V4hXq0R9iBun8cSRBdG9YXtMeUsoVpuca9T8IAo5gxKW4s1gOpiup7CRn Clan Blackroot: Chief Karl Blackroot (Former)
                    8mlH7nXIGbKrjBl8P2GzYmNRj944GZ1VfdGGrBTgfrBR87qrCtCBgKjMLOAEcl9H9iX4cnbWi2r7OplpZ_Ssk1HxING4DMvUncsqHr8tauqqXibu4iOuYL4VkdCpz-tONM6EdZ16 Clan Cottonwood: Chief Bordavir Cottonwood
                     ENbPAU-RA9uhAicPyHk1DVqpqCB05TzYaa-z99mV7TPmu_wMrjvAKRXiaOjjSe4aCqLJeQzC1_1lGTjy7587kNhtg5HlnNROYD1WDr0gdS0Mq0ik2IC4cUDqgeGndXnNe2wOZXyH Clan Emberhorn: Lord Nagorain Emberhorn
                   6Jc3IJVTy5SjDvIZom4K0XwmPMM1_d5t_wb2YksquvNM_MB1gQxitHM5pICH39A9lt1Z_bPxgF4KgQd32hqDnn8N8D7qX6mjkMlVcPXJZ-BULA4e9geKtA7GsuAfIRaE27msvco7 Clan Treebeard: Chief Thorin Treebeard

      bpy8fG63yU_zozOSPxYCBgcP7tBxQbvCNmpvZwvLdteZtWmHpIUpce-4H4vjulXiDPz--Ie-rfR2K_Z8jLrfLxUTnHg2ZrqHLeLLYtgLc5A_WxIz3CNu-3ZptQoUjjzzmUKlzIUu  High Chief (presided over the Convention): Ordvair Emberhorn (Former), Karl Blackroot (Current)


0atry-DQ50mBqdGhMraOESpeCUafrQj7IEHiSoKIIoiQrS4MBgQnaDHmC1a9UkDwOrqFCFf_xcBDfTUk40T3-702nZvv4TQUILrlijIaq56hj3HqYAMMu0Rkv8N2V0WKOSp8OHXZGrand King (presided over the Convention): Jorvin Starbreaker


 

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