• The Honor Empire

    We are an online gaming community that spans multiple engines such as World of Warcraft, Ultima Online, SWTOR, Shroud of the Avatar, and several mobile apps. The Honor Empire was established on 10/11/1997 in Ultima Online with it's first guild; the Purple Guardians of Honor. In the last two decades (20 years in 2017) we have constantly maintained a home base forum for its members to chat and interact. Many have come and gone, but we still stand proudly to say we are THE HONOR EMPIRE... a community and family of gamers who just want to enjoy the time in the game industry together.

  • the-sota-logo-100.pngShroud of the Avatar is the latest MMO that The Honor Empire has joined. We are in the process of developing our guild and storyline. If you would like to join us, head over to the application page. You can also drop by the SoTA Forums and say hello!

    Types: Casual, Social, Light-Roleplay, Hardcore, PVP. A melting pot of players and  preferences. 

    sota.thehonorempire.org. Pre-order the first novel, Blade of the Avatar, here.

  • SoTA Early Access and FINAL WIPE!

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  • the-lm-logo-100.pngWe are a mix of casual and dedicated players with varied interests including adventuring, designing and building new scenes in Landmark. We are always on the lookout for new helpful and friendly players. We favor mature and social individuals. We are a small guild with the majority of members in North America (EST/CST/MST/PST). You can find our application page here.

    lm.thehonorempire.org

  • the-uo-logo-100.pngPurple Guardians of Honor is a large family of professionals who role-play within an Empire of HONOR that resides under the envelope of Britannia's current government in Ultima Online. The Empire is economically based, quest driven and exists as a defender against oppression and serves as the protector of the mother city of Honor, Trinsic. PGoH was established on 10/11/1997 on the Catskills shard. See our UO forums for news and updates.

  • the-swtor-logo-100.pngIn the darkness of a three hundred year exodus the Empire needed control and justice to survive. A band of elite peace keepers rose without impetus by the powers that be to create and help foster the stability needed for life in the cold reaches of the Unknown Universe.

    The band that rose was Vigilance in name and purpose. See our Star Wars: The Old Republic (SWTOR) Forums here.

  • the-wow-logo-100.pngClan Skullcrusher is a World of Warcraft Horde guild on the Argent Dawn server.  We are among the longest running guilds on the server.(dating back to beta). Clan Skullcrusher has been built around a simple idea.  That is, to make the WoW experience the most fun and entertaining that it can be.  The guild is active in questing, exploring dungeons, raiding, pvping and otherwise enjoying everything the game has to offer. You can find our forums here.

      • Quite a bit in the update. Here are some highlights:

        Name Reservation

        Starting with Release 29, we began maintaining a record of character names for all pledge levels of Immortal Adventurers and above. When you log into the game for Release 32 after the Final Wipe, you will have the option to use the last saved name you used during Releases 29 – 31 or choose a new name. Please note that we only record the most recent name. If you have any issues with this process during Release 32, please submit a support ticket to support@portalarium.com.

        Please note that this replaces the previous Pledge Reward of “Last Name” in the Immortal Adventurer Pledge.

        Get your last name early! Experience in battle leads to Notoriety, but unlike ordinary adventurers, Immortal Adventurers will have the right to select and display both a first and last name right from the get-go!

        Tax Free Player Owned Town Lot Deeds (Bundles Only)

        With the launch of the new Add On Store Bundles, we are pleased to include Tax Free versions of the Player Owned Town Lot Deeds that we introduced in Update #172. These deeds can only be used inside Player Owned Towns and they can only be purchased through bundles, not individually. This is to mirror what we did with regular Tax Free Lot Deeds (which could only be purchased through pledges). We will carefully monitor sales of these as compared to placed lot markers in Player Owned Towns to make sure we do not oversell them. This week, we are introducing Row Lots but we plan to sell bundles with Village, Town, and City Lots soon.

      • A post from Darkstarr: We introduced Crowns of the Obsidians (COTOs) as rare items back in Release 28. COTOs drop from almost any activity, with higher occurrences on higher level creatures and resource nodes. They come in several different metal types, and each type can be exchanged for specific types of items. In Release 29, we introduced Potions of the Obsidians that could be purchased with COTOs, and these grant various temporary boosts to things like carry capacity or gathering speed. In Release 30, we added the ability for COTOs to restore Maximum Durability to items and also added Crown Merchants to the game, which allow you to exchange the various COTO types for Obisidian Potions or Gold COTOs. Gold Crowns of the Obsidians are unique in that they can be sold to any merchant in game for gold and now, starting today, they can also be purchased directly from our website or through Add On Store Bundles like the new Viking 2-Story Row Home Bundle.

        viking2storyrow.jpg

        As you have probably surmised, Gold Crowns function as a premium currency for Shroud of the Avatar. As we expire all our pledges and move towards a commercial launch, hopefully near the end of this year, we must also move to a commercial model of monetization. As promised, we are not going to be adding a subscription nor are we planning to make the game free to play. However, as an online game, we must have a steady stream of income (in addition to base game sales) in order to pay for support of the game including monthly updates, bandwidth, servers, community support, etc. Our analysis shows us that Add On Store item sales will not be sufficient. When we have been asked for examples in the past of models we wish to emulate or that we admire, we always point to Guild Wars as an example of a Pay to Play with an Add On Store as the closest archetype to what we hope to achieve. Selling Gold Crowns and allowing those Crowns to be exchangeable in game for Gold currency and potions with game benefits (like repairing of maximum durability) is something we believe is a good and fair balance of revenue while still maintaining play-ability and player economy. We are working hard to ensure that the purchased items from Crowns are all matters of convenience, not power. For example, the Obsidian Potions do things like small increases to carry weight,...
    • Release 30 Instructions

      Balandar By Balandar, in SoTA News

      • Darkstarr just posted the massive R30 changes over on the SoTA forums.

        Sample changes:

        Maximum Durability:

        The biggest change of course is the change to maximum durability, which can no longer be repaired at crafting stations unless you use a Crown of the Obsidian (see below for details). I understand that this change to durability so that items eventually break permanently feels challenging to process right now. On top of that, the amount of time to gather materials and the sheer amount of materials it takes to make items seems daunting to say the least. Our goal has always been that it takes specialization and time to become a crafter and the goods you sell should have real value. If we tune gathering to be fast and items to use only a few materials, then everyone could make their own goods and there would be no economy and no demand for crafters. If items continued to be in good repair indefinitely, then crafters would have no demand to fill once players got a favorite set of gear.

        We believe that all of these designs are necessary to have a truly player-driven economy where effort is rewarded and the amount of time to make items is relatively commensurate to the time it takes to fight and advance through enemies. With all of that said, the entire experience needs to balance entertainment with effort and we will be carefully tuning the experience over the next few releases (and forever for that matter).

        Masterworks:

        Crafting is finally also expanding with new skills including Masterworks; which allow Smiths, Carpenters, and Tailors to add new abilities to items they create. This works exactly like the Enchanting we introduced for Alchemists in R29, although both of these systems now balance the power of the abilities added with reductions in durability. Our goal for the system is to create interesting choices between power and convenience. We also envision scenarios where Avatars might have specialized sets of powerful gear that they use for boss fights and PVP tournaments versus their everyday adventuring gear.

        Targeting System:

        Finally we spent time iterating and polishing the new targeting system we introduced in Release 29. Our goal was to provide the same level of functionality we had before we added the new system while still enjoying the advantages of the new system. To that end, we have added back in target selection and target cycling amongst a host of other changes (see below for details).

        The Path of Courage:

        In Release 29 Avatars were able to follow the Path of Love from beginning to end for the first time. In Release 30 the story again greatly expands with the Path of Courage now being playable. To support that, Valhold can be visited...
      • Kiln's water supply is in jeopardy! Something foul is going on within the Kiln Cistern. It falls to you to navigate its system of locked doors and flooded hallways to reach its deepest chamber. Rise to the challenge and solve the problem before the good citizens of Kiln run out of precious water.

        *Kiln is the town north of Honor Hold (across the bridge). It will also be a relatively critical hub in the underground network.

        Kiln.jpg

         

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    • Update of the Avatar 178
      Quite a bit in the update. Here are some highlights: Name Reservation Starting with Release 29, we began maintaining a record of character names for all pledge levels of Immortal Adventurers and above. When you log into the game for Release 32 after the Final Wipe, you will have the option to use the last saved name you used during Releases 29 – 31 or choose a new name. Please note that we only record the most recent name. If you have any issues with this process during Release 32, please submit a support ticket to support@portalarium.com. Please note that this replaces the previous Pledge Reward of “Last Name” in the Immortal Adventurer Pledge. Get your last name early! Experience in battle leads to Notoriety, but unlike ordinary adventurers, Immortal Adventurers will have the right to select and display both a first and last name right from the get-go! Tax Free Player Owned Town Lot Deeds (Bundles Only) With the launch of the new Add On Store Bundles, we are pleased to include Tax Free versions of the Player Owned Town Lot Deeds that we introduced in Update #172. These deeds can only be used inside Player Owned Towns and they can only be purchased through bundles, not individually. This is to mirror what we did with regular Tax Free Lot Deeds (which could only be purchased through pledges). We will carefully monitor sales of these as compared to placed lot markers in Player Owned Towns to make sure we do not oversell them. This week, we are introducing Row Lots but we plan to sell bundles with Village, Town, and City Lots soon.
    • Gold Crowns of the Obsidians
      A post from Darkstarr: We introduced Crowns of the Obsidians (COTOs) as rare items back in Release 28. COTOs drop from almost any activity, with higher occurrences on higher level creatures and resource nodes. They come in several different metal types, and each type can be exchanged for specific types of items. In Release 29, we introduced Potions of the Obsidians that could be purchased with COTOs, and these grant various temporary boosts to things like carry capacity or gathering speed. In Release 30, we added the ability for COTOs to restore Maximum Durability to items and also added Crown Merchants to the game, which allow you to exchange the various COTO types for Obisidian Potions or Gold COTOs. Gold Crowns of the Obsidians are unique in that they can be sold to any merchant in game for gold and now, starting today, they can also be purchased directly from our website or through Add On Store Bundles like the new Viking 2-Story Row Home Bundle. As you have probably surmised, Gold Crowns function as a premium currency for Shroud of the Avatar. As we expire all our pledges and move towards a commercial launch, hopefully near the end of this year, we must also move to a commercial model of monetization. As promised, we are not going to be adding a subscription nor are we planning to make the game free to play. However, as an online game, we must have a steady stream of income (in addition to base game sales) in order to pay for support of the game including monthly updates, bandwidth, servers, community support, etc. Our analysis shows us that Add On Store item sales will not be sufficient. When we have been asked for examples in the past of models we wish to emulate or that we admire, we always point to Guild Wars as an example of a Pay to Play with an Add On Store as the closest archetype to what we hope to achieve. Selling Gold Crowns and allowing those Crowns to be exchangeable in game for Gold currency and potions with game benefits (like repairing of maximum durability) is something we believe is a good and fair balance of revenue while still maintaining play-ability and player economy. We are working hard to ensure that the purchased items from Crowns are all matters of convenience, not power. For example, the Obsidian Potions do things like small increases to carry weight, slightly longer sprint times, or slightly reduced gear wear. It is of course worth remembering that since Crowns can be earned in game, no player will ever be required to purchase them, making them purely a time saver and convenience.

      As part of this introduction, we have added Gold Crowns to all Pledges. The amount of Crowns added to each pledge is based on the size of the pledge and is as follows: First Responder, Second Responder, Pioneer, Adventurer: 2 Immortal Adventurer: 3 Founder: 4 Royal Artisan: 5 Virtual Collector: 6 Explorer, Explorer - All Digital: 7 Collector: 8 Patron: 12 Ancestor: 15 Navigator: 20 Developer: 25 Citizen: 30 Edelmann, Edelmann - All Digital: 31 Knight: 35 Knight Marshal: 40 Lord: 45 Lord Marshal: 50 Baron, Baron 2, Baron 3: 65 Duke: 90 Lord of the Manor, Lord of the Manor 2: 200 We greatly appreciate your support on this new feature. While we know that Crowns have already been discussed in the forums in the past on their purpose, and some may find them less than desirable to have in the store now, please keep your comments and thoughts civil here.  
    • Release 30 Instructions
      Darkstarr just posted the massive R30 changes over on the SoTA forums.

      Sample changes: Maximum Durability:

      The biggest change of course is the change to maximum durability, which can no longer be repaired at crafting stations unless you use a Crown of the Obsidian (see below for details). I understand that this change to durability so that items eventually break permanently feels challenging to process right now. On top of that, the amount of time to gather materials and the sheer amount of materials it takes to make items seems daunting to say the least. Our goal has always been that it takes specialization and time to become a crafter and the goods you sell should have real value. If we tune gathering to be fast and items to use only a few materials, then everyone could make their own goods and there would be no economy and no demand for crafters. If items continued to be in good repair indefinitely, then crafters would have no demand to fill once players got a favorite set of gear.

      We believe that all of these designs are necessary to have a truly player-driven economy where effort is rewarded and the amount of time to make items is relatively commensurate to the time it takes to fight and advance through enemies. With all of that said, the entire experience needs to balance entertainment with effort and we will be carefully tuning the experience over the next few releases (and forever for that matter).

      Masterworks:

      Crafting is finally also expanding with new skills including Masterworks; which allow Smiths, Carpenters, and Tailors to add new abilities to items they create. This works exactly like the Enchanting we introduced for Alchemists in R29, although both of these systems now balance the power of the abilities added with reductions in durability. Our goal for the system is to create interesting choices between power and convenience. We also envision scenarios where Avatars might have specialized sets of powerful gear that they use for boss fights and PVP tournaments versus their everyday adventuring gear.

      Targeting System:

      Finally we spent time iterating and polishing the new targeting system we introduced in Release 29. Our goal was to provide the same level of functionality we had before we added the new system while still enjoying the advantages of the new system. To that end, we have added back in target selection and target cycling amongst a host of other changes (see below for details). The Path of Courage:

      In Release 29 Avatars were able to follow the Path of Love from beginning to end for the first time. In Release 30 the story again greatly expands with the Path of Courage now being playable. To support that, Valhold can be visited for the first time and various other scenes have been filled out with supporting story including Skrekk, Demig’s Battlecamp, Ferig’s Battlecamp, and Estgard. This makes two of the three Paths of Virtue playable, with only the Path of Truth left to implement in the game (which we will start in Release 31). We also have added the first of our three Companions who will adventure with you in Offline Mode. Novia Overworld Rework: When we first built the overworld map for Novia we strayed a bit too far from the original design as laid out in the cloth map. This resulted in a lot of discrepancies including some major geographical mismatches, rivers that looked like oceans (or which were missing entirely), roadways that were as wide as mountains, misplaced points of interest, and other such oddities. In Release 30, we begin the effort to correct all of these errors and have brought Novia back into alignment with the contours and geographic features of the cloth map. During this process, all coastlines and areas throughout the entire, expansive interior of Novia were honed. Consequently, we were required to temporarily remove a lot of the props and decorations from the scene, but we will be putting those back in steadily over the next two releases. This work also required us to re-position some of the towns and other points of interest. Additional changes include the addition of boat teleporters for every Player-Owned Town island, as the proper method for travel to them. Please note that the locations of a few POTs have changed during this work. If your town location changed during this process and you are unsatisfied with the new location please post as a bug in the bug forums with a requested new location and we will do our very best to accommodate your request at no charge. Performance Manager There is now a Performance Manager in the game that works to maintain a constant framerate by actively turning up and down various features and levels of detail. New Female Avatar As many of you saw in a recent weekly update and Dev+ forum post, we have done a complete overhaul of the female avatar just like we did for the male avatar. Now that she is complete, we can focus on hair and improving the customizability of the faces of both the male and female avatar. NOTE: Morph targets for the female face have changed. This means that previously created female characters will likely look strange until you make a new character, especially in the chin area. Our apologies for the inconvenience. Scene Chat Channel We have added a new chat channel to the game that includes all players in the scene you are currently in. Please note that this defaults to off.
  • We are testing the feasibility of Discord for T.H.E. Please continue to use teamspeak for gaming.
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