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Laws of Ironforge and Khaz Modan

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Laws of Ironforge and Khaz Modan Empty Laws of Ironforge and Khaz Modan

Post by Guest Sun Mar 12, 2017 8:01 pm

A thread of its own so I can edit it if it becomes necessary, if anyone has any thoughts about the laws they wish to discuss OOC then you can either try to catch me in game or, the better option, send me a message here and I'll get back to you when I can. This includes any IC questions, just send me a letter in game or treat the forum message as the letter to Sebastian IC.

Any changes done to these laws will be all done IC, if you wish to make any big changes to existing laws (other than correcting spelling mistakes) or add in new ones then it will be a requirement to bring this up IC. Although I am willing to discuss any of these OOC first if you wish.
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These laws can be found within the library within the city of Ironforge itself and freely read by any citizen or visitor to Khaz Modan.
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Capital Offence Act

1. High Treason against the Crown – Regicide, Assault or forcible removal of the King from his just and rightful rule by a citizen of the Kings Land or by a visitor of the realm.
2. Treason - Undermining the hiearchy, administration and society of Khaz'Modan. Providing aid to persons or factions considered enemies to the Kingdom of Khaz Modan.(1)
3. Sedition against the Crown – By word or action against the Crown. Inciting civil unrest, riots or rebellions against the Crown.
4. Crimes against the Kingdom of Khaz Modan - Any non-citizen found to have committed actions that would, for a citizen of Khaz Modan, be considered law breaking of any previous laws in the Capital Offence Act shall be accused of Crimes against the Kingdom of Khaz Modan, with punishments fitting to the severity of the crime in question.

Additions
(1) Providing food, medical aid, a latrine and/or a bed to a prisoner of war is not considered treason.
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Offences Against The Person Act

1. Murder – The attempt of, aid in or carrying out of an act of murder against a citizen/s within the Kings Land.
2. Manslaughter – The murder of a citizen/s within the Kings Land where it could have been avoided with due care.
3. Assault – The attempt of, aid in or carrying out of a violent assault against a citizen/s within the Kings Land.
4. Theft – The attempt of, aid in or carrying out of theft of goods or money from a citizen/s within the Kings Land.
5. Kidnapping – The attempt of, aid in, or carrying out of the act of kidnapping a citizen/s within the Kings Land. Also to include unlawful arrest or holding of a citizen/s.
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Offences Against Property Act

1. Burglary – The attempt of, aid in or theft of goods or money from a citizen’s property within the Kings Land.
2. Arson – The attempt of, aid in, or act of arson against property within the Kings Land.
3. Grand Theft Ale - The attempt of, aid in or act of theft where the item taken is any form of alcohol
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Sexual Offences Against the Person Act

1. Lust Crimes – The attempt of or carrying out of the act of forcing oneself on another within the Kings Land.
2. Sexual Harassment – The attempt to or carrying out of an act seduction, grope, drug, or kidnapping for means of the sexual nature.
3. Prostitution – The working as or employment of prostitutes within the Kings Land.

("Sexual Harassment" is AGAINST THE LAW SET FORTH BY BLIZZARD. This is purely on an RP basis, by which both parties ooc agree to role-playing this to happen. If then the "offended" wishes to RP a complaint, this is fine. THIS IS NOT CONDONING ANY VIOLATION OF TERMS SET BY BLIZZARD. A real complaint of harassment must be sent to a GM)
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Terrorism, Espionage, and Corruption Act

1. Terrorism – The attempt of, aid in, or carrying out of an act of Terrorism, in order to spread civil unrest, fear or to undermine the Crown.
2. Espionage – The act of spying, disclosing information or of harbouring spies from foreign nations included but not limited to: The Horde, Burning Legion, Scourge, Cult of the Damned, Twilight's Hammer.
3. Blackmail – The attempt to, aid in, or carrying out of Blackmail for personal, public or national gain within the Kings Land.
4. Bribery – The attempting to, aid in, offering and accepting of bribes for personal, public or national gain within the Kings land.
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The Clan Act

1.A. The Clanless and other outcasts of Dwarven society are protected by the King's law as any other citizen of the King's land.
1.B. The Clanless are forbidden from employment in administrative positions throughout the realm

2. Blood feuds. The clans of Khaz Modan are forbidden from engaging in blood feuds against one another. Should the honour of a clan be offended to such a regard that the spilling of blood is necessary, the offended clan is to contact the court immediately. The involved clans may then select champions of their cause to battle on behalf of their clan before the King to the first drop of blood.
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The Justice Act

1.A. Any citizen of, or visitor to, the King's land, may have crimes committed against them tried in a court of law presided by one of the Kings judges.
1.B. Any citizen of, or visitor to, the King's land may, if they so chose, petition one of the King's judges to have the offence committed against them tried by merit of combat.  The offended and the offender may, under the watchful eye of one of the King's judges, engage in combat to the first drop of blood to solve their differences.
1.C. A citizen of, or visitor to, the King's land may not petition to be tried by combat after the resolution of a trial. They may have their case tried by combat or by trial but not both.
1.D. No citizen of, or visitor to, the King's land may take the process of justice in their own hands, the duty may only be granted by the King or by his senate or by his judges.
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The Magic Act

1.A. Citizens of Khaz Modan may learn, practise and teach the use of Arcane and Holy Magic
1.B. Citizens of other nations of the Alliance are allowed to learn, practise and teach the use of Arcane and Holy Magic in the lands of Khaz Modan
1.C. All users of Arcane and Holy Magic, including Gnomes and visitors of the lands of Khaz Modan, may only use destructive magics in self defence
2. The practice of Felmagic is strictly forbidden within the lands of Khaz Modan. Including, but not limited to: the summoning of demons for any purpose, the summoning of demonic artifacts, offensive spells, defensive spells, rituals
3. The practice of Necromancy is strictly forbidden within the lands of Khaz Modan. Including, but not limited to: the reanimation of the dead, the summoning of the Undead, summoning of Necromantic artefacts, summoning of Deathchargers, summoning of death gates, offensive spells, defensive spells, rituals
4. The practise of Void magic is strictly forbidden within the lands of Khaz Modan. Including, but not limited to: shadowform, offensive spells, defensive spells, rituals, ceremonies
5. No items of Fel, Necromantic or Shadow origins may be brought into the realm of the King, all such items will be considered illegal property. Including, but not limited to: demonic stones, infernal figurines, runeblades(1)
6. Any kind of Undead beings are banned from the realm of Khaz Modan, including but not limited to: Ghouls, Abominations, Animated Skeletons, Zombies and Death Knights. Any Undead creature found within the lands of Khaz Modan are to be destroyed and the remains burned until ash.
6.A. Death Knights affiliated with the Kingdom of Ironforge, or allies of the Kingdom of Ironforge, may visit the realm of Khaz Modan, but must officially announce their presence to the authorities(2) of the town, village, outpost or city they are visiting or passing through.
7. Failure to obey these laws will result in severe punishment. Including but not limited to: Imprisonment, banishment from the lands of Khaz Modan, execution

Additions
(1). Death Knights affiliated with the Kingdom of Ironforge, or allies of the Kingdom of Ironforge, may carry upon themselves their runeblades of Necromantic and Shadow origin.
(2). Relevant Authorities include; Local Law Enforcement, Local Government Officials, Senators.
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Rights of Citizenship

1. All citizens of and visitors to the King's land have the right to bear arms and armour
2. All use of explosives within the city of Ironforge is limited to the Tinker Town.
3. All visitors and residents of Khaz Modan has the right of Freedom of Speech. Laws against sedition still apply and clans may invoke their right of defending their honour through the Clan Act clause 2.
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Religions

The Kingdom of Khaz Modan tolerates the following religions
1. The Holy Light (Stormwind Cathedral of the Holy Light, Dwarven Temple of the Holy Light, Arathorian Church of the Holy Light)
2. Ancestral Veneration
3. The Teachings of the Titans
4. The Teachings of Elune
5. Shamanism
6. Druidism
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The Kingdom of Khaz Modan strictly forbids the following religions

1. Thaussarism (worship of the now deceased Dark Iron Emperor)
2. Cult of the Damned
3. Cult of the Thuzadin
4. Cults affiliated with the Burning Legions
5. The Cult of the Forgotten Shadow / The Cult of Shadow
6. The Cult of Twilight's Hammer
7. Elemental Worship
8. Old God Worship
9. Ragnarytism
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