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The Articles Of Urguan

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Article I: Governmental Powers


Section A: The Throne

  • The Grand King has the power to declare a War Council amongst his Lords. This means that the Grand King and the Lords converge, advising the Grand King on the act of declaring war. While there is no official vote, the Grand King will likely take into consideration the Kingdom’s interests over his own and in doing so, will consult with the Lords thoroughly before proceeding. If war is declared, the Lord’s Council will take that time to discuss how they will conduct the assaults and manage the Legion.
  • Has the power to enforce the law to the fullest extent. He has the power to cast judgement on both minor and major disputes between clans or heinous crimes, though he is expected to adhere to the will of the Lord’s Council. 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 Grand King.
  • Has the power to veto any law that the Lord's Council passes. This can be done instantly, with a signing of official documents. 
  • Has the power to regulate commerce, enforce tariffs on imported goods and set taxes on anything. The act of regulating commerce includes; overriding the Grand 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 a new Lord if one has recently died, stepped down, or was removed by the Grand King and the rest of the council.
  • Has the power to pardon an individual, of the state or a foreigner. Although, the Council 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 Grand King of such a member, and him acting on it, though it is not limited by that.
  • When a new Grand King is seated on the throne, the councils will remain intact. This means the Grand King, once seated, cannot change the Lord’s Council at will, they will remain the same as the Grand King before him.
  • If a Grand King is not satisfied with a member of the King's Council and considers them unworthy to hold their position, he may call for a re-election.


"The Grand King" - “The Grand Kingis the head ruler of this system. He 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 Grand King wished to implement something such as a law for example, he would have to get it passed by the Lord's Council as they need to vote on it.

Section B: The Councils

The Lord’s Council

 

 

  • The Lord's 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 Lord's Council also has the power to remove laws. This process will be just as the creation of a law, except to remove it.
  • The Lord's Council and Grand King will convene every two Elven weeks minimum. If a council member cannot attend, said council member must send a proxy to attend said meeting. These meetings should be regular and regular attendance is expected. However, an immediate meeting can be established if a influential incident occurs.
  • The Lord's Council Council has the power to remove the Grand King. This decision has to be a 4/5th vote. Removal can only occur if the Grand King isn't doing his job properly or has a serious infringement on his honor. Once done, a Lord Regent will be chosen from amongst the Lord's Council and the election process for a Grand King will begin.
  • The Lord’s council position is a lifetime position. A Lord can only be removed from the Lord's Council if he goes missing for ten elven days or is deemed guilty of high treason. This requires the votes of 3/5 of Lords, as well as the vote of the Grand King.
  • Has the power to change the definitions of government, such as the definitions and duties of each council member.
  • The way the Lord’s Council casts judgement goes as follows; the Lord’s Council led by the Grand King 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 Council will converge in private, once the Council has made their decision, the two parties will come before the Council 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 Grand 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.
  • Has the power to interrogate and cast judgement on individuals suspected of treason.
  • Has the power to propose an Amendment to the Articles of Urguan which can be passed if it has the support of both the Grand King and at least four of the Lords. The Articles of Urguan cannot be changed through this Amendment although it can include additional laws or regulations. Amendments that attempt to change the Articles of Urguan's core foundations are strictly illegal. This includes forming the Grand Kingdom into an Empire or putting the Grand Kingdom under a higher authority.
  • Has the power to overseer a particular area of territory within the Grand Kingdom of Urguan, if given authorisation by the Grand King. They will advise and oversee the work of the Jarl.
  • Every two weeks, the Grand King is to select a Lord to oversee and host meetings of the King’s Council. This Lord will meet with and inform members of the King’s Council of recent happenings within the Grand Kingdom of Urguan and discuss what progress must be made to improve the lower echelons of dwarven society.


The King’s Council

 

 

 

 

  • King’s Council will meet every two Elven weeks. If a council member cannot attend, said council member must send a proxy to attend said meeting. These meetings should be regular and regular attendance is expected.


“Grand Merchant” - “The Grand 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 Grand 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 Grand 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 Grand 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 important that this dwarf be mina-wise.

“Grand Marshal” - “The Grand Marshal” is the leader of the military. The Grand Marshal’s primary purpose is to raise a guard force to protect the dwarven people against other nations and other forces. The Grand Marshal may employ specialised “squads” for the betterment of the nation. To employ these squads, the Grand 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 Grand 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 Grand Marshal may not employ a head guard to cover his duties as such, to do so is an act of slothness and ignorance.

“Forge Master” - “The Forge Master” 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 
Grand King asks for and will issue payment to the smiths below him when needed. He may be commissioned by the Grand 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.

“High Prophet” - ”The High Prophet” 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

“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 defence 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 Grand Marshal. The squad is defined under the position of the Grand Marshal.

 

“Ogradhad's Alchemist” - ”Ogradhad's Alchemist” runs the Alchemy Guild, and produces wide variety of potions for use by the Grand Kingdom of Urguan. He collects or purchases ingredients for the guild and encourages members to be both disciplined and creating in their brewing.



Section C: Elections

 

 

 

 

 

Grand King: People must take careful time in choosing the next Grand King. The polling booths must be open for the span of three elven days. Anybody from the Lord’s Council can run for Grand King. Anyone outside the Council must be nominated by a Lord. Only true sons and daughters of Urguan, regardless of their status in society, may vote in an election for the Grand King of Urguan.

 

 

 

  • Any one dwarf can run for Grand King, although, there are only allowed for a minimum of two running dwarves for the throne at any given election. Each Lord will either run themselves or choose a dwarf to represent their interests on the throne. They have a maximum of two elven days to make this decision. After this is done, the Election process may begin.
  • Only those citizens who recognise themselves as true sons of Urguan may be nominated as a Grand King of Urguan.
  • If the Grand King is removed from his position or dies, the Lord's Council may nominate one of the Lords to act as Lord Regent for the duration of the election period. The Lord Regent falls under the same restrictions as a Grand King at Limited Crown Authority. This position must be immediately withdrawn once a Grand King has been elected.

 

Lord’s Council: These Dwarves are appointed by the Grand King and the Grand King only. There are no election processes for these.

 

 

  • Only those citizens, who recognise themselves as true sons of Urguan may become a part of the Lord's Council of the Grand Kingdom of Urguan.

 

King’s Council: The King’s Council members are appointed by their respective predecessors, with approval from the Grand King. In the event there was not one appointed or said dwarf was deemed criminal, dishonorable, or unstable upon the removal of his position, the duty of electing a new position will fall directly upon the Grand King. The Grand King may either appoint one himself or allow the people of the Kingdom elect a new one, though this depends upon his level of Crown Authority. If the election is chosen, the booths must be open for at least three elven days.

 

 

  • For the voting to occur a voting booth must be set up for the population. This is the process for any election period. 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 three elven days with adequate poll time so that the voters may have a chance to vote. Any citizen living beneath the Grand Kingdom of Urguan can take part in the election for a member of the King's Council. These voting periods will only begin once a member of the King’s Council 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 Lord’s Council or death has befallen him. 
  • Any one dwarf or non-dwarf can run for any King’s Council position. Although, it is recommended to be already apart of the organisation or guild that the particular council position is the head of.

Section D: Crown Authority

 
Changing Crown Authority requires the vote of four fifths of the Lord's Council. The Grand King may begin a vote, but he cannot participate. When a new Grand King is crowned, they will begin at Medium Crown Authority.
 

Limited Crown Authority 

  • The Grand King has the power to declare war with the authorisation of three fifths of the Lord's Council.
  • The Grand King has the power to make or break an alliance if he has the authorisation of three fifths of the Lord's Council.
  • The Grand King has the power to remove a Jarl if he has a three fifths majority vote of the Lord's Council.
  • The Grand King has the power to call for the election of a replacement Jarl.
  • The Grand King has the power to remove a member of the King's Council if he has a three fifths majority vote of the Lord's Council.
  • The Grand King has the power to call for the election of a replacement King's Council member.
 
 

Medium Crown Authority 

  • The Grand King has the power to declare war with the authorisation of three fifths of the Lord's Council.
  • The Grand King has the power to make or break an alliance if he has the authorisation of three fifths of the Lord's Council.
  • The Grand King has the power to remove a Jarl if he has a three fifths majority vote of the Lord's Council.
  • The Grand King has the power to appoint a replacement Jarl if he has a three fifths majority vote of the Lord's Council.
  • The Grand King has the power to remove a member of the King's Council if he has a three fifths majority vote of the Lord's Council.
  • The Grand King has the power to appoint a replacement King's Council member if he has a three fifths majority vote of the Lord's Council.
 

High Crown Authority

  • The Grand King has the power to declare war as he wishes.
  • The Grand King has the power to make or break an alliance if he has the authorisation of three fifths of the Lord's Council.
  • The Grand King has the power to remove a Jarl.
  • The Grand King has the power to appoint a replacement Jarl if he has a three fifths majority vote of the Lord's Council.
  • The Grand King has the power to remove a member of the King's Council.
  • The Grand King has the power to appoint a replacement King's Council member if he has a three fifths majority vote of the Lord's Council.
 

Absolute Crown Authority

  • The Grand King has the power to declare war as he wishes.
  • The Grand King has the power to make or break an alliance as he wishes.
  • The Grand King has the power to remove a Jarl.
  • The Grand King has the power to appoint a replacement Jarl.
  • The Grand King has the power to remove a King's Council member.
  • The Grand King has the power to appoint a replacement King's Council member.

 


Article II: Clan Rights


Section A: Clan Rights

 

 

 

 

  • The clans make up the population of the dwarves, therefore they have specific rights given to them by the Grand 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 armour 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 Court is to have a recognised Clan Father. The only exception is if the clan is deemed dishonourable and has that removed until they regain honour.
  • Clans have the right to rule in their own fashion, in any way 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

 

 

 

 

  • Judgement 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 Fathers 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 Lord’s Council 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 the Grand King, a single Lord or a small group of Lords. If no Lords can be found at the time, the right of judgement on these matters falls on the shoulders of the King’s Council members. If the individual or individuals feel that their rights of clan or dwarf have been infringed, they may appeal to the Lord’s Council in it’s entirety for an official judgement.
  • When judging a clan’s honour, the clan must be assembled for them to hear the judgement cast upon them. The Council member that’s clan is being judged is to be removed from the Council’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 Lord’s Council, 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 Lord’s Council, 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 honour and the honour 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 harbouring 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.

 

Kjell's Law: If a dwarf is found outside the lands of the Grand Kingdom of Urguan, he is considered an apostate, until returned to the dwarven homeland. If said dwarf continues to refuse the Kingdom's will, this can amount to crimes of the highest degree.

 

Kin-Slayer Law: A dwarf that slays one of their own kin, without a just reason, is dishonourable in the eyes of our ancestors. These dwarves are honourless 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.

Honouring 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 Dungrimm. This responsibility falls on the shoulders of the clan from which the dwarf has fallen. It is their duty to contact the High Prophet and set up 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 the Lords. 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.


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 Grand Marshal, Grand King, or any other authority positions of the military aren’t present.

Yemekar’s Respect Law: No dwarf or other race may disrespect the Brathmordakin in the halls of any city, for it is of the most dishonourable of crimes.  Penalty for this would depend upon 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 enter the Kingdom’s lands for they are forever forced to wander the wilderness 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 honour 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.

 

Slavery Law: It is deemed unlawful to make any attempt to enslave or entrap another being against their will, or else deny them of their basic rights. To do so can result in a penalty of the highest degree. Prisoners of war and alleged criminals are the only exceptions to this law.

 

Artefact Law: It is considered a crime to wrongfully steal or tamper with any artefact that is considered to be under the protection of either the Kingdom or the Clergy. In the most serious cases, doing so can amount to crimes of the highest degree.

 

Guard's Laws: These are the laws enforced by the guard force in charge of protecting the immediate territories of the Grand Kingdom of Urguan.

 
  • No trespassing on private grounds belonging to those of higher rank than yourself, punishment: beating or imprisonment: half a Dwarvish day.
  • No insulting the likes of nobility, punishment: beating.
  • No stealing or mugging of individuals, punishment: firebrand to the left hand, imprisonment: one Dwarvish day.
  • No assaulting kin without invoking an honor duel, punishment: beating.
  • No disgracing of the Grand King's name: beating, desired punishment by Grand King.
  • No kinslaying, punishment: brand to one's left cheek, imprisonment, determined by severity.
  • No going ‘Stark Raving Mad’, punishment: beating, imprisonment for one Dwarvish day.

 

Unholy Worship Law: No individual may practise an unholy religion, namely the worship of Khorvad or Iblees. This includes but is not limited to unholy sacrifice, necromancy, and heretical teachings. This further means that any religion practised within the territories of the Grand Kingdom of Urguan must first be granted approval by the Grand King and his Lord’s Council. If an individual is found to be practising unholy worship, then said person is subject to the judgement of Urguan’s Court. The penalty of breaking this law can be of the highest degree. The current approved religions to be practised within their specified regions are:

  • The Brathmordakin
  • The Faith of Oren,  Savoie and Salvus
  • The Old Faith of Adunia
  • The Kharajyr Faith
 
Murder Law: No person may without reason or justification, kill another individual. If an individual is found to have committed murder, then said person is subject to the judgement of Urguan’s Court. The penalty of breaking this law can be of the highest degree.
 
Legitimacy Law: No person may challenge the authority of a legally elected or appointed member of either the King’s or Lord’s Council. This law also applies to the Grand King himself, making it illegal for an individual to sit on the Obsidian Throne or wear the Crown of Urguan.  If an individual is found to have broken this law, then said person is subject to the judgement of Urguan’s Court. The penalty of breaking this law is up to the Third Degree. 
 
Types of Imprisonment:
 
  • The Cage: A prison for more severe punishments, Clods or Dregs will be forced to wait inside the cell until released.
  • The Hole: A cell used for less severe crimes which bears a foot deep hole within, where the Clod 0r Dreg is serving their sentence.
  • Beating: If such an action were to be taken, the Warden is responsible for choosing where the Dreg or Clod is getting hit, whether it be in the gut or a swipe across the face with a standard issue beating stick. If the Warden is not present, then the choice is up to the highest ranking Legionnaire who captured or aided in the capture of the Anarchist.
 
Types of Criminal:
 
  • Anarchists are Clods or Dregs who have set out to cause chaos in the hold much like a ‘Stark Raving Mad’ Dreg but the difference is that they aren't Stark in that they might have pre-planned their actions.
  • Heretics are Clods or Dregs who don’t follow the ways of the Dwarves by threatening the lives of their kin through kinslaying or failing to respect the Brathmordakin.
  • ‘Stark Raving Mad’ dwarves or Starks are Clods or Dregs who act out of the norm such as acting disorderly or assaulting other Clods and Dregs with random beatings without a word of warning or just with mad ramblings.

Section C: Degrees of Punishment

Degree System:

 

 

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

 

  • First Degree: Capital Punishment. Can be accompanied by torture depending on the severity of the crime. Seldom used.
  • Second Degree: Banishment. Time of service will depend on the judgement of the Grand King. Banishment will be kept by these perimeters; The criminal must stay outside the borders of the dwarven valley and any allied territory. If the banished dwarf is caught within the valley or within the territory of the allies of the Grand Kingdom of Urguan, they  will be tracked down and judged for the First Degree.
  • Third Degree: Public Humiliation; either thrown a cage, separated from society but open to the public so the subject may be slandered 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 judgement of the Court.
  • 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 bar tending help, etc. The amount of time required of the dwarf must be within reason, unless the degrees rise higher than the fourth.
  • 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.
  • Sixth Degree: A duel of honour; In this case, no clear punishment is deemed neccessary and so in order to resolve the dispute, the dwarf's sentence will be decided upon with a duel of honour between the two parties involved. If the accused loses the duel, they may be forced to the fifth degree, in order to pay a fine. 
  • Clan Honour  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 Grand 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 honour 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 Grand King and Lord Council'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 a Lord who will then do everything in his 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 Grand King, or Grand Marshall. They will make the necessary actions to serve justice.


Section B: Criminals In Other Nations

 

 

 

 

  • 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 Grand 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 Grand King or a Lord and 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 a Lord.


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 allowed 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 possibility to be tried through a grudge or in extreme cases, as a criminal offence. This is includes things like: Blaspheming against the Brathmordakin, disrespecting the Paragons ( Urguan ), directly defying the reigning Grand 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 Asulon. The Guild is lead by the Forge Master 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 High Prophet), the Clergy does allow private worship of “good religions.” Helps keep the Dwarves emulating the ideals of the Brathmordakin and the Paragons.
  • Yemekar's 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. Yemekar's 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.
  • Alchemy Guild: A newly discovered art in the Grand Kingdom of Urguan, the guild of alchemists specialises in brewing various potions for use by the Kingdom in furthering dwarven goals. It is their goal to encourage creativity in enhancing the skills of those who utulise what they brew.
  • Da Thrummaz'th Akvel: An elite and honorable branch of the Dwarven Military that are under the Grand King and the Grand Marshal. They are selected from the Dwarven Legion by the Grand Marshal and approved of by the Grand King. The position of King’s Justice will be made and put in command of the branch of Da Thrummaz'th Akvel and be the equivalent in rank of a Legion Commander. Da Thrummaz'th Akvel must follow the orders of the Grand Marshal, King’s Justice, and Legion Commanders. Any order, command, or operation can be overruled by the Grand King. The Grand King has the right to receive the details of any orders, commands, or operations completed or assigned over the course of his kingship. All Thrummaz'th Akvel must swear an oath to the Grand King and revoke any conflicting oaths made prior. The Thrummaz'th Akvel must be skilled and trained in various forms of combat . The Grand King can also rename the guard to whatever he wishes upon a 3/5 vote by the Lord's Council.



    Da Thrummaz'th Akvel will be obliged to:

    • Protect the Grand King at all times

    • Put the life of the Grand King over the life of other citizens, Lords, other duties.

    • Perform Clandestine Operations which are defined as an operation that is  intended to be carried out in such a way that the operation goes unnoticed by the general population.

    • Perform Covert Operations which are defined as operations performed to complete objectives without any parties knowing who sponsored or carried out the operation.

    • Perform Black Operations which are defined as any Clandestine Operation that is outside standard military protocol.

    • Keep their identities hidden from those who are not the following: The Grand King, Grand Marshal, King’s Justice, and other Thrummaz'th Akvel. If their identities become known to the public they will be immediately disavowed.

    • Interrogations 

    • Perform executions

    • Eliminate corruption

    • Protect one or several of  the Lords as a secondary objective to protecting the Grand King.

    • Protect ANYONE by request of the Grand King.

    • Immediately protect all of the Lords in the event of death or peril coming to the Grand King.

    • Arrest any official or citizen that is charged with treason.

    • Arrest any noble that is charged with corruption.

    • Carry out an order regardless of the consequences. 

    • Bring justice to the realm of Urguan in general.

    • Bring to the attention of the Grand King, the inability to fulfil the obligations listed above by any of Da Thrummaz'th Akvel.

    • Swear an oath of secrecy to Urguan at the beginning and end of your service in Da Thrummaz'th Akvel.

    • Attend ALL Thrummaz'th Akvel practices.


     

    Da Thrummaz'th Akvel will not be permitted to:

    • Serve under the city guard.

    • Meddle with legion business unless such business relates to one of its tasks assigned by the Grand King or current leader(s) of Da Thrummaz'th Akvel.

    • Attend Legion practices.

    • Complete any order, command, or operation that is deemed by the Grand King as an act of treason against the Grand King or Kingdom.

    • Assassinate or secretly detain any member of the Lord’s Council. Secretly is defined as not openly known to the public.

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 dwarven built settlement must be named in the honour 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.

 

 

Section G: Hold and Settlements
 
  • All settlements located within the immediate territory of the Grand Kingdom of Urguan must pledge loyalty to the Grand King and follow the laws laid out in the Articles of Urguan. The only exception to this rule is permitted guilds.
  • Leaders of Holds will be named Jarls and will manage themselves independently, unless called upon by the Grand Kingdom to fight in war. A Jarl cannot refuse the will of the Grand King. It is noted that only the Grand Kingdom of Urguan will address the leader as Jarl. If he wishes another name for his people to address him as, he may do so, though the title of Grand King is reserved only for the Grand King of Urguan, while any others must change their title.
  • The Jarl and its peoples must abide by the treaties and pacts that have been signed by the Grand Kingdom of Urguan. This means if a treaty of peace has been struck, the Jarl may not draw up arms against this group. A failure to do so is considered high treason and the ruler of the Hold will be deemed an Oathbreaker.
  • The Jarl is held accountable for the actions of his people and must banish any who do not abide by the Articles of Urguan.
  • A Hold may possess its own constitution, providing it is approved and signed by the Grand King and does not conflict with any existing laws of the Kingdom. This means, they are allowed to establish their own working government, courts, laws, or any body of governing. However, a Hold cannot use a ranked title if it is already in use by the Grand Kingdom of Urguan. 
  • The freedom of religion is granted to all settlements within the territory of the Grand Kingdom of Urguan.
  • There must be an unquestioning duty to aid the Kingdom in times of war. Under no circumstances is the Jarl allowed to deny the Kingdom for aid if in threat of attack. 
  • Expansion of a particular hold requires the approval of the Grand King and Lord’s Council.
  • The Jarl may hold privy with the Grand King and council during one of their meetings if he so desires.
  • The Jarl and its peoples may not engage itself in any plots or draw up arms towards any other Jarl that is held under this Article.

Section H: Minor Kingdom Issue Completion Amendment

 
  • Requests for supply deliveries from the Kingdom to each guild can be made by the Leaders of each guild. Each supply delivery should not be valued at more than two-thousand five-hundred (2,500) minas in goods or five-thousand (5,000) minas in currency. A majority vote of at least three-fifths (3/5) by the Lords must follow each request for supplies and/or funding for it to be approved. Only one request per guild can be accepted within one Elven week. Upon acceptance the request must be completed within 3 Elven days from the time of acceptance.
  • Leaders of the King's council are to receive one (1) farm animal of choice from the Kingdom every 2 Elven Weeks. The farm animal will only be given on request. The farm animal must be delivered within 2 Elven days from the time of the request. A farm animal is defined as any animal kept for use or profit.
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Needs to be used. Our constitution is overly ignored and is just there as a glorified relic of an old system that needs tweaking and reviving.

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Could an FM please unpin and archive this, pinning this in its place.

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

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