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Government and their Job

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Hiebe

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*written by Hiebe Irongut in Year 57 for the Deep Frost*

King - Hiebe Irongut

-King of the Dwarves and defender of the Realm of Karik. His word is law and will be respected. The King himself holds the power to veto and approve anything he wishes. He has the power to levy taxes and raise armies. He is to be fair and open for all the meet. In times of peace he will build up the Kingdoms supplies and in times of war lead the dwarves in battle and meetings. The king will oversee the meetings of the Dwarven Council and will hear all sides of each debate and topic. He will also lead the Overseers with the selling of homes and the building of new buildings within the city.

----Overseers - Gulroid Goldhand, Rehnof Grandaxe, Valnor Grandaxe

----Sell the homes within the kingdom and collect taxes for the King. They will be under the King and will hire dwarves for projects of the King.

Consular - Valen Grandaxe

-The Consular is second to the King. He assumes power when the king is gone or sick. He is also an ambassador to the other realms of the world and is the voice of the King when he cannot leave the caverns of Karik. He is to be respected and looked upon as if he was the king. If the King dies and has not named a heir, the Consular will assume the title of King. He leads his own group of ambassadors and will run the Council meetings.

Lord Marshal - Grimloth Irongut

-The Lord Marshal oversees the military power of the Dwarven Kingdom. He will protect the realm and hand out the army payments. He is in-charge of recruitment and protecting the King anywhere he is. He can appoint positions below him to make his job easier but if the job isnt done it will fall upon his shoulders. He will issue weapons and armor to the guard force and the military when needed.

Forge Lord - Tortek Irongut

-The Forge Lord run the smithing guild and runs the smithing district of Karik. He reports to the King and will make the weapons and armor for the Lord Marshal. He is to smith anything the King asks for and will issue payment to the smiths below him when needed.

Grand Merchant - William Goldhand

-The Grand Merchant is very important. He will run the Karik Auction House and make sure all the shops within Karik are up and running. He will also keep stock of the Kingdoms Vault and the supplies within it. He will report to the King of current stocks and will help with the collection of taxes and disputing payment for the Lord Marshal and Forge Lord. If the supplies are low he will talk to Yemkar's Pick to collect more. . Holds, organises and secures the kingdom’s grand vault. This grand vault contains all the wealth of the kingdom, including it’s mina notes. This mina-wise dwarf conducts diplomacy with other groups and nations via trading of goods and services. He also prices the cost for goods of the kingdom, services of the kingdom, homes, mining permits, taxes and wages. Therefore, he must be good with minas.

Head Remembrancer - Kilgrim Irongut

-The scribe and historian for the council. This wise dwarf writes down key point during council meetings as well as keeps the records of all dwarven history. History that is not limited to; main events, important dwarves, records of wars, cultural shifts, population movements, and world events and how it relates to the dwarves. He is to be one of the wisest of the dwarves.

Master Engineer - Dom Irongut

-Runs the Engineer District and keeps the engineers busy with new projects. This tinkering dwarf keeps the arsenal of cannons and ships well maintained for the Legion’s use. He also constructs traps for the defense of the capital city and other side projects the council will have need of. This dwarf must be a master of redstone work. He also regulates and records all scientific and engineering discoveries.

Anbella’s Grace - Skippy Irongut

-Leads new dwarves to the city and make sure they find jobs within the kingdom. He will also help that dwarf to find a clan or create one himself. This dwarf is to be very nice and approachable.

Seat of Paragon - Kjell Ireheart

-Paragons spot within the council. This spot can only be filled if there is a living Paragon of the Dwarves. The seat is more of a advisor but will still be apart of the voting.

Yemkar’s Pick - Omithiel Strongbrow

-Regulates and opens up mines for the kingdom. He regularly checks the mines’ structural integrity so to prevent a collapse. (Wooden supports, shaft mining, etc.)He will open new mines and collects the taxes of the miners for the King. He also informs the council of the working conditions of the dwarves and how the common folk are faring. When needed he will lead expeditions to the surface to collect wood and meat when the kingdoms stocks are low.

High Prophet - Kazraden Starbreaker

-This dwarf is the religious leader of his time, informing the council of the views of the gods and the paragons of all their actions. He is chief on all matters of religion throughout the dwarven nation. He is also the only council member that cannot be chosen by the noble clan leaders. He must be chosen by the clergy itself.

High Ambassador - Gorum Goldhand

-Works with the Consular with diplomatic meetings with other nations. They will report any finds from the outside world and is the voice of the King in the above ground world. This dwarf must be good with his words and have many connections in the outside world.

Voting

When the council needs to vote upon a law or a decree they will. The King has 3 votes himself and all the council-dwarves have 1. To have a law pass they must the majority votes of their side. A council-dwarf can choose not to vote. The King himself has the power to deny or approve any law at anytime.

(to be added too)

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Your missing the leader of the Dwarf Legion (Army) in there, and as the only active member of the Legion i think it should go to me.

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Lord Marshal leads the Army and Guards. He can appoint a Head Guard and Legion Commander if he wants too.

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Gorum nods in approval as he reads the list.

" Aye, ah 'ave a strong feeling this will truleh work out. Yemekarr bless us, n' may da dwarven empire reign fer centuries tu come. "

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William scans over the list as he walks through Karik. He smiles as he sees Gorum's position.

Gud ter see yeh are trusted now! T'is beh a new day for deh dwarve ove Karik.

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((Well then i shall be sucking up from my seat in the Holy Lands Council))

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Valnor tilts his head slightly at the notice, as he walks off to find Hiebe. Once finding him in his seat, he frowns at him, staring at Hiebe. He looks sideways at the guards, and sighs slightly.

"Hiebe, Ah have something t'at Ah wish ta ask ye. Fer many years, weh 'ave heard not'ing o' wha' will be happenin' with t'e fellow nations. We know no' if t'ey will be attackin' us wit'in t'e moons, we do no' know if t'ey view us as allies, or enemies. Ah wish ta ask if Ah can take a position as Leader of External Affairs, and try mah best ta repor' to King Hiebe wha' the other nations see of us. Ah shall make i' my job ta assure t'at t'e Dwarven Nation does not seek war wit' ot'er nations, and I shall try ta maintain peace with the other nations."

"Ah respec' ye choice ta make meh Overseer, bu' i' be an unneventful loife. Bein' an ex-engineer, Ah'm used ta adventure an' findin' secre's. I woul' be honored ta take t'is position. Of course, t'is is bu' a mere notion. Ah find i' a necessary job, but Ah know for sure t'at ye will deny the act if ye foind a problem with i'. I give you this idea to think of, and I shall let you think of it for days to come. I await yer response, Hiebe."

With those words, Valnor turns on his heel, awaiting the response of Hiebe in the days to come. As he glances back at the notice board, he notices the job "High Ambassador".

"So, Ah mus' speak wit' Gorum? Ah can do t'at..."

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