This Website
In short, I’m a born and raised New Yorker, you fucking moron. If you can’t handle the commonplace vulgarity that is the essence of general communication from such an individual, well, go fuck yourself.
To explain in more detail for the painfully stupid : if you don’t understand that this whole site is for entertainment value - our entertainment value - then you’re a bigger fucking idiot than should be possible. If you take every word written in the news, front page, or articles as the actual emotional truth of the author, and honestly believe that we are truly just abunch of angry, hatefully disturbed people, then you have some serious issues and are one sad, emotionally stunted human being and you absolutely must do humanity a favor and go play ‘drink what’s under the sink’. And if you manage to fail at that, just stay off of the internet and avoid all MMORPGs, all social interaction, and avoid breeding - not like you’ll ever get laid anyway - for the rest of your pathetic, lonely life.

Rules Of Engagement
Very simple. We hate everyone. If you are some guild leader that came here thinking there would be some kind of ROE that you
think we should conform to, you’re sadly mistaken. Here is the ROE for the PhM. If you’re in our way, you’re roadkill. Move along.
All assassination, bounty hunting and mercenery inquiries are to go through Lord
Rakknarr first for initial information and actual deed.
After making the initial contact for the “target”, further details are discussed with the hunters to be hired.
Such details include price, expenses, and the exact thing needed to be done. An INITIAL “hiring” fee and / or consultation
fee MIGHT be asked for by the hunter(s) and is NON-REFUNDABLE. The hunter’s time is valuable to their livelyhood and
to waste it is taking money from them. Rest easy, it’s not alot…mayhaps a couple of gold coins. Proof of the kill will be provided
via a screenshot.
Inter-Guild Interaction Rules
1. Don’t annoy us.
2. Don’t get in our way.
3. If you do 1 and / or 2 and get killed, don’t come crying to us. Reap what you sow.
4. We are not friends with the enemy.
Role-play
This is an intricate part of this clan. MMORPGs are seriously missing a GOOD SOLID role-play aspect. RP Nazis can drop dead.
They ruin the playstyle and make REAL RPers look stupid. We’re an RP guild. We’re A REAL RP Guild.
Create a character background, personality, way of interaction and feel.
Create an entire other life, or mirror your own. We don’t want a bunch of “thees” and “thous.”
That is NOT considered role-playing. Role-playing is knowing the difference between real life and the game.
Knowing the difference between your IN GAME life, and your OUT GAME life and not breaking character to tell others they’re doing
it wrong.
To put it very simply, if we DON’T have role-play, if we DON’T have ANYTHING to separate US from all the other “Guilds” in the game,
then we are just another guild and will bore quite easily.
This doesn’t mean you can act like an immature child and say that it’s your characters role. Wrong. We won’t tolerate such
behavior and that will only serve to get you outcasted.
Guild Combat
We are a well oiled machine. We work in unison. If you think you’re going to join us, and hang back and reap the rewards of others hard work, you’re wrong. We’ll give people a chance to get used to our playstyle. We’re aggressive and reckless, but we know when to slow it up and use some strategy. We know what we’re doing. We know what each one of us is capable of and we can and will get out of tight fixes on a regular basis. Being small, we have small groups to work with, so we know how to play it right so we don’t wipe. If we’re wiping someone isn’t doing their job, and if that someone is you, be ready to get talked to. Depending on how many times we’ve had to tell you to shape up, the end result can be removal and blacklisting. Everyone has their own way of doing things, we understand that. But we have ours and if you don’t want to work with us and adjust, then don’t join. We don’t NEED anyone. We’re perfectly fine with the numbers we have. If you want fun, strength, power and solid structure, then be prepared to give what you get.
Explanation Of The Codes Of The PhM
| Code Of the Lord |
There is no peace, there is anger.
There is no fear, there is power.
There is no weakness, there is the Lord.
I am the Heart of Darkness.
I know no fear,
But rather I instill it in my enemies.
I am the destoyer of worlds.
I know the power of the Lord.
I am the fire of hate.
All the Universe bows before me.
I pledge myself to the Darkness.
For I have found true life,
In the death of the light.
| Code Of Khorne, The Lord Of Skulls |
bellows of insatiable rage echo throughout time and space. He sits upon a mighty throne of
brass atop a vast mound of skulls. A sea of splintered bones extends infinitely in all directions
from him, the remains of those slain by his conquering champions. Khorne is a god of warriors,
and his gaze is drawn towards battles. He shows favour to those who fight for what they desire :
to great warriors and to mighty war leaders. Khorne respects strength, honour and martial skill.
made from the same black substance. His body is broad and muscular and his head has the features
of a fierce dog superimposed over human form. Upon his fingers he wears many brass rings, some
embossed with his own skull rune. Thus he appears in visionary form to his worshippers, but who
can say what shape the gods may assume for their own fell purposes ?
who is the patron of wizards just as Khorne is the patron of warriors. Of course this rivalry does
not prevent Khorne and Tzeentch from fighting for a common cause when it is convenient to do so.
Occassionally the daemonic forces so iconic of the spirit of battle lust and magic can be seen
together.Combined these two gods are always more powerful than the others. Of all his brother gods,
Khorne most despises Slannesh, whose prancing fopperies are an affront to Khorne’s sense of honour
and martial pride. Even so, Khorne makes use of the Prince of Chaos when necessary, as much as it
may gall him to do so.
| Code Of Slaanesh, The Prince Of Chaos |
Slaanesh is the youngest of the Chaos gods and is known as the Prince of Chaos.
Of all the Dark Gods, he alone is divinely beautiful. Slaanesh is seductive as only an immortal can be,
disarming in his innocence, utterly beguiling in his manner. He is drawn to mortals possessed of
physical beauty and charm. All of the sensual pleasures of art, music and companionship fascinate Slaanesh.
He is the master of luxury and indulgence, of cruel passions and hidden vices, and of the terrible
temptations that only a god can offer.
In bodily form Slaanesh is perfection : long limbed and elegant with a haunting androgynous beauty.
It is said that it is impossible for a mortal to look upon that divine face without losing his soul,
for all who see Slaanesh become slaves to his slightest whim. Some say that Slaanesh can assume male,
female or hermaphrodite form at will, but to his followers he manifests himself as a young man, clean
limbed and fresh with the vigour of youth.
Though Slaanesh is the least of the Dark Gods of Chaos, he is an important player in the divine game.
His support is essential part of any alliance between the Chaos gods. The favour of Slannesh can easily
swing the balance of power. Nonetheless, the power of Slaanesh is growing all the time. Soon the Prince
of Chaos will come to rival the other gods and, who knows, even rise above them.
| Code Of Nurgle, The Lord Of Decay |
Nurgle is the Great Lord of Decay who presides over physical corruption and
morbidity. Disease and putrefaction attract him like a fly to a rotted corpse. It is the lives of lepers
and the sorrows of the sick that fascinate him most. For his amusement he devises foul contagions which
he inflicts upon the world. Many of the most horrible diseases are the creations of Nurgle, including
the nauseating Red Pox and the most disgusting of all : Nurgle’s Rot.
The god’s gigantic body is bloated with corruption and excludes a sickly, diseased stench. His skin is
greenish, leathery and necrotic, it’s surface pock-marked with running sores, swelling boils and numerous
signs of infestation. His inner organs, rank with excremental decay, spill through the ruptured skin to
hang like bunches of grapes around his girth. From these organs burst tiny Daemons which chew and suck
upon the nauseous juices within. This is the appearance of the Chaos god Nurgle, though mere words can barely do
justice to his truly impressive foulness.
Although Nurgle is ranked behind Khorne and Tzeentch the truth is that his power is not necessarily weaker,
just less stable that the other gods. His passion is to unleash ghastly pestilences upon the world, and
at such times his power rises to a peak. Like a plague his power grows and may reach epidemic levels,
temporarily overshadowing that of all the other gods put together, before waning again.
| Code Of The Tzeentch, The Changer Of The Ways |
time stream. He is known as the Changer of the Ways, the one who directs the fate of the universe.
Tzeentch guides unwitting mortals along paths destined to increase his own power , though they may
never realise their part in his plan. He shows favour to those who use intelligence to control the
world, especially to wizards and magical creatures. He takes delight in the plotting and politicking
of men, and favours the cunning over the strong, the manipulative over the violent. Tzeentch is the
Great Conspirator, the master of plot and intrigue. Few of Tzeentch’s plots are simple, and many appear
contradictory to others, or against Tzeentch’s own interests. Only Tzeentch can see the trails of
potential futures weaving forward in time like multicoloured threads. Tzeentch’s plans reach through
time and space and can carry through untold centuries. For what is a mere hundred years to a god who
existed before the dawn of time and will exist long after the world is no more.
leer and mock those who look upon him. As Tzeentch speaks these faces repeat his words, often with subtle
but important differences in meaning. The god’s puckered face is formed upon his upper torso, so his head
and body are one. From above his eyes spring two sweeping horns of great length. He appears suspended
above a sea of swirling multicoloured mist. In this form he speaks with his followers and in such shape
he is depicted in his temples.
Tzeentch is almost as powerful as Khorne but his power takes on a very different form. Tzeentch is the
master of magic and subtlety. It is Tzeentch who holds the Realm of Chaos beyond time and space and it
is he who watches over the destiny of the material universe. His plots are complex and interwoven, and
he is the principal architect of secret alliances amongst the Dark Gods.
It was last updated July 17th, 2001. This list includes 32 distinct guild highlights.
2.The Shadow Rangers - Defeated, Now Disbanded
3.The Roman Empire - Defeated And Destroyed In Nine (9) Different Wars
4.The Dark Militia - Defeated
5.The Free Company Of Merceneries - Defeated
6.Keepers of Justice - Defeated twice. Now Disbanded as a result, oh yeah, and laughed at.
7.The Hand - Wouldn’t War Us. So we PKed them until they cried and hid in Trammel for the rest of their UO days.
8.Veldrin Shyline - Defeated, Now Disbanded
9.Qu’Ellar d’ Elamshin - Defeated
10.The Court Of The Fae - Defeated
11.The Black Rose Society - Defeated
12.Qu’ellar Vlos’Ilhar - Defeated
13.DarkRychen - Defeated
14.The City of Wind - Defeated
15.The Undead - Defeated, Destroyed, Shattered, and Laughed At…….Alot.



