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The Dwarven Constitution

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Article I: Governmental Powers

Section A: The Throne



  • The King has the power to declare a war council, this means that the King and Council would converge to create the war council. During the special council, the king and council members will vote on the actual act of declaring war, in which each will all have an equal vote in. If war is voted on to be declared, the war council will take that time to discuss how they will conduct the war.
  • Has the power to enforce the law to the fullest extent. He has the power to cast judgement on minor situations but not on major disputes between clans or heinous crimes. If the dwarf in question feels as if he is being wrongly accused as the guard force or other higher positions is casting judgement, he can appeal to the court. Although, if he is wrongly doing so when appealing, may he get the fullest extent of punishment. This power can be transferred to the guards of the area in order to maintain a more perfect order.
  • Has the power to veto any law that the council passes. This can be done instantly, with a signing of official documents. Although, the council has the power to overturn his veto with a unanimous vote. In order for the council to do this, they would need to converge in a fashion as they do when they write law.
  • Has the power to regulate commerce, enforce tariffs on imported goods and set taxes on anything. The act of regulating commerce includes; overriding the High Merchant’s choices of pricing, regulating trade deals concerning the kingdom’s wealth between nations, and setting minimum pricing on goods sold by the nation.
  • Has the power to appoint the council member of “Consular” to sit at his right hand. This position is not voted in by the people and will be changed as often as the king sees it necessary.
  • Has the power to pardon an individual, of the state or a foreigner. Although, the Court may overturn this decision if they see that the individual is an enemy of the state or has crimes that they feel need answering for.
  • Has the power to point out an inactive or a corrupt Council member to be judged by the Court. This will usually occur by the Council notifying the king of such a member, and him acting on it, though it is not limited by that.

"The King" - “The King” is the head ruler of this system. He/she is directed toward exercising leadership over self, over other people, and over situations. This doesn’t necessarily mean that he/she has absolute power over everything. If the king wished to implement something such as a law for example, he would have to get it passed by the “Council” as they need to vote on it.

“Kings Order”- In dire times a dire order will be declared. If this order is issued all of the kingdom will go into Marshall Law. All Council will be closed and all power will go to the King. This time period will be short and usually used in times of war or dramatic events. If abused the King can face many charges against him. This is not to be taken lightly, only to be used in times of utter chaos throughout the kingdom.

Section B: The Council



  • The council has the power to create law that anyone residing on dwarven lands would have to abide by. The process of law writing is as follows; the council must converge with the entirety of it’s member, proxies may be sent, they must have over half of the vote for the law to pass. Both sides may give an argument lasting a maximum of 30 Elven minutes each explaining why or why not the law should be passed. Every council member has an equal vote in the matter, each consisting of one ballot.
  • The Council also has the power to remove laws. This process will be just as the creation of a law only difference that it is to be removed.
  • Council and King will meet every two Elven weeks. If a council member cannot attend, said council member must send a proxy to attend said meeting. However, an immediate meeting can be established if a influential incident occurs.
  • Council has the power to impeach the King, this decision has to be unanimous. Impeachment can only occur if the King isn’t doing his job properly or has a serious infringement on his honor. This will be brought before the Court so that they may cast judgement.
  • Has the power to change the definitions of government, such as the definitions and duties of each council member.

“Consular" - “The Consular” aids the king on his leadership, or in other words ‘his right-hand man.’ During some time between the term of ‘The King’s’ kingship, if he/she resigns, gets assassinated, or anything related, the Consular would be the one to fill that position until a new King is chosen by the Council. This position is hand selected by the king. This position’s perimeters is up to the interpretation by the King and Consular.

“High Merchant” - “The High Merchant” oversees the economy. They are responsible for maintaining a positive balance into the Dwarven Kingdom and also, they’re to make sure that everyone pays their taxes in time, if implemented. The High Merchant is in charge of keeping the capitol’s vault and stockpile stored, organised and secure. The stockpile is for general use of the kingdom and for trade with other nations. The vault is for storage of the wealth of our nation, seldom taken from. It is the duty of the High Merchant to visit frequently with our allies and other states of interest to conduct trade agreements of resources in need. It is also the duty of the High Merchant to define the pricing of all kingdom’s goods, services of the kingdom, homes, mining permits, and wages; taxes and tariffs if implemented. Therefore, it is imperative that this dwarf be mina-wise.

“High Ambassador” - “The High Ambassador” is an accredited diplomat, sent by the king, as its official representative of the dwarven kingdom. The king may send him to negotiate trade, peace, alliances, declaring war, and etc. This dwarf must be very well versed in the policies of our kingdom long before he comes into this position. He will be visiting and talking with various groups of peoples, large kingdoms to lonely homesteads. His missions will be self given as well as given by the king. It is his duty to take the initiative to go on his own to various places and talk with various peoples. Also has the responsibility of bringing in groups of individuals to the kingdom that wish to join, getting them to pass through the immigration process.

“Lord Marshal” - “The Lord Marshal” is the leader of the military. The Lord Marshal’s primary purpose is to raise a guard force to protect the dwarven people against other nations and other forces. The Lord Marshal may employ specialised “squads” for the betterment of the nation. To employ these squads, the Lord Marshal must bring this issue before the Council and define the perimeters of said squad. A regular voting will be put in place. To officialize the creation of the new squad, it’s leader must sign the Legion Pact. It is the duty of the Lord Marshal to train his guard force as well as the squads, to not do otherwise is a severe breach in our kingdom’s safety. The Lord Marshal may not employ a head guard to cover his duties as such, to do so is an act of slothness and ignorance.



  • The Legion: Since the kingdom has no official army, the Legion pact will be drawn up. This pact will require the signatures of all dwarven clans, as they live under the roof of the kingdom. The pact will state that; on the honor of the dwarf of clan, they will fight for the kingdom, in defense or abroad, until the very end. To be drawn up by the Remembrancers.
  • Mountaineers: These dwarves are the special forces squad of the Legion pact. This special forces squad will act as the King’s agents in the external parts of the world, outside of the kingdom. Only the King or the Lord Marshal will be able to assign missions for this squad. Their missions are but not limited to; intelligence gathering by means of spying, elimination of specific targets our individuals, putting down disruptions in the name of diplomacy, etc.
  • Engineer’s Guild: This is a group of individuals from the engineer’s guild that have offered themselves to command the war machines during battles or defense. From this point, only in times of battle, they will report to the commanding dwarf that was appointed by the Master Engineer or if he appointed himself, the Master Engineer. During these times of battle, the appointed dwarf will report to the Lord Marshal for commands.

“Forge Lord” - “The Forge Lord” runs the Smithing Guild and the Dwarven Smithing District. This dwarf is in charge of organising the smiths and smelting the ores and hammering them into weapons and arms. He is to smith anything the King asks for and will issue payment to the smiths below him when needed. He may be commissioned by the King to craft important weapons or armor of significant value as well as repair such items or others of the like. He is also seen as the Master of all Smiths and most often has knowledge of Elite forms of smithing.

“High Remembrancer” - "The High Remembrancer” is 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. The “High Remembrancer”, usually has the most influence in the council do to his vast experience, but this does not mean he has more votes compared to other councilmen.

Will be in charge of writing out permits to various things and keeping track of the records of residence throughout the kingdom. This includes keeping up to date clan records by requesting them from the various clans.

“Archbishop” - ”The ArchBishop” 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. This dwarf has the responsibility of organising proper worship of the Brathmordakin through the Clergy.

“Yemekar’s Pick” - ”Yemekar’s Pick” regulates the mines, subterranean farms, and small lumber yards for the kingdom and controls it’s work force. He regularly checks the mine’s structural integrity so to prevent a collapse. (Wooden supports, shaft mining, etc.)He also informs the council of the working conditions of the dwarves and how the common folk are faring. He also leads new dwarves to the city and assigns them jobs within the kingdom, and help the new Dwarves find their lineage. This council member is in charge of making sure the raw materials are brought to the stockpile and valuables, given to the Grand Merchant for storage in the vault; diamonds. Is in charge of all immigration that comes into the kingdom, except the groups of individuals brought in by the High Ambassador.

“Master Engineer” - ”The Master Engineer” runs the Engineering Guild, the Engineering District, and keeps the engineers busy with new projects. This tinkering dwarf keeps all machines well maintained for the Kingdom’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. It is also the job of the Master Engineer to employ a group of battle-ready engineers for use as a squad under the Lord Marshal. The squad is defined under the position of the Lord Marshal.

Section C: The Court

  • The way the Court casts judgement goes as follows; the Court in it’s entirety will meet together along with the two parties involved in the judgement, one or ones to be judged and the ones declaring that judgement need to be made, each side will be given 20 Elven minutes each to state their case, then the Court will converge in private, once the Court has made their decision, the two parties will come before the Court once more and judgement will be cast upon them.
  • Has the power to settle all grudges throughout the kingdom and it’s entirety.
  • Has the power to settle all crimes that occur throughout the kingdom via judgement.
  • Has the power to settle all disputes concerning the matter of the infringement of dwarven individual or clan rights.
  • Has the power to overturn the King’s pardon. Although, they must show proof of unanswered crimes or treason.
  • Has the power to review a Clan’s honor. Only during these reviews the Court is to remove the member of the clan in question, as to not start conflicts.
  • If the King is impeached by the Council, the Court will cast judgement on the King in an official judgement meeting, as any other meeting before they cast judgement.
  • Has the power to interrogate and cast judgement on individuals suspected of treason.

This is a group of clan lords, each leading their own clan. Only one member representative from each clan, being the clan lord, can be in this council. The Court will hold judgement over all disputes, internal and external.

Section D: Elections



  • Not one member of any level of government may be employed in another level of government, as it is a conflict of interest. Therefore, one cannot be a Lord on the Court and be on the Council.
  • Only those citizens, fully possessing dwarven blood may run for election on the Grand Council of the Kingdom of Urguan or hold any power within the legislative branch of the dwarven government

King: The King and Council are able to suggest a Dwarf to be become King. The Council will then vote whether this Dwarf is to be the next King. The Council must take careful time in choosing the next king, they need to meet at least three times altogether in the deciding of this matter. These three meetings must be over a span of one elven week.

  • Any one dwarf can run for king, although, there are only allowed for two running dwarves for the throne at any given election. If there are too many candidates, than the council will pick the two that they think are most likely to be in their favour. After this is done, the election process may begin.

Council: Each council member is voted in by a majority vote by the dwarven people as a whole, must have proof of residence.
  • For the voting to occur a voting booth must be setup for the population. These booths are to remain private so that one can vote privately. These booths will be run by the guard and a selected official of the guard to oversee the operation. The voting period must last a minimum of 1 Elven week with adequate poll time so that the voters may have a chance to vote. These voting periods will only begin once the council member announces that he is stepping down from his position, has gone missing, been accused of a crime causing him to lose his position, been cast out by the judgement of the Court or death has befallen him.
  • Any one dwarf can run for any council position. Although, it is recommended to be already apart of the organisation or guild that the particular council position is the head of.

Court: There is no election within the court. The clan lords take up this position. The way the specific clan elects such officials to their position is up to them.

Article II: Clan Rights

Section A: Clan Rights

  • The clans make up the population of the dwarves, therefore they have specific rights give to them by the King and Council.
  • Clans have the right to meet publicly or privately at any time. This will not be infringed.
  • Clans have the right to claim a clan hall. This does not mean one will be provided for them. The claim can be any housing, large or small depending on the amount of minas one wants to spend, including pre built clan halls.
  • Clans have the right to keep a store of weapons and armor to supply for their kin. In times of war, clans are expected to pass out their stores to their members, but this is not required.
  • Each clan lord is to have a seat on the Court. The only exception is if the clan is deemed dishonorable and has that removed until they regain honor.
  • Clans have the right to rule in their own fashion, in anyway they see fit.

Section B: Forging of a Clan

  • The bloodlines of the dwarves have been defined. There is of no clan that we not already know of. For a clan to come out of nowhere would be absurd. The only logical explanation would be for a clan to split. Let this be the definition for the future clans.

Section C: Clan Guidelines

  • Clans must keep an adequate record of their clan. This means that they must keep track of their bloodline through records. It is also expected to keep track of different dealings with other parties, but this is not required.
  • Clans are to have no homeless dwarves, housing must be provided in any form or fashion.
  • Clan members are to be active within the dwarven community and be a hard worker. Any lazy clan member can reflect badly on his or her clan and in result the lost of honor for said clan.

Article III: Crime and Punishment

Section A: Judgement

  • Judgment on criminal matters can be cast on two different levels. The first is of simple criminal acts between the degrees of punishment 4 and 5. These instances are on the spot decisions made by the ranking official of the guards on at the time. Although, the Clan lords take precedence over the guard officials if present. If the individual in question feels that his or her clan or dwarf rights were infringed, he or she may appeal to the Court.
  • The judging of grudges will only occur on the Court level. The only reason for this to be needed is if the two parties cannot handle the situation on their own, this is encouraged.
  • Disputes between two individuals or small groups of individuals will be handled by a single clan lord or a small group of clan lords. If no clan lords can be found at the time, the right of judgement on these matters falls on the shoulders of the King or Council members. If the individual or individuals feel that their rights of clan or dwarf have been infringed, they may appeal to the Court for an official judgement.
  • When judging a clan’s honor, the clan must be assembled for them to hear the judgment cast upon them. The Court member that’s clan is being judged is to be removed from the Court’s chambers and his vote not counted.

Trial System / Lawsuits

  • Lawyers or a third party are allowed to assist you in a lawsuit, but it is completely optional. While a lawyer could improve your chances of persuading the Clan Lords, it could also be detrimental to your case.
  • Prosecutions (Grudges) and acclamations against a fellow citizen(s)
  • Prosecutors will present their case in court in front of the the clan lords, with which this trial will already be pre-approved and accepted as an official case by the High Remembrancer.
  • Defendant will be the claimed perpetrator of the case. They are to simply “defend” themselves against the lawsuit placed upon them. If the Judges find them not guilty, no charges will be given. The lawsuit will not be reopened unless further larceny is committed.

Section B: Laws

  • Any laws that are broken by an individual or a group of individuals are subject to judgement and punishment as a criminal offence.

Oath Law: An oath is the promise of a dwarf on his honor and the honor of his kin or clan. It is by law that oaths may not be broken once made. If the oath was in the form of a grudge, then said grudge will be passed down in the next line of kin, if the dwarves passes on.

Oath of Blood: If an Oath of Blood is made, the consequence of breaking said oath, will be paid in blood. This oath is made when you are promising something involving war or involving the possible chance of death.

  • Oath of Greed: If an Oath of Greed is made, the consequence of breaking said oath, will be paid in minas. This oath is made when dealing with items pertaining high value or gambling. I.E when you gamble, you are automatically subject to the consequences of an Oath of Greed.
  • Oath of Yemekar: if an Oath of Yemekar is made, the consequence of breaking said oath, will be paid in blood. This oath is for the highest degree of matters.
  • Greed Law: If a dwarf is found harboring or stealing from their kin, then said dwarf is subject to the judgement of his or her clan father. The course of action would be to reclaim any items that were stolen, return them to their owners, and demand a high fine in return. If the greed consumes an entire clan, then said clan will be judged by the Court.

Kin-Slayer Law: A dwarf that slays one of their own kin, without a just reason, is dishonorable in the eyes of our ancestors. These dwarves are honorless and will be dealt with by the judgement of their respective clan fathers. This is the highest offence and will be treated in the First Degree. Let blood be paid in blood.

Honoring of the Dead, Law: Once a dwarf has fallen on the battlefield or by natural causes, said dwarf is to have a proper burial ritual performed. Upon completion of said ritual, the dwarf is to be place into the earth, stone to stone. If this is not done, the kin of the dwarf is to feel the wrath of Dunngrim. This responsibility falls on the shoulders of the clan from which the dwarf has fallen. It is their duty to contact the Archbishop and setup a ceremony. If the fallen was without a clan or has no closest kin, the responsibility falls directly on the shoulders of the state, therefore, the Clergy must directly handle the matter.

Immigration Laws:

  • Outsider Dwarves: For outsider dwarves to be integrated in our society, they must go through the process of immigration stated below.
  • Other Races: For a race other than a dwarf to gain citizenship of the kingdom, they will undergo much scrutiny and distrust. In order to even be thought of, one must present himself with a dwarf friend, already of the kingdom.
  • The Process of Immigration: The Immigration of all races will be handled by Yemekar’s Pick and the High Ambassador. The process of immigration are as follows; the individual will be brought to the capitol, if they are not dwarven a permit will be given to them, the individual or individuals must swear loyalty to abide by the laws of the kingdom, once then the individual will have the opportunity to purchase housing and become a citizen of the kingdom.

Permit Laws: *Such laws will be determined by the Grand Merchant*

  • Tavern:
  • Shop:
  • Building:
  • Guild House:
  • Clan House:
  • Other race permits:
  • -If a dwarf or resident is caught without the proper permit he or she will face a fee and possible jail time.

Elder Law: All Elder Dwarves ( Dwarves that lived in Aegis / Early Asulon ) are to be respected if they are honourable Dwarves. Even if they do not have a position of authority, you are to show your respect by valuing their opinion, and listening to them in battles if the Lord Marshal, King, or any other authority positions of the military aren’t present.

Yemekar’s Respect: No dwarf or other race may disrespect the Brathmordakin in the halls of any city, for it is of the most dishonorable. Penalty for this would depend on the severity of the disrespect. It can range from the degrees of one to three.

Treason Law: High Treason! No individual may betray the kingdom of dwarves. Penalty of this can be of the highest degree.

Bribing Law: No individual may bribe kingdom officials to change their opinion or actions in times of voting or otherwise. This is a high offence that can range to the fourth degree.

Conspiring Law: No individual or group of individuals will meet and plan any conspiracies against the kingdom. To do so is a criminal offence.

Banishment Law: If a dwarf or clan is declared banished, said clan is not allowed to leave the kingdom’s lands. For they are forever forced to wander the mountainside until they regain their honor. The offence for this is of the highest degree.

Wrong Accusation Law: No individual may knowingly, wrongly accuse another individual or party for a crime or dishonorable claim that they did not commit. To do so is a crime and can be up to the third degree.

Brathmordakin Law: In the honor of the Brathmordakin, no other heathen religion may be practiced openly in public besides the worship of the Brathmordakin. No temples or public meeting places designed for the worship of such religions may be erected. Only practice in private may be allowed. To practice it in public may be seen as a disrespect and can receive up to the third degree.

Section C: Degrees of Punishment

Degree System:

  • The degree system is a cascading system. This means if a criminal receives the third degree, than he must first go through the fifth and fourth degrees first.

  1. First Degree: Capital Punishment. Can be accompanied by torture depending on the severity of the crime. Seldom used.
  2. Second Degree: Jailed and Slaved. Time of service will depend on the judgement of the King. A banishment might also be suited here, depending on the judgment of the Court. Banishment will be kept by these perimeters; must stay within the borders of the dwarven valley left to wander the mountain sides and delve into the deep caverns, only banished from the capitol not the kingdom itself, if the banished dwarf leaves the mountain valley then they are considered betrayers and will be tracked down and judged for the First Degree.
  3. Third Degree: Public Humiliation; either thrown a cage, separated from society but open to the public so the subject may be slathered with abusive comments, or thrown in stockades behind a fence where people can pelt you with eggs. On more extreme cases, the beard of said dwarf may be trimmed or even completely shaved off. Corporal punishment may be used, depending on the judgment of the Court.
  4. Fourth Degree: The criminal dwarf is to be held in a jailing cell or otherwise against his own will for a relatively short period of time. A guard is in his rights to do this. Torture may not be used unless said criminal is defined with treason, in that case they will be handed over to the Court for interrogation. The Court may also demand that the accused complete some community service. This service can be anything that helps the community in some way; building a structure, clearing rubble, free bartending help, etc. The amount of time required of the dwarf must be within reason, unless the degrees rise higher than the fourth.
  5. Fifth Degree: A fine is to be paid depending on the judgement of the Court or of the ranking official at the time. Most laws specifically define how much to fine said dwarf.

  • Clan Honor: A clan that has proven it’s disloyalty or has lost a considerable amount of honor or respect in the kingdom, may be marked by the kingdom as a dishonorable clan. These dwarves would be ridiculed by the public and removed from the Court. If the lack of honor continues or the initial action caused such disgrace, then the said clan may be exiled. If the clan redeems himself, whether by the one that declared a grudge, through pardon by the king, or through judgment of the Court, then the clan’s honor is restored.
  • Branding as Oathbreaker: A dwarf that breaks and oath at any given moment, can be branded an Oathbreaker. This branding will stay with the dwarf until he redeems his lost honor from this breaking of an oath. In some cases, oathbreaking is accompanied by a grudge by the offended party. Breaking an oath is also a criminal offence and said dwarf will be tried for his actions, yet he will still be branded even after trial to remind him of his misdeeds.

Article IV: External Policies

Section A: Dealing with other nations

  • You must abide by the King, High Ambassador, and Consular’s ruling when dealing with other Nations.
  • If the kingdom declares that a nation or kingdom is barred from dwarven entry, you must comply.
  • You are required to follow whatever law is set by the Nation you are visiting.
  • If another Nation is wrongfully accusing you of actions you did not commit, you are not to speak on behalf of yourself in the situation so that hostile tensions are not created. You are to contact the High Ambassador who will then do everything in his/her power to assist your cause.
  • If another Nation attacks you without any reason, you are to do everything in your power to escape ( Or if you’re able to, defeat them ) and report it to the King, or Lord Marshall. They will make the necessary actions to serve justice.

Section B: Criminals In Other Nation

  • If spotted by a Dwarven Official, they are to be detained and brought back to the Dwarven Nation for proper punishment. If they are nobility in another nation, inform the leader of that Nation that this Dwarf is a criminal. ( This only applies to Dwarven Officials )
  • If you are not a Dwarven Official and you spot a dwarven criminal in another nation, you are to report that criminal to a higher ranking Dwarf. That Dwarven Official will then perform the necessary acts in order to detain that criminal Dwarf. ( This does not only apply to a dwarven criminal, but any criminal of the Dwarven Nation )
  • If this said nation is defending the criminal you have located, bring this up to a council member. A council session will then be held to discuss the situation. Depending on the degree of crime the criminal committed. If it is a low degree of crime, drastic measures will not be taken. If it is a high degree then it’s a possibility that war will be waged depending on the King’s decision.

Section C: Allied Nations

  • You are to respect the laws of allied nations, as they must have done something very honourable to gain the trust of the Dwarven Nation. Any crimes committed against allies (unless justified) will be dealt with by the Dwarven Court, and given a degree of crime. In return they are to respect your rights as a Dwarf, if they do things that directly defies the treaty you are to report to the King, Consular, or High Ambassador, the situation will be dealt with accordingly.
  • Allied Nations are allowed within our city walls to a certain extent. Unless they plan on believing in the brathmordakin they are not permitted to enter any temple.

Article V: Internal Policies

Section A: Rights of a Dwarf

  • Right to Ale: A dwarf’s right to ale will never be infringed. This does not mean free ale, this only states that one cannot deny ale to a dwarf at a public establishment. The only exception is of criminal dwarves.
  • Right to Pick: A dwarf will never be denied work. If there is an unemployed dwarf, the kingdom must give that dwarf a job or role within our society. To do not so is an injustice. This includes the non-criminal and criminal alike.
  • Right of Speech: A dwarf has the right so say as he or she pleases. The kingdom is not allow to infringe on this right. This does not give the right to slander public officials or individuals. Such acts are borderline criminal and some may seek justice. The right of speech includes but is not limited to; practicing any religion, printing from the press, promoting one or one’s self for a governmental position, speaking freely in public or thinking on one’s own free will.
  • Right to Gold: A dwarf has the right to market their wares or services freely and without question. Whether it be in a public forum or behind closed doors, this right cannot be infringed. The only exceptions are tariffs and mercenaries. Mercenaries are subject to complete searches and all jobs, meaning people to fight, must be preapproved by the High Ambassador.

Section B: Rights of resident races

  • Right of Speech: An individual has the right so say as he or she pleases. The kingdom is not allow to infringe on this right. Although, it is not the right of this non dwarf to speak over a dwarf in their own halls. This does not give the right to slander public officials or individuals. Such acts are borderline criminal and some may seek justice. The right of speech includes but is not limited to; private practice of any religion, printing from the press, promoting one or one’s self for a governmental position, speaking freely in public or thinking on one’s own free will.

Section C: Honor

  • If a Dwarf is to show any sign of being dishonourable, they have a possibly to be tried through a grudge or in extreme cases, as a criminal offence. This is includes things like: Not believing in the Brathmordakin, disrespecting the Paragons ( Urguan ), directly defying the reigning King, fleeing a battle and or leaving a Dwarf behind on a battlefield, slaying a comrade in battle.

Section D: Placing of Grudges

  • The only way to place a grudge, is to approach the High Remembrancer and request a grudge to be placed. It is up to the High Remembrancer to decide if the grudge is worthy or checks out for the book. If the grudgebearer is unpleased with the Remembrancer’s decision, then he may appeal to the Court so that they may cast judgement on the matter. If the Court finds that it is book worthy, then the High Remembrancer must comply and write out the grudge.
  • The grudge itself must be written up initially by the grudgebearer and transferred by the High Remembrancer, as to save time on the matter.
  • The parameters of a grudge is this; it must contain two parties, the Grudgebearer and the one or one’s that infringed their honor is some fashion, it must show proof of infringement of honor, it must tell how the infringers will need to fulfil the grudge.

Section E: Guilds

Kingdom Regulated Guilds:



  • These are guilds completely controlled and regulated by the kingdom. Their material are fluid from one another, meaning they share all from the stockpile, bartering is not necessary. These guilds are subject to specific kingdom regulations.
  • Engineering Guild: Lead by the Master Engineer, this guild has the responsibilities of; constructing, maintaining and arming machines of war, defense in the form of redstone traps, various redstone work contracts bought by the kingdom, keeping and paving the way for new advancements in the field of the sciences.
  • Smithing Guild: Is composed of all the Dwarven smiths know to the nation. It is thought to be the best and most admired collection of smiths in all of Auslon. The Guild is lead by the Forge Lord who helps teach and educate the beardlings about smithing. This Guild is also know to hold the secrets of the more advanced and dangerous forms of smithing. They are trusted to keep the knowledge of these forms of smithing thriving and alive. This Guild has also been given the responsibility to smith all armor and weapons for the Kingdom along with smelting all of the Kingdom’s ores. Adequate payment will be needed for it’s workers as all employed dwarves need.
  • The Clergy: Leads the nation in the worship of the Brathmordakin, educating them on the teaching and will of the gods. Seeking and destroying heresy (the definition of which changes depending on the Archbishop), the Clergy does allow private worship of “good religions.” Helps keep the Dwarves emulating the ideals of the Brathmordakin and the Paragons.
  • The “Workforce:” This kingdom affiliated guild is ran by Yemekar’s Pick. It is his duty to assign all jobless dwarves a job, usually as a miner, for it is the right of a dwarf. To not give him one is a criminal offence, which isn’t taken lightly. The workforce themselves are in charge of keeping a steady supply of ores for the smithing guild and maybe some timbers for their furnaces, as well as various subterranean edibles for the taverns. Of course, this will be done through trade as each group has their own dwarves to pay. More of this is defined in the council position of Yemekar’s Pick.
  • Remembrancers: These individuals are only put in place by the High Remembrancer, which seldom he does. These individuals are in charge of the art of remembrancing and all that entails. They also have the responsibility of writing every and all official permits for various reasons.

Independent Guilds:

  • These are guild that are only affiliated with the kingdom in one way, residing in their lands. These are groups of individuals that govern themselves as a whole; meaning the kingdom has no right to dictate their policies. However, they are required to abide by the laws of the kingdom, and any laws that might direct solely at them.
  • If such guilds wish to purchase a guild house or build one, they will need the proper guild house permit to do so. Again, they must follow all the same laws and regulations as the kingdom.
  • They may sign contracts with the kingdom for paid work if they wish to do so. This can mean any numerous of things; smithing, scouting, scribe work, etc.
  • Unlike family clans, guilds are not permitted to meet at all times of the night or day. Although, there are currently no laws stating curfew of such the case, but one can be put in place. The guild will also have to abide by the guard force or a kingdom official if they state that it is too late, or not a good time to meet for that guild. If the guild feels that they are being segregated in this manner, they may take it up with the Court in the form of a grudge.
  • Any independent guild contracts must be stated below.

Section F: Miscellaneous

Naming Of Settlements: All places of dwarven settlement must be named in the honor of the ancestors by use of the old dwarven language. There are instances that names of paragons may be used in the naming of holds but are used seldom.

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( This should be our preamble

We the dwarfs of Urguan, in order to form a more perfect limited theocratic monarchy, establish justice, insure the three B's, booze, babes, and bling, provide for the common defense, promote the general okayness, and secure the blessings of somewhat liberty to ourselves and our hordes of gold, do ordain and establish this Dwarven Constitution.)

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((So, a few things; Does this mean I'm on the council as a clan father/lord? And where's the Reckoner?!)

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((So, a few things; Does this mean I'm on the council as a clan father/lord? And where's the Reckoner?!)

[Yes, and here. Mountaineers: These dwarves are the special forces squad of the Legion pact. This special forces squad will act as the King’s agents in the external parts of the world, outside of the kingdom. Only the King or the Lord Marshal will be able to assign missions for this squad. Their missions are but not limited to; intelligence gathering by means of spying, elimination of specific targets our individuals, putting down disruptions in the name of diplomacy, etc. It's under the Lord Marshal duties.

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Indefinably something worth viewing into the game itself. This makes me want to try the dwarven style of life.

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