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Balandar

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  1. from: http://www.whitehouse.gov/news/releases/20...0030207-10.html Are You Ready? National Security Emergencies In addition to the natural and technological hazards described in this publication, Americans face threats posed by hostile governments or extremist groups. These threats to national security include acts of terrorism and acts of war. The following is general information about national security emergencies. For more information about how to prepare for them, including volunteering in a Citizen Corps program, see the “For More Information” chapter at the end of this guide. Terrorism Terrorism is the use of force or violence against persons or property in violation of the criminal laws of the United States for purposes of intimidation, coercion or ransom. Terrorists often use threats to create fear among the public, to try to convince citizens that their government is powerless to prevent terrorism, and to get immediate publicity for their causes. Acts of terrorism range from threats of terrorism, assassinations, kidnappings, hijackings, bomb scares and bombings, cyber attacks (computer-based), to the use of chemical, biological and nuclear weapons. High-risk targets include military and civilian government facilities, international airports, large cities and high-profile landmarks. Terrorists might also target large public gatherings, water and food supplies, utilities, and corporate centers. Further, they are capable of spreading fear by sending explosives or chemical and biological agents through the mail. In the immediate area of a terrorist event, you would need to rely on police, fire and other officials for instructions. However, you can prepare in much the same way you would prepare for other crisis events. Preparing for terrorism Wherever you are, be aware of your surroundings. The very nature of terrorism suggests there may be little or no warning. Take precautions when traveling. Be aware of conspicuous or unusual behavior. Do not accept packages from strangers. Do not leave luggage unattended. Unusual behavior, suspicious packages and strange devices should be promptly reported to the police or security personnel. Do not be afraid to move or leave if you feel uncomfortable or if something does not seem right. Learn where emergency exits are located in buildings you frequent. Notice where exits are when you enter unfamiliar buildings. Plan how to get out of a building, subway or congested public area or traffic. Note where staircases are located. Notice heavy or breakable objects that could move, fall or break in an explosion. Assemble a disaster supply kit at home and learn first aid. Separate the supplies you would take if you had to evacuate quickly, and put them in a backpack or container, ready to go. Be familiar with different types of fire extinguishers and how to locate them. Know the location and availability of hard hats in buildings in which you spend a lot of time. Protection against cyber attacks Cyber attacks target computer or telecommunication networks of critical infrastructures such as power systems, traffic control systems, or financial systems. Cyber attacks target information technologies (IT) in three different ways. First, is a direct attack against an information system “through the wires” alone (hacking). Second, the attack can be a physical assault against a critical IT element. Third, the attack can be from the inside as a result of compromising a trusted party with access to the system. Be prepared to do without services you normally depend on that could be disrupted—electricity, telephone, natural gas, gasoline pumps, cash registers, ATM machines, and internet transactions. Be prepared to respond to official instructions if a cyber attack triggers other hazards, for example, general evacuation, evacuation to shelter, or shelter-in-place, because of hazardous materials releases, nuclear power plant incident, dam or flood control system failures. Preparing for a building explosion Explosions can collapse buildings and cause fires. People who live or work in a multi-level building can do the following: Review emergency evacuation procedures. Know where emergency exits are located. Keep fire extinguishers in working order. Know where they are located, and learn how to use them. Learn first aid. Contact the local chapter of the American Red Cross for information and training. Building owners should keep the following items in a designated place on each floor of the building. Portable, battery-operated radio and extra batteries Several flashlights and extra batteries First aid kit and manual Several hard hats Fluorescent tape to rope off dangerous areas Bomb threats If you receive a bomb threat, get as much information from the caller as possible. Keep the caller on the line and record everything that is said. Then notify the police and the building management. If you are notified of a bomb threat, do not touch any suspicious packages. Clear the area around suspicious packages and notify the police immediately. In evacuating a building, don’t stand in front of windows, glass doors or other potentially hazardous areas. Do not block sidewalk or streets to be used by emergency officials or others still exiting the building. Suspicious parcels and letters Be wary of suspicious packages and letters. They can contain explosives, chemical or biological agents. Be particularly cautious at your place of employment. Some typical characteristics postal inspectors have detected over the years, which ought to trigger suspicion, include parcels that— Are unexpected or from someone unfamiliar to you. Have no return address, or have one that can’t be verified as legitimate. Are marked with restrictive endorsements, such as “Personal,” “Confidential” or “Do not x-ray.” Have protruding wires or aluminum foil, strange odors or stains. Show a city or state in the postmark that doesn’t match the return address. Are of unusual weight, given their size, or are lopsided or oddly shaped. Are marked with any threatening language. Have inappropriate or unusual labeling. Have excessive postage or excessive packaging material such as masking tape and string. Have misspellings of common words. Are addressed to someone no longer with your organization or are otherwise outdated. Have incorrect titles or title without a name. Are not addressed to a specific person. Have handwritten or poorly typed addresses. With suspicious envelopes and packages other than those that might contain explosives, take these additional steps against possible biological and chemical agents. Refrain from eating or drinking in a designated mail handling area. Place suspicious envelopes or packages in a plastic bag or some other type of container to prevent leakage of contents. Never sniff or smell suspect mail. If you do not have a container, then cover the envelope or package with anything available (e.g., clothing, paper, trash can, etc.) and do not remove the cover. Leave the room and close the door, or section off the area to prevent others from entering. Wash your hands with soap and water to prevent spreading any powder to your face. If you are at work, report the incident to your building security official or an available supervisor, who should notify police and other authorities without delay. List all people who were in the room or area when this suspicious letter or package was recognized. Give a copy of this list to both the local public health authorities and law enforcement officials for follow-up investigations and advice. If you are at home, report the incident to local police. What to do if there is an explosion Leave the building as quickly as possible. Do not stop to retrieve personal possessions or make phone calls. If things are falling around you, get under a sturdy table or desk until they stop falling. Then leave quickly, watching for weakened floors and stairs and falling debris as you exit. If there is a fire: Stay low to the floor and exit the building as quickly as possible. Cover your nose and mouth with a wet cloth. When approaching a closed door, use the back of your hand to feel the lower, middle and upper parts of the door. Never use the palm of your hand or fingers to test for heat: burning those areas could impair your ability to escape a fire (i.e., ladders and crawling). If the door is NOT hot, open slowly and ensure fire and/or smoke is not blocking your escape route. If your escape route is blocked, shut the door immediately and use an alternate escape route, such as a window. If clear, leave immediately through the door. Be prepared to crawl. Smoke and heat rise. The air is clearer and cooler near the floor. If the door is hot, do not open it. Escape through a window. If you cannot escape, hang a white or light-colored sheet outside the window, alerting fire fighters to your presence. Heavy smoke and poisonous gases collect first along the ceiling. Stay below the smoke at all times. If you are trapped in debris: Do not light a match. Do not move about or kick up dust. Cover your mouth with a handkerchief or clothing. Rhythmically tap on a pipe or wall so that rescuers can hear where you are. Use a whistle if one is available. Shout only as a last resort when you hear sounds and think someone will hear you—shouting can cause a person to inhale dangerous amounts of dust. Chemical and Biological Weapons In case of a chemical or biological weapon attack near you, authorities will instruct you on the best course of action. This may be to evacuate the area immediately, to seek shelter at a designated location, or to take immediate shelter where you are and seal the premises. The best way to protect yourself is to take emergency preparedness measures ahead of time and to get medical attention as soon as possible, if needed. Chemical Chemical warfare agents are poisonous vapors, aerosols, liquids or solids that have toxic effects on people, animals or plants. They can be released by bombs, sprayed from aircraft, boats, or vehicles, or used as a liquid to create a hazard to people and the environment. Some chemical agents may be odorless and tasteless. They can have an immediate effect (a few seconds to a few minutes) or a delayed effect (several hours to several days). While potentially lethal, chemical agents are difficult to deliver in lethal concentrations. Outdoors, the agents often dissipate rapidly. Chemical agents are also difficult to produce. There are six types of agents: Lung-damaging (pulmonary) agents such as phosgene, Cyanide, Vesicants or blister agents such as mustard, Nerve agents such as GA (tabun), GB (sarin), GD (soman), GF, and VX, Incapacitating agents such as BZ, and Riot-control agents (similar to MACE). Biological Biological agents are organisms or toxins that can kill or incapacitate people, livestock and crops. The three basic groups of biological agents which would likely be used as weapons are bacteria, viruses, and toxins. Bacteria. Bacteria are small free-living organisms that reproduce by simple division and are easy to grow. The diseases they produce often respond to treatment with antibiotics. Viruses. Viruses are organisms which require living cells in which to reproduce and are intimately dependent upon the body they infect. Viruses produce diseases which generally do not respond to antibiotics. However, antiviral drugs are sometimes effective. Toxins. Toxins are poisonous substances found in, and extracted from, living plants, animals, or microorganisms; some toxins can be produced or altered by chemical means. Some toxins can be treated with specific antitoxins and selected drugs. Most biological agents are difficult to grow and maintain. Many break down quickly when exposed to sunlight and other environmental factors, while others such as anthrax spores are very long lived. They can be dispersed by spraying them in the air, or infecting animals which carry the disease to humans as well through food and water contamination. Aerosols—Biological agents are dispersed into the air, forming a fine mist that may drift for miles. Inhaling the agent may cause disease in people or animals. Animals—Some diseases are spread by insects and animals, such as fleas, mice, flies, and mosquitoes. Deliberately spreading diseases through livestock is also referred to as agroterrorism. Food and water contamination—Some pathogenic organisms and toxins may persist in food and water supplies. Most microbes can be killed, and toxins deactivated, by cooking food and boiling water. Anthrax spores formulated as a white powder were mailed to individuals in the government and media in the fall of 2001. Postal sorting machines and the opening of letters dispersed the spores as aerosols. Several deaths resulted. The effect was to disrupt mail service and to cause a widespread fear of handling delivered mail among the public. Person-to-person spread of a few infectious agents is also possible. Humans have been the source of infection for smallpox, plague, and the Lassa viruses. What to do to prepare for a chemical or biological attack Assemble a disaster supply kit (see the “Emergency Planning and Disaster Supplies” chapter for more information) and be sure to include: Battery-powered commercial radio with extra batteries. Non-perishable food and drinking water. Roll of duct tape and scissors. Plastic for doors, windows and vents for the room in which you will shelter in place—this should be an internal room where you can block out air that may contain hazardous chemical or biological agents. To save critical time during an emergency, sheeting should be pre-measured and cut for each opening. First aid kit. Sanitation supplies including soap, water and bleach. What to do during a chemical or biological attack Listen to your radio for instructions from authorities such as whether to remain inside or to evacuate. If you are instructed to remain in your home, the building where you are, or other shelter during a chemical or biological attack: Turn off all ventilation, including furnaces, air conditioners, vents and fans. Seek shelter in an internal room, preferably one without windows. Seal the room with duct tape and plastic sheeting. Ten square feet of floor space per person will provide sufficient air to prevent carbon dioxide build-up for up to five hours. (See “Shelter” chapter.) Remain in protected areas where toxic vapors are reduced or eliminated, and be sure to take your battery-operated radio with you. If you are caught in an unprotected area, you should: Attempt to get up-wind of the contaminated area. Attempt to find shelter as quickly as possible. Listen to your radio for official instructions. What to do after a chemical attack Immediate symptoms of exposure to chemical agents may include blurred vision, eye irritation, difficulty breathing and nausea. A person affected by a chemical or biological agent requires immediate attention by professional medical personnel. If medical help is not immediately available, decontaminate yourself and assist in decontaminating others. Decontamination is needed within minutes of exposure to minimize health consequences. (However, you should not leave the safety of a shelter to go outdoors to help others until authorities announce it is safe to do so.) Use extreme caution when helping others who have been exposed to chemical agents: Remove all clothing and other items in contact with the body. Contaminated clothing normally removed over the head should be cut off to avoid contact with the eyes, nose, and mouth. Put into a plastic bag if possible. Decontaminate hands using soap and water. Remove eyeglasses or contact lenses. Put glasses in a pan of household bleach to decontaminate. Remove all items in contact with the body. Flush eyes with lots of water. Gently wash face and hair with soap and water; then thoroughly rinse with water. Decontaminate other body areas likely to have been contaminated. Blot (do not swab or scrape) with a cloth soaked in soapy water and rinse with clear water. Change into uncontaminated clothes. Clothing stored in drawers or closets is likely to be uncontaminated. If possible, proceed to a medical facility for screening. What to do after a biological attack In many biological attacks, people will not know they have been exposed to an agent. In such situations, the first evidence of an attack may be when you notice symptoms of the disease caused by an agent exposure, and you should seek immediate medical attention for treatment. In some situations, like the anthrax letters sent in 2001, people may be alerted to a potential exposure. If this is the case, pay close attention to all official warnings and instructions on how to proceed. The delivery of medical services for a biological event may be handled differently to respond to increased demand. Again, it will be important for you to pay attention to official instructions via radio, television, and emergency alert systems. If your skin or clothing comes in contact with a visible, potentially infectious substance, you should remove and bag your clothes and personal items and wash yourself with warm soapy water immediately. Put on clean clothes and seek medical assistance. For more information, visit the website for the Centers for Disease Control and Prevention, www.bt.cdc.gov. Nuclear and Radiological Attack Nuclear explosions can cause deadly effects—blinding light, intense heat (thermal radiation), initial nuclear radiation, blast, fires started by the heat pulse, and secondary fires caused by the destruction. They also produce radioactive particles called fallout that can be carried by wind for hundreds of miles. Terrorist use of a radiological dispersion device (RDD)—often called ”dirty nuke” or “dirty bomb”—is considered far more likely than use of a nuclear device. These radiological weapons are a combination of conventional explosives and radioactive material designed to scatter dangerous and sub-lethal amounts of radioactive material over a general area. Such radiological weapons appeal to terrorists because they require very little technical knowledge to build and deploy compared to that of a nuclear device. Also, these radioactive materials, used widely in medicine, agriculture, industry and research, are much more readily available and easy to obtain compared to weapons grade uranium or plutonium. Terrorist use of a nuclear device would probably be limited to a single smaller “suitcase” weapon. The strength of such a weapon would be in the range of the bombs used during World War II. The nature of the effects would be the same as a weapon delivered by an inter-continental missile, but the area and severity of the effects would be significantly more limited. There is no way of knowing how much warning time there would be before an attack by a terrorist using a nuclear or radiological weapon. A surprise attack remains a possibility. The danger of a massive strategic nuclear attack on the United States involving many weapons receded with the end of the Cold War. However, some terrorists have been supported by nations that have nuclear weapons programs. If there were threat of an attack from a hostile nation, people living near potential targets could be advised to evacuate or they could decide on their own to evacuate to an area not considered a likely target. Protection from radioactive fallout would require taking shelter in an underground area, or in the middle of a large building. In general, potential targets include: Strategic missile sites and military bases. Centers of government such as Washington, D.C., and state capitals. Important transportation and communication centers. Manufacturing, industrial, technology and financial centers. Petroleum refineries, electrical power plants and chemical plants. Major ports and airfields. Taking shelter during a nuclear attack is absolutely necessary. There are two kinds of shelters—blast and fallout. Blast shelters offer some protection against blast pressure, initial radiation, heat and fire, but even a blast shelter could not withstand a direct hit from a nuclear detonation. Fallout shelters do not need to be specially constructed for that purpose. They can be any protected space, provided that the walls and roof are thick and dense enough to absorb the radiation given off by fallout particles. The three protective factors of a fallout shelter are shielding, distance, and time. Shielding. The more heavy, dense materials—thick walls, concrete, bricks, books and earth—between you and the fallout particles, the better. Distance. The more distance between you and the fallout particles, the better. An underground area, such as a home or office building basement, offers more protection than the first floor of a building. A floor near the middle of a high-rise may be better, depending on what is nearby at that level on which significant fallout particles would collect. Flat roofs collect fallout particles so the top floor is not a good choice, nor is a floor adjacent to a neighboring flat roof. Time. Fallout radiation loses its intensity fairly rapidly. In time, you will be able to leave the fallout shelter. Radioactive fallout poses the greatest threat to people during the first two weeks, by which time it has declined to about 1% of its initial radiation level. Remember that any protection, however temporary, is better than none at all, and the more shielding, distance and time you can take advantage of, the better. Electromagnetic pulse In addition to other effects, a nuclear weapon detonated in or above the earth’s atmosphere can create an electromagnetic pulse (EMP), a high-density electrical field. EMP acts like a stroke of lightning but is stronger, faster and briefer. EMP can seriously damage electronic devices connected to power sources or antennas. This include communication systems, computers, electrical appliances, and automobile or aircraft ignition systems. The damage could range from a minor interruption to actual burnout of components. Most electronic equipment within 1,000 miles of a high-altitude nuclear detonation could be affected. Battery powered radios with short antennas generally would not be affected. Although EMP is unlikely to harm most people, it could harm those with pacemakers or other implanted electronic devices. What to do before a nuclear or radiological attack Learn the warning signals and all sources of warning used in your community. Make sure you know what the signals are, what they mean, how they will be used, and what you should do if you hear them. Assemble and maintain a disaster supply kit with food, water, medications, fuel and personal items adequate for up to 2 weeks—the more the better. (See the “Emergency Planning and Disaster Supplies” chapter for more information). Find out what public buildings in your community may have been designated as fallout shelters. It may have been years ago, but start there, and learn which buildings are still in use and could be designated as shelters again. Call your local emergency management office. Look for yellow and black fallout shelter signs on public buildings. Note: With the end of the Cold War, many of the signs have been removed from the buildings previously designated. If no noticeable or official designations have been made, make your own list of potential shelters near your home, workplace and school: basements, or the windowless center area of middle floors in high-rise buildings, as well as subways and tunnels. Give your household clear instructions about where fallout shelters are located and what actions to take in case of attack. If you live in an apartment building or high-rise, talk to the manager about the safest place in the building for sheltering, and about providing for building occupants until it is safe to go out. There are few public shelters in many suburban and rural areas. If you are considering building a fallout shelter at home, keep the following in mind. A basement, or any underground area, is the best place to shelter from fallout. Often, few major changes are needed, especially if the structure has two or more stories and its basement—or one corner of it—is below ground. Fallout shelters can be used for storage during non-emergency periods, but only store things there that can be very quickly removed. (When they are removed, dense, heavy items may be used to add to the shielding.) See the “Tornadoes” section in the “Thunderstorms” chapter for information on the “Wind Safe Room,” which could be used as shelter in the event of a nuclear detonation or for fallout protection, especially in a home without a basement. All the items you will need for your stay need not be stocked inside the shelter itself but can be stored elsewhere, as long as you can move them quickly to the shelter. Learn about your community’s evacuation plans. Such plans may include evacuation routes, relocation sites, how the public will be notified and transportation options for people who do not own cars and those who have special needs. See the “Evacuation” chapter for more information. Acquire other emergency preparedness booklets that you may need. See the “For More Information” chapter at the end of this guide. What to do during a nuclear or radiological attack Do not look at the flash or fireball—it can blind you. If you hear an attack warning: Take cover as quickly as you can, BELOW GROUND IF POSSIBLE, and stay there unless instructed to do otherwise. If you are caught outside, unable to get inside immediately, take cover behind anything that might offer protection. Lie flat on the ground and cover your head. If the explosion is some distance away, it could take 30 seconds or more for the blast wave to hit. Protect yourself from radioactive fallout. If you are close enough to see the brilliant flash of a nuclear explosion, the fallout will arrive in about 20 minutes. Take shelter, even if you are many miles from ground zero—radioactive fallout can be carried by the winds for hundreds of miles. Remember the three protective factors: shielding, distance and time. Keep a battery-powered radio with you, and listen for official information. Follow the instructions given. Local instructions should always take precedence: officials on the ground know the local situation best. What to do after a nuclear or radiological attack In a public or home shelter: Do not leave the shelter until officials say it is safe. Follow their instructions when leaving. If in a fallout shelter, stay in your shelter until local authorities tell you it is permissible or advisable to leave. The length of your stay can range from a day or two to four weeks. Contamination from a radiological dispersion device could affect a wide area, depending on the amount of conventional explosives used, the quantity of radioactive material and atmospheric conditions. A “suitcase” terrorist nuclear device detonated at or near ground level would produce heavy fallout from the dirt and debris sucked up into the mushroom cloud. A missile-delivered nuclear weapon from a hostile nation would probably cause an explosion many times more powerful than a suitcase bomb, and provide a greater cloud of radioactive fallout. The decay rate of the radioactive fallout would be the same, making it necessary for those in the areas with highest radiation levels to remain in shelter for up to a month. The heaviest fallout would be limited to the area at or downwind from the explosion, and 80% of the fallout would occur during the first 24 hours. Because of these facts and the very limited number of weapons terrorists could detonate, most of the country would not be affected by fallout. People in most of the areas that would be affected could be allowed to come out of shelter and, if necessary, evacuate to unaffected areas within a few days. Although it may be difficult, make every effort to maintain sanitary conditions in your shelter space. Water and food may be scarce. Use them prudently but do not impose severe rationing, especially for children, the ill or elderly. Cooperate with shelter managers. Living with many people in confined space can be difficult and unpleasant. Returning to your home Keep listening to the radio for news about what to do, where to go, and places to avoid. If your home was within the range of a bomb’s shock wave, or you live in a high-rise or other apartment building that experienced a non-nuclear explosion, check first for any sign of collapse or damage, such as: toppling chimneys, falling bricks, collapsing walls, plaster falling from ceilings. fallen light fixtures, pictures and mirrors. broken glass from windows. overturned bookcases, wall units or other fixtures. fires from broken chimneys. ruptured gas and electric lines. Immediately clean up spilled medicines, drugs, flammable liquids, and other potentially hazardous materials. Listen to your battery-powered radio for instructions and information about community services. Monitor the radio and your television for information on assistance that may be provided. Local, state and federal governments and other organizations will help meet emergency needs and help you recover from damage and losses. The danger may be aggravated by broken water mains and fallen power lines. If you turned gas, water and electricity off at the main valves and switch before you went to shelter: Do not turn the gas back on. The gas company will turn it back on for you or you will receive other instructions. Turn the water back on at the main valve only after you know the water system is working and water is not contaminated. Turn electricity back on at the main switch only after you know the wiring is undamaged in your home and the community electrical system is functioning. Check to see that sewage lines are intact before using sanitary facilities. Stay away from damaged areas. Stay away from areas marked “radiation hazard” or “HAZMAT.” For more information relevant to terrorism consult the following chapters: The “Earthquakes” chapter for information about protecting yourself when a building is shaking or unsafe and the Fire chapter for tips on fire safety. The “Hazardous Materials Incidents” chapter for information about sealing a home. The “Emergency Planning and Disaster Supplies” chapter for information about preparing a disaster supply kit. The “Shelter” chapter for measures regarding water purification. The “Evacuation” chapter for information about evacuation procedures. The “Recovering from Disaster” chapter for information about crisis counseling. Homeland Security Advisory System The Homeland Security Advisory System was designed to provide a comprehensive means to disseminate information regarding the risk of terrorist acts to federal, state, and local authorities and to the American people. This system provides warnings in the form of a set of graduated “Threat Conditions” that increase as the risk of the threat increases. At each threat condition, federal departments and agencies would implement a corresponding set of “Protective Measures” to further reduce vulnerability or increase response capability during a period of heightened alert. Although the Homeland Security Advisory System is binding on the executive branch, it is voluntary to other levels of government and the private sector. There are five threat conditions, each identified by a description and corresponding color. The greater the risk of a terrorist attack, the higher the threat condition. Risk includes both the probability of an attack occurring and its potential gravity. Threat conditions are assigned by the Attorney General in consultation with the Assistant to the President for Homeland Security. Threat conditions may be assigned for the entire nation, or they may be set for a particular geographic area or industrial sector. Assigned threat conditions will be reviewed at regular intervals to determine whether adjustments are warranted. Threat Conditions and Associated Protective Measures There is always a risk of a terrorist threat. Each threat condition assigns a level of alert appropriate to the increasing risk of terrorist attacks. Beneath each threat condition are some suggested protective measures that the government and the public can take, recognizing that the heads of federal departments and agencies are responsible for developing and implementing appropriate agency-specific Protective Measures: Low Condition (Green). This condition is declared when there is a low risk of terrorist attacks. Federal departments and agencies will consider the following protective measures. Refine and exercise prearranged protective measures; Ensure personnel receive proper training on the Homeland Security Advisory System and specific prearranged department or agency protective measures; and Institute a process to assure that all facilities and regulated sectors are regularly assessed for vulnerabilities to terrorist attacks, and all reasonable measures are taken to mitigate these vulnerabilities. Members of the public can: Develop a household disaster plan and assemble a disaster supply kit. (see “Emergency Planning and Disaster Supplies” chapter). Guarded Condition (Blue). This condition is declared when there is a general risk of terrorist attacks. In addition to the measures taken in the previous threat condition, federal departments and agencies will consider the following protective measures: Check communications with designated emergency response or command locations; Review and update emergency response procedures; and Provide the public with any information that would strengthen its ability to act appropriately. Members of the public, in addition to the actions taken for the previous threat condition, can: Update their disaster supply kit; Review their household disaster plan; Hold a household meeting to discuss what members would do and how they would communicate in the event of an incident; Develop a more detailed household communication plan; Apartment residents should discuss with building managers steps to be taken during an emergency; and People with special needs should discuss their emergency plans with friends, family or employers. Elevated Condition (Yellow). An Elevated Condition is declared when there is a significant risk of terrorist attacks. In addition to the measures taken in the previous threat conditions, federal departments and agencies will consider the following protective measures: Increase surveillance of critical locations; Coordinate emergency plans with nearby jurisdictions as appropriate; Assess whether the precise characteristics of the threat require the further refinement of prearranged protective measures; and Implement, as appropriate, contingency and emergency response plans. Members of the public, in addition to the actions taken for the previous threat condition, can: Be observant of any suspicious activity and report it to authorities; Contact neighbors to discuss their plans and needs; Check with school officials to determine their plans for an emergency and procedures to reunite children with parents and caregivers; and Update the household communication plan. High Condition (Orange). A High Condition is declared when there is a high risk of terrorist attacks. In addition to the measures taken in the previous threat conditions, federal departments and agencies will consider the following protective measures: Coordinate necessary security efforts with federal, state, and local law enforcement agencies, National Guard or other security and armed forces; Take additional precautions at public events, possibly considering alternative venues or even cancellation; Prepare to execute contingency procedures, such as moving to an alternate site or dispersing the workforce; and Restrict access to a threatened facility to essential personnel only. Members of the public, in addition to the actions taken for the previous threat conditions, can: Review preparedness measures (including evacuation and sheltering) for potential terrorist actions including chemical, biological, and radiological attacks; Avoid high profile or symbolic locations; and Exercise caution when traveling. Severe Condition (Red). A Severe Condition reflects a severe risk of terrorist attacks. Under most circumstances, the protective measures for a Severe Condition are not intended to be sustained for substantial periods of time. In addition to the protective measures in the previous threat conditions, federal departments and agencies also will consider the following general measures: Increase or redirect personnel to address critical emergency needs; Assign emergency response personnel and pre-position and mobilize specially trained teams or resources; Monitor, redirect, or constrain transportation systems; and Close public and government facilities not critical for continuity of essential operations, especially pubic safety. Members of the public, in addition to the actions taken for the previous threat conditions, can: Avoid public gathering places such as sports arenas, holiday gatherings, or other high risk locations; Follow official instructions about restrictions to normal activities; Contact employer to determine status of work; Listen to the radio and TV for possible advisories or warnings; and Prepare to take protective actions such as sheltering-in-place or evacuation if instructed to do so by public officials.
  2. Balandar

    Tax Time

    hehe, no. I got an email that said you replied to my message.
  3. Balandar

    Tax Time

    Borg might know. I am not sure what he uses though.
  4. Balandar

    Tax Time

    Not very good reviews. Well, it's a good thing I don't have to do taxes yet.
  5. I also went but showed up late. ICQ was having problems by causing my system to crash every single time I started my computer up.
  6. The Count's Obsessive-Compulsive Disorder It started with a simple affection for counting and the terror it induced in others, didn't it? But now it's turned into a full-blown life- consuming chaotic nightmare of order, repetition, zealousness, and perfectionism. You used to be so grand, but now you find yourself obsessively worrying over the littlest things--like, maybe if you don't check the light switch at least once every two minutes, the electricity will go out (and damnit, you're a vampire--that shouldn't be a problem!), or maybe if you don't wash your hands until your seams are coming out, you'll get some fatal disease. Get yourself some treatment. Which Sesame Street Muppet's Dark Secret Are You? brought to you by Quizilla
  7. It's time for the Age of Shadows patch! Remember that before Age of Shadows can work, we'll need to release both a patch and a publish. The patch will put the necessary art files and client-side files on your computer, while the publish will allow our servers to run the Age of Shadows code. Patches require a download on your part, while publishes do not. The patch is scheduled to go live Wednesday, Feb. 5 at approximately 2:00 PM CST (you can find more info below on what to expect from this patch). The publish will be made live on each shard on the same day UO: Age of Shadows is released in its respective territory. Note below that most of the changes in this patch will only affect AoS-enabled servers, which means that they will only be live on servers that have received the Age of Shadows publish. This patch contains the following: (for more information about these features, you can read about them here) Both 2D and 3D clients New Item Properties System (Only on AoS-enabled servers) House Customization System (Only on AoS-enabled servers) Support for Weapon Abilities System (Only on AoS-enabled servers) New Landmass: Malas (Only on AoS-enabled servers, and only for AoS-upgraded customers) Necromancy System (Only on AoS-enabled servers, and only for AoS-upgraded customers) Chivalry System (Only on AoS-enabled servers, and only for AoS-upgraded customers) New Monsters (Only on AoS-enabled servers, and only for AoS-upgraded customers) New Localization Data Format (On ALL servers) 3D client only The trees will now sway in the wind. (On ALL servers) The terrain in the 3D client has been changed to more closely resemble the terrain of the 2D client. (On ALL servers) 3D client users will now experience colorful motion trails (fondly dubbed "swooples" by the dev team) when they swing weapons. (On ALL servers) The current version will become 3.0.8z for both the 2D and 3D clients. Known Issues There a few minor issues we're aware of in this patch, but since they are not serious gameplay-affecting issues, we didn't feel they warranted holding back the patch. They should be fixed soon, but we want you to be aware just in case you find something a little off. THE NEW WEARABLES FOR 3D ARE NOT BEING RELEASED IN THIS PATCH. (This isn't really a bug with the patch, but we thought we'd answer the question before it was asked.) For those who do not upgrade to Age of Shadows, the new 3D avatar art and wearables will be released in a separate patch after AoS launches. People who upgrade to Age of Shadows will get the new wearables with their AoS installation right away. Magic wands may not correctly display their descriptions in both clients. There is a bug with 3D clients that may cause any pants worn in the legs equipment slot to use the plate mail legs texture. The party manifest may not immediately update to display new members of a party. Pulling a status bar off the new member will fix this. The language tab in the options interface is now empty. This tab will be removed in the future. Some of the stats on the status bars (including damage range, luck, and magic resistances) may not display correctly until your server has received the AoS publish. The 3D paperdoll will now display icons to open the necromancer and paladin books, but these icons won't do anything until your server has received the AoS publish. Other AoS options have been added to the options gump, including House Cache Size, Item Properties Display Mode, and Display Item Properties. These icons won't do anything until your server has received the AoS publish. Some spell descriptions have been changed to reflect the spells' new functionality, but the spells themselves will not change until the AoS publish goes live. This may result in some discrepancies between spell descriptions and effects. Patch size And last but not least, please note this is a large patch. 2D users can expect to download between 2.5 and 3.5 mb, and 3D users can expect to download between 13 and 17 mb, depending on which version you're currently patching from. If you log out or get disconnected after this large patch goes live, you may end up needing to spend a considerable amount of time (depending on your Internet connection speed) patching upon your next attempt to log into UO before you can re-enter the game. We recommend that, when this patch goes live, all players (particularly those who play with the 3D client) find a safe place to log out, download the patch, and then log back in to continue playing after receiving the complete patch. If you have any difficulty receiving this patch, please check the following: Check the "Patch" directory within your Ultima Online directory (the default location is C:\\Program Files\Ultima Online\Patch). This directory should be empty. Any files in this directory should be deleted. If you are unable to connect to the patch server at all, and are using an original (Non-T2A) version of Ultima Online, you may need to update your verinfo file. For details on updating this file, please see the information posted here. Run a virus scan on your computer. Undetected viruses may cause conflicts with patching Ultima Online. For information on up-to-date virus detection software, please visit http://www.mcafee.com/myapps/vso/default.asp. If after trying the above, you are still experiencing difficulty patching the Ultima Online client, please visit our Support Page for technical help at http://support.uo.com.
  8. Hear ye, hear ye! Let it be known by all loyal citizens that the lady Dawn, rose of Britannia, heart of Sosaria and jewel of Virtue, shall address the populace this coming Wednesday and Thursday! If you’ve only heard of Dawn, and want to see her in person, she will be visiting several shards to meet with those who have helped to free Britannia from the clutches of Lord Blackthorn and Exodus. Please understand that she will be appearing on these shards within only a few days, so her time on each will not be long. All citizens of Britannia are invited to join her on the shards listed below at the Counselor’s Guild Hall in Serpent’s Hold (Trammel). Moongates to and from the location will be provided from Wednesday through Friday at the Second Bank of Haven, as well as the Sweet Dreams Inn in Britain (Trammel). We ask that everyone please be courteous to all attendees, and do not spam text, play music, cast any spells, or bring pets while in the area. Disruption of the activities will not be tolerated. Her schedule will be as follows: Wednesday, February 5, 2003 AOL Legends: 5:00 PM CST (3:00 PM PST, 6:00 PM EST, 11:00 PM GMT, 10:00 AM Thurs AEDT) Chesapeake: 6:00 PM CST (4:00 PM PST, 7:00 PM EST, 12:00 AM Thurs GMT, 11:00 AM Thurs AEDT) Baja: 7:00 PM CST (5:00 PM PST, 8:00 PM EST, 1:00 AM Thurs GMT, 12:00 PM Thurs AEDT) Thursday, February 6, 2003 Europa: 3:00 PM CST (1:00 PM PST, 4:00 PM EST, 9:00 PM GMT, 8:00 AM Fri AEDT) Siege Perilous: 4:00 PM CST (2:00 PM PST, 5:00 PM EST, 10:00 PM GMT, 9:00 AM Fri AEDT) Oceania: 1:00 AM CST (11:00 PM PST, 2:00 AM EST, 7:00 AM Fri GMT, 6:00 PM Fri AEDT) For information on events being held on our Japanese shards, please check our Japanese sister site at http://www.jp.uo.com/. Thanks, and we hope to see you at one of these appearances!
  9. If you pre-ordered your copy of AOS you can get your Code from here: http://www.amazon.com/library Ultima Online: Age of Shadows (with Hooded Shroud of Shadows)
  10. I don't like it. If it would grab the data from the ICQ servers I would use it. I think it only does that for AIM and MSN. Not sure about Yahoo. I hate that it didn't have anybody in my ICQ list in groups. But this was also last year when I tried it. They may have updated it since then.
  11. You can get the list by exporting your icq list from icq and importing it to trillian.
  12. For those of you that use or have SETI@Home you can now join The Honor Empire group. The Honor Empire at SETI@Home To setup a new account simply download the client and select new user (after starting the client). They also have clients for linux as well. So if you have a computer sitting around doing nothing while it is on.. well give it something to do!
  13. Balandar

    Codex

    Codex of Standard Article I Article II Article III Article IV Article V Article VI Article VII Article VIII Article IX Article X Article XI Preamble Where As, We are a large family of professionals who role-play within an Empire of HONOR that resides under the envelope of Britannia’s current government. 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. The enhancement and well being of Trinsic as the capital city of PGoH will be facilitated through utilization of natural structures. Through our economic endeavors led by Senators; gold is procured for skill development of members, while gems and gold donations are given for Tribute to expand the teachings of the Virtues. Citizen worship to GODS of skills provides the means for discipline and enhancement of life within the Empire. Establishment of safe-havens and universities of study for members and in time all of Sosaria are currently under construction. The Legion of the Empire provides the muscle and arm of the Empire, while the Senate body produces supplies and/or gold to be donated to Olympus as Tribute. Provincial matters of real-estate, quests, guild relations and justice reside in area of State ; where a panel of 3 Citizens of residence then coordinate or settle matters of concern or attention. In Olympus are our leaders, led by Emperor Borg, the Father of our Empire, who carefully plan and provide the guidance to develop Honor establishments, quests and challenges for members and realm to use and participate in Article I - Olympus Section 1- Description In Olympus is where Emperor Borg and his Magistrates develop all visions for the future of PGoH. Through vast experience, ability and devotion to the Virtues and GODS they are able to prepare members for what is to be their future guild endeavors and expansion of the Empire. Within Olympus Castle, located to the North of Trinsic, is the home of Emperor Borg, Pater Imperium, The Father of the Empire. Through his spiritual guidance and continued endeavors that are the basis of HONOR, he is PGoH and PGoH is him. Emperor Borg Magistrate Area of Influence Character Magister Officiarum Communications Balandar Quaestor Palatii State & Legal Martok Praipositus Sacri Morale & Entertainment Wolf Section 2- Roles Paragraph i The Emperor is the leader of the vast Purple Guardian of HONOR Empire and is the embodiment of Imperial Law. Emperor Borg provides direction in which he directs the great PGoH Empire. He maintains his connections with the GODS of Skills and protectors of the Virtues. The Emperor is the final interpreter and keeper of The Codex of Standard. Any power not specifically delegated in the Codex of Standard is withheld by the Emperor. Powers that are specific to that, the Emperor can negotiate treaties, appoint leaders and conduct inter-guild business. Emperor Borg is the manifestation of the GODS themselves. He primarily focuses the Empire and Realm in growth of skills through worship of the GODS of skill and teachings of the Virtues. Secondarily to the skills and Virtues, he works to instill civility and strengthen the bond between people and friendships. Summoned by the GODS of Skill in times of need and in times of greatness the Emperor is the embodiment of PGoH as PGoH is the embodiment of the Pater Imperium. Paragraph ii Magistrates are appointed by the Emperor and act as chief advisors to the Emperor and serve in his stead during absence. Magistrates are experts within their area of expertise and hold a vast experience over Imperial matters. Magistrates coordinate with Senators on the procurement of acquisitions and interest within the Empire. Article II- Senate Section 1- Description The Empire recognizes twelve areas of skill discipline. These twelve areas are combined to form a five house Senate which each of the twelve categorized skill disciplines act as an arm of the Council of Honor. The Senate is equal, and no specific hierarchy is followed. The Senate of PGoH is the civilian side of Empire with emphasis on resource management and creation of gold for Tribute as well as skill growth. The Senator is the highest position within this branch followed by Legate, Pontifex, Olympian, Maximus, Exhultarian, Patron, Client and Pleb. Section 2- Senate Houses Paragraph i The House of Genesis, led by Senator of Genesis, combines the skill disciplines of Hides, Beasts, and Spin. This house deals with all aspects of life within the realm. Plebeian consisting of tamers, tailors, and bards gather raw materials to be processed for either Imperial or Realm use. The Plebeians of Spin use their qualities of Music to provide entertainment and relaxation. Paragraph ii The House of Trades, led by Senator Rusty, combines the skill disciplines of Metal, Wood and Flight. This house, which is the production arm of the Empire, produces products of armor, weapons, wood, et. al.. for Imperial and Realm use. The House of Trades also maintains a constant stockpile of raw materials for tribute to the GODS and for dire times. Paragraph iii The House of Arcane, led by Senator Aviana, combines the skill disciplines of Arcane Arts and Death. Provisions of potions, scrolls, reagents, and magical items are products of this house. Through the arts of magic and the skills of the alchemical arts the House of Arcane provides mystical enchantment for both Realm and Empire. Paragraph iv The House of War, or Legion, is currently under the command of Senator of War Rand. The House of War maintains both skill disciplines of War and Health. The House of War is a unique House within the Senate, in which every family of the Empire has at least one family member as a Legion unit. The House of War supports the Legion, which supports military excursions by the Empire. Paragraph v The House of Espionage, led by Senator of Espionage Elathiel, combines the skill disciplines of Intelligence and Mischief. The plebeians of this house work closely within the House of War to provide both reconnaissance and access to the spoils of War. Salvage is also an important part of the life of a plebian of the House of Espionage. Retrieving articles from both sea and land, providing funding for Imperial Endeavors. Section 3- Roles Paragraph i Senators are economic leaders within a House of the Senate. All aspects of the House they command is their responsibility. They hold responsibility to most importantly the plebeians followed by the Empire and the Emperor. Appointed by the Emperor for their expertise they make up the Council of HONOR and perform to the fullest extent of their ability. Senators are the leaders of all economic matters that revolve around their houses wares or results of events run by the house. Paragraph ii Legates are appointed by Senators and titled according to the area of skill discipline that they are expert in. Special Legates of areas other than Senate skill discipline may be appointed by the Emperor. Legates are responsible for aiding the plebs of their skill discipline, and aiding the Empire in its endeavors. Paragraph iii Title and Promotion within the Senate Houses is based directly upon the amount of Grandmaster skills within a plebs area of skill discipline. Beginning with zero Grandmaster skills up to seven the titles consist of Pleb, Client, Patron, Exhultarian, Maximus, Olympian, Pontifex, and Pontifex Maximus. Article III- Legion Section 1- Description The Legion is the strong arm and muscle of the Empire consisting of combat units of members. This is where all new members become Legionnaires and prove themselves worthy of the role of Squire. The Legion participates in Senator called missions for resources, or on combat missions, which will then raise needed gold or resources for tribute. The Legion has eleven Cohorts that are under the direct command that Cohort's Centurion, and under the total command of the Imperator who also is under command of the Senator of War. The Legion follows a disciplined chain of command structure. Section 2- Roles Paragraph i The Senator of War is in charge of everything that goes on within the Legion. Each and every member that fights in the name of Honor for PGoH is his responsibility and subject to the orders he gives. He is in charge of promotions, demotions, discipline, and any matter concerning a member of the Legion. He is also responsible for the upkeep of the PGoH Battle Tactics Manual. Paragraph ii Imperators are head of a line of Honor and act as Generals under the command of the Senator of War. The Imperator acts as default Theatre Commander in all combat based activities by Imperial Forces. Responsible for commanding all military activities as declared by the SoW and he works as counsel to Senator of War on matters of promotion or award recognition for Legion ranks. (Theater Commander is the one who is in control of all others during an event, holds the force of law on all Legion events) Paragraph iii The Centurion is charged with the task of heading his cohort. He is responsible for keeping the men and women he commands in prime condition and training them in manners the SoW declares. In the absence of the Imperator or Senator of War the Centurions present discuss who shall command during the battle. During training missions that include only the Centurion's cohort, the Centurion is in charge, but may if he likes appoint one of his Phalynx's or Knights to lead as a test of Leadership skills. Masters of discipline and order within the Legion Structure Centurions are viewed as holy inside the ranks and are perceived as godlike by citizens of the Empire. 1 Centurion per Cohort. Paragraph iv The Phalynx is responsible for assisting the Centurion in manners he perceives. He is fully knowledgeable in tactics outline in the PGoH Battle Tactics Manual. He is aspiring to be given command of a Cohort one day, and be promoted to Centurion. Typically the "point-man" or the "in the trenches officer" among the Knights the dedication to brethren in combat is unwavering and equaled only by his concern for citizens of the Realm. 2 Phalynx Per Cohort. Paragraph v The Decurion is the trainer of new recruits, Legionnaires, into the Legion. He is responsible for training and familiarizing the recruits with PGoH tactics outlined by the Senator of War. He must maintain a stern manner and teach the Legionnaires discipline and teamwork. Through processes of breaking down and building up the mental character of the Legionnaire he creates Legionnaires who will become a strong arm in the PGoH Legion. He is also responsible for submitting a detailed performance report on each Legionnaire at the end of their session of thirty days. All aspects of Legionnaire affairs are his domain. Decurion Logan is in effect the Centurion of all Legionnaires and Squires. Paragraph vi Knights are the noble soldiers of the Legion who pledge to uphold and defend Honor at all costs. Viewed as heroes by the citizens; Knights try to live up to the expectations of all those above, around, and below them. Responsible for teaching their Squires the methods and procedures of Legion life and matters of Imperial Order. 7 Maximum Per Cohort Paragraph vii Squires are aspiring Knights of those who have been accepted by empire. With the help of their Knight they must learn to adapt and live within the Empire while learning Legion protocol. Paragraph viii The Legionnaire is an applicant to the Empire who has petitioned for entry and acceptance into the Legion. For thirty days he must learn to live in this new world, as all are reviewing his performance for acceptance to further his Legion training. Inactivity of a Legionnaire can result in dismissal due to the AWOL status. Paragraph ix Title and Promotion within the Legion is based on performance and battle competence, also title reflects the current rank and cohort of a member while in PGoH based on factors as seen fit by the Senator of War. Promotion is warranted when the Senator of War, with recommendations from the Imperator and the Cohort Centurion of the soldier in question, feel that soldier is ready to advance. The Senator of War may choose to award members of the Legion Stars (*) based on positive acts of Virtue in a time of War or heavy battle. All recommendations for the awarding of Stars by the Senator of War must be reviewed by the Emperor. Section 3- Lines Paragraph i As PGoH grows, so must the Legion. Once each cohort has the full number of warriors, ten (one Centurion, two Phalynx, seven Knights) then that line is complete and a new line can be formed. These Lines are headed by Imperators. The Imperators act as generals of the Lines and dispatch them at the discretion of the SoW. Currently the first line is Felix, followed by Maxis. Each time a new line is formed the current Imperator receives one star. Section 4- Cohorts Paragraph i The Warlock Cohort consists of all pure mages of all race. Pure mages defined as those who use magic as a main defensive force, may have any secondary weapon skill. Under the direct command of the Warlock Centurion LizShue, these forces rain down Arcane power against enemy lines. Paragraph ii The Dragoon Cohort consists of very skilled in the arts of man vs. man and man vs. beast. Warriors of all race. The Calvary of the PGoH Legion. Used for both scouting and mounted attack with heavy armor. Under the command of the Dragoon Centurion Vandorn, these forces are skilled in melee and parry. Paragraph iii The Shadowrider Cohort consists of mounted archers. Posted at key locations for use in Long range combat. Under the direct command of Shadowrider Centurion Baltazar Con Wec, they have secondary attack skill and are extremely well trained in team combat. This Cohort is used for reconnaissance and advance quick strike attacks. Paragraph iv The Gladiator Cohort consists of all units that kill their enemies using a melee tactic and parry (unmounted). Under direct command of the Centurion Gladiators, currently Bishop. Skilled highly in the hand to hand death of man vs. man and man vs. beast. This is the most glorious cohort of the Empire that stands its ground to the death. Paragraph v The Heran Cohort consists of all units that have the skill to command fierce beasts and order them to do their bidding. Highly skilled in man vs. beast and man vs. man with the use of lesser creatures. Under the direct command of the Heran Centurion Ange San Ailes. Paragraph vi The Ranger Cohort consists of all archer units that do not use mounts. Posted at key locations for use in Long range combat. Under the direct command of Ranger Centurion Ballyn, they may have secondary attack skill and are trained in hiding. This Cohort is used for reconnaissance and guerrilla warfare attacks. Paragraph vii The Lancer Cohort consists of mounted Lance equipped units. Utilized in concert with Dragoon charges or ahead of Gladiator advancing lines. Under the direct command of Lancer Centurion AVAILABLE, they must have fencing skill and 100 STR. This Cohort is used for line support, charges and flanking attacks. Paragraph viii The Pike Cohort consists of foot-soldiers equipped with Halberds. Utilized to defend against horsed charges or along side Gladiator advancing lines. Under the direct command of Pike Centurion AVAILABLE, they may also use large two-handed axes. This Cohort is used for line support, defending charges and flanking attacks. Paragraph ix The Enchanter Cohort consists of Bards equipped with weapons of choice. Utilized to defend against beast charges or along side Heran forces. Under the direct command of Enchanter Centurion Luz Del Fuego, they may also be tamers. This Cohort is used for line support, defending charges and flanking attacks. Paragraph x The Dread Cohort consists of Necromancers. Utilized to raise the dead as reinforcements as well as having assassins, the use of the Scythe and poisonous weapons is common. Under the direct command of Dread Centurion AVAILABLE, this dark cohort of the Empire is known for harvesting of body and soul to do their bidding. This Cohort is used for line support, covert and first strike attacks. Paragraph xii The Skullcrusher Cohort consists of members of the Orc race that have joined to stand for HONOR against the enemies of the land and Empire. Orcs are led by a NOB and have rankings of Lord, Mojo, Grunt and Gruntee. Leadership of Skullcrusher Cohort is determined from within the Cohort after combat challenges are made for Cohort control. Skullcrusher Orcs maintain their cohort within the Orc Cave. ALL POSITIONS AVAILABLE Paragraph xiii The Locust Cohort consists of members of the Gargoyle race that have joined to stand for HONOR against enemies of the land and Empire. Gargoyles are led by a Templar and have rankings of Nexus, Knight, Squire and Pup. The Gargoyle Cohort is highly magical in power and can posses the dark art of necromancy. Gargoyles maintain their cohort within the Eye of Trinsic. ALL POSITIONS AVAILABLE Paragraph xiv The Elf Cohort consists of members of the Elf races which have joined to stand for HONOR against enemies of the land and Empire. Elves have a deep language and society which is described on the website link for Elf Race. Roles, Titles and activities along with the deep role-playing requirements are covered there. ALL POSITIONS AVAILABLE Paragraph xv The Naval Cohort is the Fleet of Honor, led by an Admiral , which is equivalent to the Imperator of land forces. The Fleet consists of Ten Warships, each having a compliment of 10 units per ship with one captain per ship. Rankings below Captain are First Mate, Buccaneer, Sailor and Swabbie. Grenadiers, Alchemist Bombers, can be part of the naval compliment as well. Naval units are used for transport of land forces during landings and beachheads, blockades, convoy protection, salvage operations and new land exploration. ALL POSITIONS AVAILABLE Section 5- Hierarchy Paragraph i The Senator of War is in charge of all aspects of Military affairs. His orders are carried out by the Imperator, he may also direct the Imperator to take charge. In the event of death or inability to lead the Imperator takes charge, followed by, in order of Seniority with battle star consideration, Centurions, Phalynx, Knight, Squire, Legionnaire. Citizens that hold a leadership position outside the Legion hold an honorary Phalynx position within the Legion, but do not hold command over Officers within the Legion. Section 6- Enrollment and Retirement Paragraph i Enrollment within the Empire of the Purple Guardians of HONOR begins within the Legion with one single family member of a given applicant. Once a recruit is stoned, and is interested in joining PGoH he is given the title Legionnaire. As a Legionnaire he is to observe and learn the ways of an Imperial Citizen seeking entry into the empire as shown to him with his Legionnaire Class and the Decurion. A period of thirty days is taken to accumulate a squire class, following that thirty days there is a period of thirty days for voting by the General membership. After an eighty percent vote of Yea is recorded all his fellow squires of that class are brought to MARS to be chosen by a senior member of the PGoH Legion under the Cohort they are to enter. After he is chosen the new Squire (Or racial Equivalent) will be taught and instructed to facilitate a Role-play relationship like the days of olde. Once he is a Squire his training deals with more of a cohort to cohort basis. If the Imperators or the SoW feel the recruit is not ready to be drafted he continues to be a Legionnaire until he is ready to proceed as a Squire. The PGoH Empire is strongly family oriented and required in such role-playing. An existing full member must be a Knight for a Squire...thus creating the link of Squire to Knight as in days of olde. Family, as the term is used inside PGoH is Two folded.....the entire guild is one big family...while each applicant as well brings as many characters they can into the Empire to grow and teach.....the good of the many (Empire) principal" that in turn then "provides for the one (Applicant). If it comes to the knowledge of PGoH that you were once banned from the realm your residence in the PGoH Empire shall be removed immediately. Paragraph ii After a service period of two years a soldier is eligible to retire from Legion service, but is not obligated. After 2 FULL years of service a member is eligible for a retirement package to Veteran status in Senate House of his choosing. There they will become aid to Senator in raising of tribute and be given a personal ship to travel the world.....the slow and peaceful way. Section 7- Declarations of War Paragraph i The War Oversight Committee, consisting of the Senator of War, Senator of Espionage, and Praetorian Prefect researches possible guilds to begin inter-guild War declarations with. This committee is simply a research committee that looks into possible opponents for PGoH to enter a Role-Play War in. After an adversary guild has been identified the Committee then devises Rules of Engagement, and the Terms of War. Paragraph ii If an adversary agrees to the Rules of Engagement then the War Oversight Committee drafts Terms of War Proposal and it is brought to the Emperor for approval. The Emperor then has the option to discuss the issue with the Council and his Magistrates. If the Proposal is rejected War is not declared, the proposal must be reworked by the War Oversight Committee. Emergency Declarations of War may be made by Emperor Borg at any time. The Emperor must inform the War Oversight Committee terms and reasons for such action. A unanimous vote by Council of Honor and State Governors can overturn any declaration of War.. Subsection 3.A- Rules of Engagement (As stated in the PGoH Legion Manual of Battle Tactics) I. Everyone role-plays differently. You may not like someone’s method of interacting but if they are maintaining a character, respect that. Respect of others is tantamount to any form of interaction whether in game or out. Keep this in mind and you have already succeeded where many fail. II. Remain in character as best as possible. Of course you may slip from your intended path from time to time. Use your judgment in role-play, but here are some guidelines on what to refrain from: i. Use of Kewl-Dewd terminology. It is strictly prohibited. We aren’t all going to speak in olde English but let’s try not to include modern language or slang whenever possible. ii. Do not openly discuss stats and skills in their raw values. Use the titles granted such as Journeyman or Master within the game. If you must tell someone the exact value use one of the methods granted by the Gods (whisper and party talk) or your Pigeon, Dragon, Familiar (or whatever role-play name you call ICQ). III. Know the guilds we highlight. This means Enemies, Neutrals and Allies. Not all highlighted guilds/peoples are “hostiles”. This means as a Purple Guardian of Honor you are required to check the skypage for new declarations and PGoH intentions towards other guilds. There is also a link that clearly shows guilds currently interacting with PGoH and the type of relationship held with them. Failure to know this is no excuse for improper action by accident. It is your obligation to keep up to date with happenings. There will be groups that we engage upon sight, some that we are distant to, and some that we embrace. Treat them accordingly. IV. Interaction with “enemies” may often result in combat. Be mindful that not all encounters must go this route, and that certain guilds will often opt for something other than straight combat. There may be taunts, jests and the like. Highlighting is to enhance game play, not to provide an excuse for mindless battle. Make sure there is reason behind your actions either through what the guild leaders have stated or as a result of your true play of roles with your character. Some may wish to take hostages or have a tribute paid for safe passage. Just be mindful of alternatives to combat and that these actions can be just as rich and rewarding as battle. V. When engaging the enemy, many guilds will offer or warn in some manner that they are about to attack. Don’t be blind to such warnings. As members of PGoH, you are expected to do this yourself, 'tis the honorable thing to do, but not all guilds will do so. It will take a small effort on your part to learn how certain guilds engage. Orcs are different than Pirates; Pirates are different from Undead; Undead are different from . . . well, you get it. If you are unsure of someone’s intent, then use extreme caution. Some examples of what PGoH members might say in a challenge of battle include, but are not restricted to: i. “Prepare yourself for battle.” ii. “You are trespassing upon our territory. State your intention or face the sword.” iii. “I don’t quite care for people like you. You had best remove yourself from my site before I must take action.” VI. If you trespass upon another guild’s lands and they are “enemies”, expect that you will be attacked on sight. While PGoH will issue challenges to anything other than what resembles a war party, other guilds, such as the Orc Clans, are very territorial. This means if you step on their lands expect aggression, though if you are quick and offer tribute you might be granted a moment to speak . . . or to flee. VII. Should you slay your opponent in combat you must adhere to the following: i. Do Not Loot!!! ii. When it is safe to do so, resurrect them. VIII. Death of yourself should be treated in the following manner. There are absolutely no exceptions to this. i. Should you die, wait for resurrection from a fellow guild member or should the situation dictate, your attackers. ii. Upon resurrection you are to remain in a death robe for 30 minutes. You are not to block or interfere with any events going on until that 30 minute period has passed. Do not hold any weapon or spell book (except to heal yourself or remove yourself from the scene, then remove it). Note, if you leave the scene you must still wear your death robe. You are still the “walking dead” for that 30 minute period. iii. Should you have reason to dispute the action taken against you, remove yourself. IX. Tamers are not to use anything stronger than a drake in battle. (This means no dragons, wyrms or nightmares). When using a drake, you may use one and no more. There are no restrictions on lesser animals. Tamers are to acknowledge that with this restriction in place you may expect to not be attacked while in the company of such destructive beasts. This does not give you carte blanche to push things, though. If trespassing, you must remove yourself. X. We will end where we began. Respect others. We all play this for entertainment. Treat others with respect and you will get the same in return. (Remember, respect from some in role-play may not outwardly appear as such, but it is there nonetheless.) Should you feel you have been treated in a manner not fitting with standard RoE, please contact the Praetorian Prefect, the Senator of War, a Praetorian Officer, or the Emperor, in that order. If none are immediately available, then please relax and wait. There is never an extended amount of time without one of these people being available. Use of logs and screenshots are VERY helpful. Article IV- The Praetorians Section 1- Description The Praetorians are the Emperor's Personal Bodyguard, and act as the "police" of the Empire. They heed the word of the Emperor and uphold the laws of the council at all costs. They are the hands of justice in all manners. Keeping a low profile they answer directly to the Praetorian Prefect and Emperor Borg. To see the Praetorians come is usually an ominous sign. When a Praetorian speaks it is for the laws set by the Emperor and his council and those words should be heeded and thought through with utmost importance. The Praetorians are masters of their skill and are disciplined to the extent of obsession. Section 2- Roles Paragraph i The Praetorian is the basic unit within the group that serves as body guard to the Emperor. This elite guard is highly trained in all areas of combat and is highly disciplined by the Praetorian Prefect. Swearing their lives to the Emperor they speak seldom but act quickly in times of despair. Paragraph ii The Praetorian Prefect attends Council meetings a confident advisor to the Emperor and gives his opinions in manners as the other members do. The Praetorian Prefect speaks in the name of the Emperor, and the council. His words should be heeded by all. The Praetorian Prefect holds power such as the Emperor but not in the form of politics. His power comes from what has already been decreed. He is the Watcher of the Empire, a true Guardian of HONOR...the enforcer of existing Imperial Law and Council Mandates.. Article V- State Section 1- Description The State portion of the PGoH Empire is used to facilitate a basis for interaction between both other organizations and peoples within the area of their jurisdiction. There are 3 Provinces within the realm that cover all landmasses on which houses may be placed. Here in the STATE section of the PGoH Empire a Governor, Praefactor and Emissary deal with a range of issues all revolving around the provincial affairs of the Empire. These roles are deeply rooted in diplomacy and matters of non-combat relations but involve the judicial aspect of Imperial life. The laws of the Codex of Standard and Lord British himself are put into the fates of the ones who stray from them. After a decision has been made by State, sentence is issued by the Emperor and carried out by the Praetorians Section 2- Roles Paragraph i The Head of State is the Senior Ranking Governor and acts as the supreme judge in cases of disputes and breaking of Imperial law. The Head of State, currently Brianna holds a position on the Council of HONOR in the same aspect as a Senator. These roles are deeply rooted in diplomacy and matters of non-combat relations but involve the judicial aspect of Imperial life. Paragraph ii A Governor acts as a Judge who will listen to topics raised within the Province and serves as the front line position and coordinator for provincial matters of state and inter-guild activities. Paragraph iii Praefactor (guard-prosecutor) is responsible for up keeping law within the Province and responsible for alerting the necessary persons to crimes within the Province. Paragraph iv Emissary (mediator-defender) is responsible for up keeping inter-guild and/or inter-citizen relations up between the Empire of the Purple Guardians of HONOR and those living within that Emissary's jurisdiction. Section 3- Provinces Paragraph i The Province of Illycium includes Trinsic, Serpent's Hold, Jhelom, Occlo, Magincia and bordering small Isles. Thiork is Governor. Paragraph ii The Province of Nicomedia includes Vesper, Wind, Compassion Desert, and Yew which stretches south to Orc Outpost NW of Crossroads. Strider is Governor Paragraph iii The Province of Dalmatia includes Skara Brae, Britain Swamps to area below Orc Outpost SE of Shame mountains, and Moonglow. Brianna is Governess. Paragraph iv The Province of Draconia includes all lands found in the Lost Lands map that includes Delucia and Papau. Triston is Governor. Paragraph v The Province of Ilshenar includes all lands found in the lands of Ilshenar. Shal is Governess. Paragraph vi The Province of Luna includes all the Northern Lands of Malas. AVAILABLE . Paragraph vii The Province of Umbra includes all the Southern Lands of Malas AVAILABLE Section 4- Disputes Paragraph i If the dispute is between two members of a Cohort or House then the Senator of that house determines the fate of his two plebs or soldiers. In the event that a party wishes to appeal the decision set on him by the Senator of War or Head of their house the Triumvirate is convened. Paragraph ii The triumvirate consists of the Head of State, along with the two other Governors. Each member tells his side of the story, the Triumvirate deliberates and a decision is issued and the Emperor sets sentence. Paragraph iii House Leaders determine innocence or guilt upon their own plebs. The Head of State determines guilt or innocence between two members of differing houses. The Emperor decides guilt or innocence in the case of two members of Leadership standing. Leadership standing defined as Legate, Governor, Senator, Praetorian Prefect or Magistrate. Subsection 4.A- Dueling In the event that a dispute escalates to the point where a duel is issued any member of PGoH who must decide the rules of a duel must adhere to the following set of regulations. (Courtesy the Apocalypse) I - NO Magic equipment including armor, weapons, items, or clothing. II - NO Pets of any kind including summoned ones even if done during the fight. III - NO Reporting for murder counts. IV - You may use any means of healing, and you may carry any amount of reagents or potions. The simple fact is staying alive is as much a talent as killing, so the limits of supplies will be left to the capacity of the player. V - With the new balance on skills, mages may use any weapon and warriors may use magery. Again, simple fact is it all comes down to tactics. VI - Poisoning weapons prior or during is allowed, anyone may use pre-poisoned weapons. ***Victory*** Victory is simple: you win if your opponent dies. But there are some rules... I - If you violate any of the above rules, you will lose by forfeit. II - If you LC that constitutes a win for the other person (period). III - If you flee the fight by running out of the agreed area of the fight, recall or gate out, then you lose the fight. IV - If someone enters the fight, the fight must be redone. V - If you kill both yourself and your opponent with one area-effect such as EV or Chain Lightning spell, you lose. VI - There is NO LOOTING of the loser. VII - If you run out of equipment such as reagents, the fight continues until someone dies. VIII - You may yield to your opponent at anytime, however, if they wish to continue to kill you, then take your death or flee....if you can. Section 5- Criminal Acts Paragraph i If a member is found to be in personal violation of a crime, or found to behave in a manner unbecoming of a Purple Guardian of Honor, or is guilty of a crime listed below then that member is dealt with by the Senator of War if within the Legion, or the Head of State if outside of the legion. If the member in question is a legionnaire then the Emperor and Decurion shall deliberate on whether or not the Legionnaire is allowed to continue their stay within the Empire of the Purple Guardians of HONOR. If a member violates the Ultima Online Code of Conduct or Ultima Online Terms of Service Agreement their membership within the Empire shall be terminated. Paragraph ii Certain Crimes, known as Crimes against the State, will result in immediate banishment from the realm, upon a guilty finding. 1. Falsehood; Absence of Truth and Concern 2. Hatred; Absence of Love and Tolerance 3. Cowardice; Absence of Courage and Desire Paragraph iii Deceitful crimes attack at the fabric of the family and Empire itself which amplify the behavioral pattern of the citizen Outside realm [Real World] These cannot be rectified in game and thus are attacks far reaching than the realm itself. Punishable by death and/or banishment from the Empire. 1. Falsehood; To impersonate or deceive the Empire deliberately to evade responsibility of ones own actions 2. Treason; To undermine Imperial Programs for the benefit of external forces and/or to supply external forces with private information sensitive to the Empire 3. Embezzlement; To misuse Imperial resources or appropriations for personal wealth or gain 4. Heresy; To participate willingly in activities and/or Blasphemy to injure the reputation for the Empire or its citizens 5. Racketeering; To deliberately act as a participant in monetary or material transactions in which fair trade is not followed (Scams) Paragraph iv Covetous Crimes are behavioral crimes that can be rectified through discipline inside the realm and always are based on the illegal acquisition and the eventual return of assets. Possession is ones ownership in terms of on person or within area of domain. Domain is area of personal ownership in terms of property or relationship to. Punishable by fine or imprisonment, reoccurring incident could receive banishment. 1. Thievery; To take item of value without permission from a citizen’s possession 2. Grand Larceny; To take items of more than 10,000 gold value in act of Thievery Paragraph v Despicable Crimes are behavioral and can be rectified through discipline inside the Empire and realm since they attack at the realm itself not the outside realm. Punishable by Imprisonment, could result in death and/or banishment. 1. Blasphemy; To proliferate false statements surrounding Imperial matters 2. Kidnapping; To forcibly deny a citizens right to freedom….PC/NPC 3. Murder; To kill without warrant from State, Olympus or Lord British…NPC 4. Oppress; To kill without warrant from State, Olympus or Lord British…PC 5. Serial Murder; To perform multiple acts of Murder…. NPC 6. Massacre; To Oppress against a many victims…...PC 7. Genocide; To kill with intent to eliminate completely a people or race without warrant from State, Olympus or Lord British……NPC Article VI- Council of Honor Section 1- Description The Council of Honor consists of eleven members whom gather frequently to discuss matters that currently face the Empire with the Emperor. The Council of Honor acts as an advisory committee to the Emperor on matters surrounding Imperial Affairs. While the Emperor sets and devises policy the Council of Honor assists the Emperor in doing so. The Council does not involve itself directly in the politics of the Empire. Aside from being present to gain knowledge of Imperial Affairs with the Council of Honor, Emperor Borg holds court within the throne room of the Castle of Olympus every Tuesday night at 11 o'clock by the Eastern Skies. . Section 2- Seats The Council of Honor is comprised of the Emperor, Magister Officarium, Magistrate Quaestor Palatii, Magistrate Praipositus Sacri, Senator of War, Senator of Arcane, Senator of Genesis, Senator of Trades, Senator of Espionage, Head of State, and Praetorian Prefect. Legates, and Governors may be present to give substance to the discussion as well, but do not hold voting seats. There are four officer positions on the Council of Honor that do not with them provide any rank or privilege other than to report to the council. Section 3- Roles Paragraph i The Chair holds and conducts meetings, and also sets the agenda for upcoming meetings, which could include conducting polls. This is a rotating role. Paragraph ii The Registrar keeps up on Imperial Citizenship and updates the Imperial board records for individual merits and membership. AVAILABLE Paragraph iii The Herald records and writes the minutes of the meeting as well as assists in the reporting of material submitted by the Emperor, Senators, Governors or Legates as necessary to the Imperial boards. AVAILABLE Paragraph iv The Treasurer holds all gold and possessions of indirect value such as deeds, gems, ship deeds, maps etc. all that the Empire currently possesses. Colin Mor is Treasurer. Article VII- Religion, Tribute and Virtue Section 1- Religion Paragraph i Zeus, King of GODS, heaven, earth and Justice is the patron deity of the Emperor. Paragraph ii Mars, GOD of War is the patron deity of the House of War, or Legion Paragraph iii Ceres, GODDESS of the Harvest is the patron deity of the skill discipline of Hides. Paragraph iv Poseidon, GOD of Sea and Earthquakes is the patron deity of the House of Arcane. Paragraph v Vulcan, GOD of Blacksmiths is the patron deity of the skill discipline of Metal. Paragraph vi Apollo, GOD of Music, Poetry, and the Sun is the patron deity of the skill discipline of Spin. Paragraph vii Vesta, GODDESS of the Hearth is the patron deity of the skill discipline of Wood. Paragraph viii Artimes, GODDESS of the Hunt is the patron deity of the skill discipline of Flight. Paragraph ix Mercury, GOD of Thieves and Messenger of Zeus is the patron deity of the skill discipline of Mischief. Paragraph x Hades, GOD of the Underworld is the patron deity of the skill discipline of Death. Paragraph xi Venus, GODDESS of Love is the patron deity of the skill discipline of Health. Paragraph xii Minerva, GODDESS of Intelligence is the patron deity of the skill discipline of Intelligence. Paragraph xiii Hera, Queen of GODS, Protector of Women and Beasts patron deity of the skill discipline of Beasts. Section 2- Virtue Paragraph i Honor, a Chivalric life of Courage and Truth is the virtue of the Pater Imperium and Emperor. Paragraph ii Valor, Courageous in ones endeavors always is the virtue of War Paragraph iii Honesty, Consistently Truthful at all times is the virtue of Trades. Paragraph iv Spirituality, Courageous Love in a Truthful search is the virtue of Arcane. Paragraph v Compassion, Love for life and all its worth is the virtue of Genesis. Paragraph vi Humility, Prideful state seeking principal is the virtue of Espionage Paragraph vii Justice, Love for seeking Truth and its law is the virtue of State Paragraph viii Sacrifice, Courageous devotion with Love is the virtue of the Praetorian Guard Section 3- Tribute Paragraph i As the case has always been the means to improve the universities of knowledge are funded by varied donations. The Senators of the Imperial houses are responsible for gathering the declared items if called upon by OLYMPUS. The only required TRIBUTE from every citizen is Gems that are found in wild during ALL members activities. If individual members wish to donate gold that is their choice and registered in their names. Paragraph ii The COUNCIL of HONOR semi-annually meets to discuss the condition of the Empire Treasury/Vault and determines if any TRIBUTE will be set for following 6 months. Expenditures of Tribute is then performed as determined by plans set by OLYMPUS. Article VIII- Oaths Section 1- Oath of Service, Honor, and Protection Paragraph i Upon entering PGoH, a member must swear fealty to Pater Imperium Borg via the PGoH Guildstone, pledge allegiance to Emperor Borg, agree to act according to the Codex of PGoH, and protect the realm and all that are innocent. A member must also agree to follow the standard code of Conduct. Paragraph ii I - Do not attack thy foe before issuing a challenge. Ambush is ignorance of challenge. II - Do not fall to base name calling and vulgar oaths. Holds NO worth and NO HONOR. III - Take not the gold of others, or cheat them, for this would bring dishonor upon thee. Maintain a gold colored bag for holding of your gold/gems on person. IV - Search for Honor, strive to attain enlightenment in HONOR and uphold those ideals. V - If thou art honorable and just, it is good that thou be known so. If it be necessary to sacrifice thy reputation to maintain virtue, do not hesitate to do it. VI - If you meet a member in your travels, whether you know that member or not, greet them kindly. If they need assistance, aid them if you can. VII - Read the ethereal boards often and attend in-game meetings for dissemination of Imperial matters. Use Imperial sites and resources of trade for economic gains and growth. Communication: In game is for ROLED matters. ICQ and Party chat is for Out of Character. Forums board and Email is for Larger issues. mIRC is used for general chat. ICQ use and operation is CRITICAL to facilitate help and communication. VIII - Understand the structure of the Empire and its general principals (see Description) Ask questions if you are unsure. IX - Participate in resource gathering events for the promotion yourself and fellow craftsmen/women. 100 pairs of hands toiling 1 time is so much more efficient than 1 pair 100 times alone. X - Maintain patience and have FUN! Section 2- Oath of Service, Honor, and the Pursuit of Happiness Upon taking a Council position each member must swear the Oath of Service, Honor, and the Pursuit of Happiness. This states that they must act in an Honorable way, Must not leave the guild over petty disputes over petty squabbles, but other situations (RL, Extenuating Circumstances etc.) are means for retiring their post, and the Utmost priority of keeping the plebs in which he is assigned happy and serving PGoH to the best of his ability. Article IX- Attire Section 1- Standard Uniform Paragraph i The Senator of War wears a red cape, a black kilt, purple half apron, and a blue sash. Paragraph ii The Imperator wears black armor, a black cape, a black kilt, a purple sash, and a purple half apron and wears the Empires Medallion. Paragraph iii The Centurion wears golden armor, a purple cape, a black kilt, a sash of the cohort color, and a purple half apron. Paragraph iv The Decurion wears blood red armor, black sash, black kilt, black cape and blood red half apron Paragraph v The Phalynx wears bronze armor, sash of the cohort color, a black kilt, a purple cape, and a purple half apron. Paragraph vi The Knight wears silver armor, a black doublet, a black kilt, and a purple half apron….NO CAPE. Paragraph vii The Squire wears silver armor, a black doublet, and a purple kilt and purple half apron….NO CAPE. Paragraph viii The Legionnaire wears a black doublet and a purple half apron….NO KILT and NO CAPE. Section 2- Non-Legion Ceremonial Uniform Paragraph i The Emperor wears Black Plate, Scepter of the Empire, Black Kilt, Red Sash, Purple Apron, Black Cloak Paragraph ii The Magistrate wears Black Plate/Robe, Rune Book, Black Kilt, Red Sash, Purple Apron, Purple Cloak Paragraph iii The Senator wears White plate, cloak of the house color, purple apron, black kilt, blue sash, black staff Paragraph iv A statesmen wears Green plate, purple cloak, black kilt, purple apron, green sash, spell book. Paragraph v A Legate wears a white shirt, black pants, black thigh boots, leather gloves, sash of the house color, kilt of the house color, purple cap, and a tool of trade. Paragraph vi A citizen wears a white shirt, black pants, black thigh boots, leather gloves, purple apron, purple sash, and a tool of the represented house. Section 3- Legion Ceremonial Uniform Paragraph i The Imperator wears black armor, a black cloak, a purple sash, a black kilt, and a halberd. Paragraph ii The Decurion wears blood red armor, black sash, black kilt, black cape, blood red half apron, and a halberd. Paragraph iii The Legionnaire silver chainmail chest, silver plate arms, silver plate gloves, silver, plate gorget, silver coif, black thigh boots, black doublet, purple apron Subsection 3.A- Shadowrider Paragraph i The Centurion wears golden chainmail, golden plate arms, golden ringmail gloves, a golden coif, a heavy cross bow, a shadow black sash, a purple cape, a black kilt, a purple half apron. Paragraph ii The Phalynx wears bronze chainmail, bronze plate arms, bronze ringmail gloves, a bronze coif, a cross bow, a shadow black sash, a purple cape, a black kilt, a purple half apron. Paragraph iii The Knight wears silver chainmail, silver plate arms, silver ringmail gloves, a silver coif, a bow, a shadow black sash, a black kilt, a purple apron. Paragraph iv The Squire wears silver chainmail, silver plate arms, silver plate gloves, a coif, a bow, black thigh boots, a shadow black sash, a purple apron Subsection 3.B- Warlock Paragraph i The Centurion wears a full golden studded leather suit, a rune book, an orange sash, a purple cape, a black kilt, a purple half apron, sandals, a black wizard's hat. Paragraph ii The Phalynx wears a full bronze studded leather suit, a rune book, an orange sash, a purple cape, a black kilt, a purple half apron, sandals, a black wizard's hat. Paragraph iii The Knight wears a full gray leather suit, a spell book, an orange sash, a black kilt, a purple half apron, sandals, a black wizard's hat. Paragraph iv The Squire wears a full gray leather suit, a spell book, an orange sash, a purple half apron, sandals, a black wizard's hat. Subsection 3.C- Dragoon Paragraph i The Centurion wears a golden chainmail chest, a golden platemail leggings, a golden platemail arms, a golden platemail gloves, a golden platemail gorget, a golden closed helm, a bardiche, a purple cape, a sky blue sash, a black kilt, a purple half apron. Rides a white horse. Paragraph ii The Phalynx wears a bronze chainmail chest, a bronze platemail leggings, a bronze platemail arms, a bronze platemail gloves, a bronze platemail gorget, a bronze closed helm, a spear, a purple cape, a sky blue sash, a black kilt, a purple half apron. Rides a brown horse. Paragraph iii The Knight wears s silver chainmail chest, silver platemail leggings, silver bronze platemail arms, silver platemail gloves, silver platemail gorget, silver closed helm, short spear, sky blue sash, black kilt, purple half apron. Rides a lighter brown horse Paragraph iv The Squire wears a silver chainmail chest, silver platemail leggings, silver bronze platemail arms, silver platemail gloves, silver platemail gorget, silver closed helm, war fork, sky blue sash, purple half apron. Rides a darker light brown horse. Subsection 3.D- Gladiator Paragraph i The Centurion wears golden platemail, a crimson sash, a purple cape, a black kilt, a purple half apron, a bronze shield, a Viking sword. Paragraph ii The Phalynx wears bronze platemail, a crimson sash, a purple cape, a black kilt, a purple half apron, a long spear. Paragraph iii The Knight wears silver platemail, a crimson sash, a black kilt, a purple half apron, a katana, a heater shield. Paragraph iv The Squire wears a platemail suit with the exception of the leggings. Black pants, black thigh boots, purple sash, purple half apron, broadsword, purple kite shield. Subsection 3.E- Praetorians Paragraph i The Praetorian Prefect wears black pants, a black shirt, red sandals, a red sash, a red skull cap, katana, metal shield. Paragraph ii The Praetorian wears black pants, a black shirt, black sandals, a red sash, katana, metal shield. Subsection 3.F- Herans (To be developed by Centurion Ange San Ailes) Subsection 3.G- Rangers (To be developed by Centurion Ballyn) Subsection 3.H- Enchanters (To be developed by Centurion Luz Del Fuego) Subsection 3.I- Lancers (To be developed) Subsection 3.J- Pike (To be developed) Subsection 3.K- Orcs (To be developed) Subsection 3.L- Gargoyles (To be developed) Subsection 3.M- Elfs (see Elf subsection of website ) Subsection 3.N- Navy (To be developed by Admiral) Article X- Awards Section 1- Description There are three levels of awards within the PGoH Empire; Medals, Badges, and Coins Medals represent individual high level awards for "lifestyle" (role-playing) within Empire and realm. Badges represent individual missions within the PGoH Empire. Coins represent an individual achievement or action. Section 2- Qualifications Medals are the pinnacle of achievement in a particular section of Imperial existence by a citizen of the Purple Guardians of HONOR. There are 2 different classifications of Medals……Imperial and Deity. The Imperial medal is one covering a section of life within the PGoH Empire and Catskills realm. The Deity medal is one that recognizes achievements inside a house in Senate. All Medals are petitioned by Senators or Olympus to Council of Honor then on to Emperor for final approval. Section 3- Medals Paragraph i The Zeus Medallion is awarded for achievement and mastery of knowledge of ALL GODS of Senate worship including the mastery of techniques for "living" an Imperial subject with respect of GODS and their role relative to the skills to which the said GOD/GODDESS is worshipped ….all in conjunction with a consistent "lifestyle". Paragraph ii The Legion Arms is awarded for mastery of knowledge in LEGION hierarchy, roles and expectations. Consistent commitment to LEGION command structure and protocols in missions as well as follow through of orders charged ….all in conjunction with a consistent "lifestyle". Paragraph iii The Senate Citation is awarded for mastery of knowledge in SENATE hierarchy, roles and expectations. Consistent commitment to SENATE events and missions through participation and citizen training …all in conjunction with a consistent "lifestyle". Paragraph iv The State Recognition is awarded for mastery of knowledge in STATE hierarchy, roles and expectations, procedures and protocols. Consistent commitment to provincial programs, interaction and judicial declarations …all in conjunction with a consistent "lifestyle". Paragraph v The Medal of HONOR, the most prestigious of all awards, is awarded for consistent commitment to the ideal of HONOR as defined in "Virtues" by Richard Garriot as well as the foundation expanded by the PGoH Empire through the 4 sections of infrastructure. In most, not all, instances the medals of Zeus, Legion, Senate and State are prerequisites. Paragraph vi The Catskills Commendation is awarded for participation in a realm event sponsored by OSI which said participation is documented in official press or renderings accompanied by a recommendation of achievement from the COUNCIL of HONOR. Renderings are required and will be verified by OLYMPUS and the GODS Paragraph vii Deity Medals are awarded for consistent commitment to training, participation in house missions and "lifestyle" in worship of a particular GOD/GODDESS within the structure of the PGoH Empire. Senator of house must recommend to COUNCIL of HONOR recipients and Emperor approval. Section 4- Badges of Recognition Badges of Recognition are awarded for participation in a pre-scheduled guild wide event sponsored by a Senator or Olympus. Individuals of merit must be included in requisition sent in by Senator or Theater Commander (field leader of event) at conclusion and review of said guild wide event. Section 5- Coins of Achievement Coins of Achievement are awarded for individual specific event success or action, of which the most common are Challenges or Tournament awards. Individual actions that benefit the realm or Empire also will have coins made for recognition and appreciation. Imperial Tinkers will craft these Coins as requested by the Emperor. A Coin can be requested if petitioned by a Senator or Legate and accompanied with any design choices to the Imperial Acquisitions Officer Colin Mor. Article XI- Relations Section 1- Allies The Empire of the Purple Guardians of HONOR recognizes the Guardians of Light and Valor Knights. Section 2- Adversaries Paragraph i The Empire of the Purple Guardians of HONOR recognizes the forces led by Lord Blackthorn as enemies level 9. These enemies are declared as the Juka Forces, Lord Blackthorn’s Mechanics and Chaos Lines. Paragraph ii The Empire of the Purple Guardians of HONOR recognizes the The Terrathan Hoard are recognized at level 9 threat Paragraph iii The Empire of the Purple Guardians of HONOR recognizes the Ophidian race is currently a level 5 threat.. Section 3- Subsidiaries The Empire of the Purple Guardians of HONOR reserves the Legionnaires of PGoH, Praetorian Guards of HONOR, Elven Guardians of Honor and the Skullcrusher Orcs guildstones as official subsidiaries. The following members of Council, Emperor Borg and his Magistrates have approved this Codex. Senator of Genesis, Head of State, Brianna Senator of War, Rand Senator of Trades, Rusty Senator of Espionage, Elathiel Senator of Arcane, Aviana Magistrate Quaestor Palatii, Martok Magistrate Praipositus Sacri Wolf Magistrate Officarium, Balandar Emperor Borg Updated Version From: 1/21/2003
  14. http://boards.stratics.com/php-bin/uo/show...postlist&fpart=
  15. Balandar

    Emotion

    http://www.emotioneric.com/
  16. Oh, mining. Must have Alias on the mind. Yeah.. go get ore and smelt it one at a time. At 80... is that verite? Well do whatever it is that you can do at that level. You could get yourself some +5 or +10 mining gloves to get that valorite, or is that 99.0? Heh, well smelt only 1 piece of ore at a time. Do that a lot. Unless things have changed in the last year or so....
  17. Hmmm.... lots of iron ingots should do it. I forgot what I made. I think just all of the plate mail pieces.. but that might have been in the 90s. Check on stratics.
  18. Aye, could use some tours of the new lands especially and anything new the past couple of years. Also, I am at college all day Tuesdays and Thursdays and go to bed early on Mondays and Wednesdays.
  19. I need to figure out how to play UO again.
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