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Dwarven Governmental System

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Broski

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__________________________________________________________________________

New Governmental System of Karik

Positions and Powers within the Kingdom

Kings Council:

- Grand King - Broski Braveaxe

- War King - Gimrik Braveaxe

- Politics and Commerce King - Bazian Blackaxe

Second Council:

- Lord Steward - Juvens Doomcrusher

- High- Councilor - Darius Irongut

- Archbishop - Tyrion

- Head Miner - Glod Irongut

- High Architect - Magna Grimmhall, Oghren Grimmhall

- Forge Lord - Mili Irongut

- Head Remembrancer - Kirrekith Braveaxe

- Grand Champion [title] - Darain Blackaxe

- Groundskeeper - Savaticus Irongut

- Master of Ceremonies - Hogarth Irongut

- High Ambassador - Longbeard Braveaxe

- High Merchant - Balthar Blackaxe

Clan Council:

~Official Clan Leaders~

Braveaxe Clan - Longbeard Braveaxe

Blackaxe Clan - Bazian Blackaxe

Goldhand Clan - Guldroid Goldhand

Irongut Clan - Hiebe Irongut

Grimmhall Clan - Magna Grimmhall

Frostbeard Clan - Liam Frostbeard

Starbreaker Clan - Aleksis Kivi

Full Explanation; Kings Council.

The Grand King: (Vote Count: 3)

Chosen by the Second and Clan council.

The powers of the the King include diplomacy with other nations and the ambassadors, but the High Ambassador should do the travelling to get informed of relations with other nations. The Grand King has the last say on all things. He must also oversee the Guilds, Lords, Clans etc.

The War King: (Vote Count: 3)

Has absolute control over the Legion. All alliances and enemies are sorted out my him and his job is to keep us safe and defeat our enemies.

The Politics and Commerce King: (Vote Count: 3)

In charge of maintaining balance in the political system. He is supposed to monitor the economics of the kingdom and make sure the kingdom has enough goods. He should be creating alliances and trade with other nations, and must keep the Kingdom safe within talking. He will be in charge of Market Row and will have most of the same duties as the Treasurer.

Full Explanation; Second Council

Lord Steward: (Vote Count: 1)

The caretaker of the defenses of Karik, where as the War- King keeps himself busy with the actual war and preparations of the Legion. He is allowed to modify it all, but must discuss or warn the War- King before doing so.

High- Councilor: (Vote Count: 2)

They are outranked by the Kings. Ruler of a Hold that falls under the command of Karik, but this Hold is however independent and has its own council if required, the High- Councilor also presides over the day-to-day affairs of his Hold.

Archbishop: (Vote Count: 1)

Goes over all Religious matters, decides which Religion and Paragons the Dwarves believe in and goes over the Religious sector.

Head Miner: (Vote Count: 1)

Rules and decides over the Mining Guild, establishes Mining colonies, and makes sure his people pay their quota's and do not mine out of RP.

High Architect: (Vote Count: 1)

Constructs the Architecture, and in charge of the Architecture Guild. He thinks of new plans and discusses them with the Kings and Council, afterwards when accepted he and his appointed helpers construct accepted projects.

Forge Lord: (Vote Count: 1)

In charge of the Grand Forge and constructing tools, weapons, and armor for the Kingdoms armies and architects.

Groundskeeper: (Vote Count: 1)

In charge of keeping the farms of Karik in order and making sure the farmers pay their quotas. They are responsible for keeping track of the farmers that work the fields and giving and removing the permissions of the farm.

Head Lumberjack: (Vote Count: 1)

In lead of the Lumberjacking Guild, keeps the forests of his Guild organized and makes sure the guild members pay their Quota's.

Head Remembrancer: (Vote Count: 1)

Holds and protects the Dwarven Artifacts such as the Holy Sword and records all the history and eventually puts it all into archive.

High Ambassador: (Vote Count: 1)

Arranges talks with other nations, advises the King on how to deal with other nations, advises the King on who to side with when two nations going to war, negotiates with nation leaders in times of war and sets up embassies in other nations.

High Merchant: (Vote Count: 1)

In lead of lower ranked merchants. Makes together with the Kings of the Council trade relations with other nations, also sells the items the nation wants sold.

E.g.

Alliance between Oren and Kal’Urguan

Alliance between Aeriel and Kal’Urguan

Alliance between the Kaxil clan and Kal’Urguan

Giving advice to King on how to deal with the Purge

Joining the United Aegis Coalition

Creating a coalition between Kal’Urguan, Malinor, Renatus, Krugmar and Hanseti.

Negotiating an end to wars.

Making defensive pacts with other nations.

Advising King on how to turn nations against each other if they are both a threat.

Advising the King on whether war with a nation is the best option.

Grand Champion [title]: (Vote Count: 1)

He is in lead of the Entertaining District, where the arena is settled, and they can re-create, have and plan events but must inform a king when he is planning on having an event or something big built.

Master of Ceremonies: (Vote Count: 1)

Looks after the Entertainment District, collects dues from the Taverns, and organises tournaments and Spleef duels. Sells taverns, restaurants, and stalls in the Entertainment district. He would be allowed to keep 20% of the earnings from the selling of the plot for payment, the rest goes to Karik.

Can employ Legion members to guard the gates and collect entry fees for tournaments and Spleef duels. During tournaments and duels, the MC will be in charge of the peddlers and merchants that wish to sell goods during the event. A small peddler’s fee will be issued for 100 minas, if the merchant informs the MC of his arrival and pays the peddler’s fee before hand, the fee will be reduced to 50 minas. Again, the MC is allotted 20% of the earnings as the rest goes to the Kingdom.

Full Explanation; Clan Council:

The Clan Council decides together with the Second council decisions that has to be voted on, this will Grand a lot of opinions to come into a Vote. It also aranges events within the Clans and co-operation of the Clan Leaders is required with this. Every Clan Leader will get (Vote Count Leaders: 1)

Vote Counts:

Only in Important decisions the Council’s have the right to vote, and then the amount of vote count is applied. E.g.

a King has a Vote Count of 3 meaning he needs 4 people with Vote Count 1 to outplay him.

Guilds:

Guilds With Quote System~

Mining Guild:

Miners are priority number 1 for the Dwarves, so there task will be to mine materials for the Kingdom, and its holds. the Head miner must be an active miner to see when the mine is going to run low, then he must contact the King and he will find a new mine.

Farming Guild:

Takes care of all the farming such as food and other things that can be acquired by farming, it can have outposts on several places to have farmers have more place to farm, the legion has to take care of this and conquer land that is contested.

Lumberjacking Guild:

Gets all the wood for the Kingdom, and possibly for other Kingdoms if there is a trade with another nation. The Legion must also conquer land where trees can grow for the Lumber Guild.

Guilds Without Quote System~

Smithing Guild:

Resides within the Great Forge of Kal’Dwain and their job is to create, possibly repair and supply Karik’s Legion and other Guilds which require their goods. Karik will have a Forge where they can do their job, but the Great Forge is settled inside of Kal’Dwain.

Remembrancer’s Guild:

The Remembrancer's are needed as they update the current events and past events of the Dwarven Kingdom so information can be used by us to learn from the past and present. We also protect Dwarven artifacts such as armour, weapons and other items of historical and value safe for when the Dwarves need it the most. A position in the Guild would mean that you are dedicated to the city and its history and you will have to be a trusted person since you will probably get access to the artifacts and old history documents of Karik. Your task would be to either protect the artifacts or modify, add, remove or update the history of Karik. The are also appointed .

Architects Guild:

Does all the constructing, designing of houses in and around the city. Gets paid by the Master Architect, which in place gets paid by the Grand- King.

New Guilds

It is also possible for a new guild to be created and have a role in the Second Council as Guild leader, although this will have to first be approved by the Grand- King, or someone else from the King Council. For example, if somebody wishes to create the Guild of Bakery, they would first have to get enough support and possible members and then elect a leader to act as their spokesperson. They can then go to the King Council and ask if they can have a seat on the Second Council. The King Council can choose to make the guild an official Guild of Karik, giving it a seat on the Second Council or instead reject the guild. The guild can have a permenant rejection, meaning they will not be able to ask again or just a temporary rejection, meaning that there is still a chance of a council seat in the future, once something has been improved. The same process applies if somebody wishes for their family to became a Noble House of Karik. If the Lower Council ever did grow too large due to the growing number of council members, the council may eventually be split into sub councils, although this hasn’t yet been decided upon.

Allied Guilds and Nations

While allied guilds and nations will not be a part of the King, Second or Clan council, there will be guest seats in the second, which can be used by an allied guild or nation's leader if they wish to attend a meeting. However, they will only be allowed to attend a meeting if told by the King Council that they are allowed.

The Kings Money:

The money of the Kings is divided at the beginning, the Grand- King receives 45% of the money for all the payments of all jobs, the War- King receives 10% to handle the army and pay for the members that have fought in War. The Politics and Commerce- King gets 45% since he has to buy every suppliement for the nation.

The Quota System and its Workings:

The system works as such; each different sect. ex. woodcutting, farming, mining, legion will be run by an official. The official will employ workers to work the different forests, farms and mines or fighting terrains. The worker, in exchange for use of the land, must fill a quota per week in real life. It is the worker’s job to bring the quota to the Vault where he will have a designated chest to drop off the quota. If the quota is not met, permissions to the area will be revoked, housing will be withheld, and will get a notice from the Legion demanding the quota be paid. If the quota is not paid, the housing and its contents will be confiscated and donated to the Stockpile. Then the name of the dwarf will be added to the Black Book barring his entrance into the City until he has publicly announced his wrong doings and repaid the debt.

The War- King:

Makes sure the Legion pays their quota’s; Guarding and Hunting. And trains the Legion for battles, also makes sure he gets supplies from the Treasurer, there is a set amount to be given to the Legion.

The Politics and Commerce- King:

In charge of maintaining balance in the political system. He is supposed to monitor the economics of the kingdom and

make sure the kingdom has enough goods. He should be creating alliances and trade with other nations, he must keep the Kingdom safe within talking. Will be in charge of Market Row. Will have most of the same duties as the Treasurer.

Treasurer:

In charge of running the day to day operations of the Vault and keeping track of the Stockpile. Second to the King, will be the go to guy when the King is not on or around Karik. Sells shops at Market Row to dwarves for 500 minas a shop. Can employ Tellers to assist him at the Vault and give them pay according to their work. May sell protected chests in the Vault to the dwarves, pricing is up to the discretion of the Treasurer. A quota of 10% of the earnings must be given to the Kingdom’s Stockpile per each chest sold. The rest will be used as pay for the Tellers and the Treasurer. Can also employ entrusted merchants to conduct trade in other nations. Larger and long standing trade agreements will be conducted by the King.

Tellers:

Coordinates with the Treasurer to keep track of the Stockpile and helps run the Vault. (Not always Required)

High Merchant:

Conducts trade outside of the City of Karik. The cargo sold will be from the Stockpile. Will be given a set pay for the amount of minas earned per trip, all the minas he sells for it more, he gets to keep as pay.

E.g.

We give him 7 diamonds to sell to public, and we set the pay to 750 a diamond, if he sells the diamonds for 900 each with his skills of merchandising, he gets paid by

Groundskeeper:

In charge of keeping the farms of Karik in order and making sure the farmers pay their quotas. They are responsible for keeping track of the farmers that work the fields and giving and removing the permissions of the farm.

Head Lumberjack:

In charge of keeping the forest farm planted and healthy. The Head Lumberjack also must make sure that the other Lumberjacks are paying their quotas. He must keep records of the lumberjacks that he employs and keep his forests organized.

Head Miner:

The Head Miner of the Mining Guild. Must keep track of their employed miners and the regions that they have permissions to. He has to make sure that his employed miners are filling their quotas. Will be in charge of all the mines through out the Kingdom of Karik. May be employed for certain projects decided by Karik.

Master of Ceremonies:

Looks after the Entertainment District, collects dues from the Taverns, and organises tournaments and Spleef duels. Sells taverns, restaurants, and stalls in the Entertainment district. He would be allowed to keep 20% of the earnings from the selling of the plot for payment, the rest goes to Karik.

Can employ Legion members to guard the gates and collect entry fees for tournaments and Spleef duels. During tournaments and duels, the MC will be in charge of the peddlers and merchants that wish to sell goods during the event. A small peddler’s fee will be issued for 100 minas, if the merchant informs the MC of his arrival and pays the peddler’s fee before hand, the fee will be reduced to 50 minas. Again, the MC is allotted 20% of the earnings as the rest goes to the Kingdom.

Clans, Noble Families & Lords:

If you are planning on joining a Clan or Noble Family, or maybe becoming a Lord; you should go to this post and apply for it if you have the required qualifications.

Clans, Noble Families & Lords Post

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((The Acting-Forgelords are Mili and Nurrak Irongut.))

((Tecnically, I'm Forge Lord of Overholm, and Mili of Karik. You have some a counci meeting though, I'll try my best to get there.))

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How come none of the commerce/merchant related jobs are on the Second Council? I'd think it'd be fair for the High Merchant to earn a spot, especially since all the other guilds get spots.

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((Hey! I'm Forge Lord also!))

((Aren't you still in Holm? If you are, then you are only Forge-Lord of the guild, not of Karik))

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((Hey! I'm Forge Lord also!))

[[if you are forge lord of Holm then why would you be included in the Karik government? I don't think Karik and Holm even have an alliance at the moment. Also great work Broski and everyone else who helped develop the new government. I have no doubt you will be successful.]]

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((Aren't you still in Holm? If you are, then you are only Forge-Lord of the guild, not of Karik))

[[if you are forge lord of Holm then why would you be included in the Karik government? I don't think Karik and Holm even have an alliance at the moment. Also great work Broski and everyone else who helped develop the new government. I have no doubt you will be successful.]]

((Meh...))

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(Ill have a post up soon jeez....dwarfs work together I thought O.o

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