Laws of Ironforge

The Laws of Ironforge are a series of legal declarations made by the successive kings of the Bronzebeard Clan. The Council of Three Hammers and Senate of Ironforge now uphold and dissect these laws for the betterment of the Kingdom of Ironforge.

OOC Note
Most information presented was adapted from the Ironforge Senate project on the Defias Brotherhood EU Server and continue to be edited to better fit the Moon Guard community.

=Laws=

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 King's Land or by a visitor of the realm.


 * 2. Treason - Undermining the hiearchy, administration and society of Khaz'Modan.


 * 3. Sedition against the Crown – By word or action against the Crown. Inciting civil unrest, riots or rebellions against the Crown.

Personal Offenses 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 King's Land.


 * 4. Theft – The attempt of, aid in or carrying out of theft of goods or money from a citizen/s within the King's Land.


 * 5. Kidnapping – The attempt of, aid in, or carrying out of the act of kidnapping a citizen/s within the King's Land. Also to include unlawful arrest or holding of a citizen/s.


 * 6. Impersonation - The attempt of, aid in, or carrying out of impersonating another person.

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 King's Land.


 * 3. Grand Theft Ale - The attempt of, aid in or act of theft where the item taken is any form of alcohol.


 * 4. Grand Theft Ram - The attempt of, aid in or act of theft where the item or items taken are Riding Rams, Work Rams, War Rams, Pack Mules, Horses or any other form of animal used as mounts or for menial labor.


 * 5. Theft - The attempt of, aid in, or carrying out of theft of property.


 * 6. Fraud - The attempt of, aid in, or carrying out of promoting a trade, craft or deal untruthfully.

Sexual Offenses Act

 * 1. Lust Crimes – The attempt of or carrying out of the act of forcing oneself on another within the King's 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 King's Land.

("Sexual Harassment" is AGAINST THE TERMS 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)

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 or factions.


 * 3. Blackmail – The attempt to, aid in, or carrying out of Blackmail for personal, public or national gain within the King's Land.


 * 4. Bribery – The attempting to, aid in, offering and accepting of bribes for personal, public or national gain within the King's land.

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 neccesary, the offended clan is to contact the court immediatly. 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.

Justice Act

 * 1.a. Any citzen 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 citzen 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 citzen 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 citzen 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.

=Rights=


 * 1. All citzens of and vistors to the King's land have the right to bear arms and armor.


 * 2. All use of explosives within the city of Ironforge is limited to Tinker Town.


 * 3. Arcane and shadow magic


 * 3.a. No citzen of Khaz'Modan may learn, practise or teach the use of Arcane magic within Ironforge Mountain without approval of the Ironforge Tribunal of Sages.


 * 3.a.a. All users of the arcane within the King's realm may only use destructive magics in self defense.


 * 3.a.b. The use of magic within the King's courtroom and senate chamber is strictly prohibited. This includes all forms of shapeshifting and other such disguise.


 * 3.b. The practice of fel magic is strictly forbidden within the lands of Khaz'Modan. Including, but not limited to: the summoning or consorting of demons for any purpose, the summoning of demonic artifacts, offensive spells, defensive spells, rituals.


 * 3.c. 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 artfacts, summoning of deathchargers, summoning of death gates, offensive spells, defensive spells, rituals.


 * 3.d. The practise of Shadow magic is strictly forbidden within the lands of Khaz'modan. Including, but not limited to: Shadowform, offensive spells, defensive spells, rituals, ceremonies.


 * 3.e. 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.


 * 3.f. Failure to obey these laws may will be severly punished. Including but not limited to: imprisonment, fines, death.

Religions
The Kingdom of Khaz'Modan tolerates the following religions;
 * 1. Pantheon of Titans
 * 2. Ancestral veneration.
 * 3. Church of the Holy Light
 * 4. The teachings of Elune.
 * 5. Shamanism.
 * 6. Druidism.

The Kingdom of Khaz'Modan strictly forbids the following religions;
 * 1. Thaussarism
 * 2. Cult of the Damned
 * 3. Cult of the Thuzadin
 * 4. Cults affiliated with the Burning Legion
 * 5. Cult of the Forgotten Shadow
 * 6. Cult of Twilight's Hammer
 * 7. Old God Worship

The Gnomeregan clauses
In the following text, the words gnome, gnomish and gnomes imply nationality (citzen/department of Khaz'Modan Protectorate of the United Technocratic Republics of Gnomeregan) and not race.


 * 1. The gnomes in Khaz'Modan are considered to be citzens of the Khaz'Modan Protectorate of the United Technocratic Republics of Gnomeregan and not citzens of Khaz'Modan.


 * 1.a. Any gnome residing in Khaz'Modan may apply for Khaz'Modan citzenship by the High Judge or his aides at any time, which should be given after a routine examination of their background. Should their citzenship be accepted, the all laws of Khaz'Modan will apply to them.


 * 1.a.a. Should evidence of a past involved with Necromancy, Fel magic, capital offences or other high crimes be uncovered the gnome in question will be refused citzenship and/or extradited to Gnomeregan authorities.


 * 1.b. Any gnome visiting or residing in Khaz'Modan are subject to Gnomeregan Law 1.b.a. Visiting or residing gnomes are protected by Khaz'Modan law as well as their own 1.b.b. The following Khaz'Modan laws apply to gnomes (visiting and residing) in Khaz'Modan:
 * Capital Offense Act.
 * Personal Offenses Act.
 * Property Act.
 * Sexual Offenses Act.
 * Terrorism, Espionage and Corruption Act.
 * Justice Act clauses 1.a., 1.b., and 1.c.
 * 1.b.b.a. Act of justice clause 1.d. apply to all gnomes except gnomish law enforcement and judges that have been granted permission from the Tinker's court. permission must be presented to dwarven law enforcement upon request, failure to do so is a crime against act of justice clause 1.d.


 * 1.b.c. Gnomes have the right to practise arcane magic, posses arcane items and teach it to non-citzens of Khaz'Modan ****1.b.c.a With the exception of clause 3.a. same rights apply to gnomes as any other resident or visitor to Khaz'Modan ***1.b.d. Gnomes may, under the High Tinkerer Felblaze act (gnomish law), practise fel in accordance to local laws. As such, no gnome can be prosecuted by the courts of Khaz'modan for practising fel outside of the Kingdom of Khaz'Modan


 * 1.c. The Kingdom of Khaz'modan may not extradite gnomes to any foreign state besides the Khaz'Modan Protectorate of the United Technocratic Republics of Gnomeregan. Such requests should be sent to the Tinker's court.


 * 2. Tinker Town is considered Khaz'Modan sovereign soil on lease to the Khaz'Modan Protectorate of the United Technocratic Republics of Gnomeregan 2.a. To all gnomes, Thalassian elves and citzens of Dalaran visiting or residing in the tinker town, gnomeregan law apply 2.b. To everyone not covered by clause 2.a. Khaz'Modan law apply 2.c. Visitors to Tinker town not covered by clause 2.a. may apply to the High Judge of Khaz'Modan for a Tinker town permit. 2.c.a. Permits last for 48 hours (2 days) and for the duration of those two days the owner of the permit have obey gnomeregan law and have the same rights as gnomes within the bounds of the tinker town. 2.c.b. Upon applying the applicant must present all magical items he or she intends to transport to and from the Tinker town and which route he or she intends to use. 2.b. Fel magic may not be used within Tinker town 2.c. All explosives and magic items inside the tinker town must be registered at the gnomish authorities and reported by the authorities to:
 * High Judge's department of Khaz'modan.
 * Khaz'Modan law enforcement.
 * Khaz'Modan fire department.
 * Khaz'Modan military.
 * Khaz'Modan medical corps.


 * 3 Individuals apprehended breaking Gnomeregan law should be reported to gnomeregan law enforcement and be handed over upon request.
 * 3.a. Individuals found breaking the laws of both gnomeregan and Khaz'Modan must be handed over to Khaz'Modan law enforcement upon request.
 * 3.b. Gnomeregan law enforcement apprehending criminals found breaking Khaz'modan law are to inform Khaz'Modan law enforcement and hand them over upon request.


 * 4. All gnomes arrested by Khaz'modan law enforcement have the right to request Gnomeregan legal defence for their trial and may appeal verdicts through Gnomeregan courts.