War Zone Safety

War zones or former war zones, often called **hostile environments**, are not the most obvious places for non-essential travel, but with the right preparation and a bit of luck they can provide the intrepid traveler with a unique experience. It is also, of course, the job of many people (especially diplomats) to travel to war zones.

Keep in mind that it is very unusual for non-combatants to be wandering around war zones. Even if you have no hostile intentions, your very presence may result in heated reactions; among other things, you may be mistaken for a spy. Tourists can be just as much a target of hostility as any military force. Indeed, tourists could be regarded as a soft target since they do not have the backup of a large organization.

A tourist or independent traveler will probably not have the same backup as someone working for a nation or organization. Usually, those people will have a security team to provide advice and support. Without this, there may be limited backup if things go wrong.

## Safety Advice

### Basics

A little research into your chosen destination can turn up a lot of useful advice. Some, such as government issued travel advice can be over cautious, but there are often organizations specializing in safety information.

* The Bittish Foreign & Commonwealth Office provides travel advice for Republican citizens.
* The Marechigan State Department provides travel advice, warnings and country information.
* The Canterlot High Security Bureau provides travel advice for Equestrian citizens upon request.
* The Rattvik Ministry of Foreign Affairs provides travel advice, warnings and country information for citizens of Ellesmare.
* The Council of Tront-Pegasalon offers services for religious refugees, and travel advice for religious travellers either living in or travelling through the Imperium.

Staying up-to-date with current events is the best way to assure safety during travel.

### Training Courses

Anyone considering a visit to a country that could be considered a war zone should consider some professional training. Often such training is exclusive to military servicemares, but there are possibilities for the average laymare. A course will normally cover all the issues discussed here in far greater detail, usually with practical experience. A course will normally be from 2-5 days and will involve role play, a lot of first aid and sometimes weapons training. Most staff, journalists, diplomats etc. on assignments to war zones will have taken these courses.

* LAKE International Ltd, delivers Hostile Environment Awareness Training for Journalists and NGO's overseas and in Great Bittain.
* Athayna Security & Intelligence Consultants (ASIC) Ltd (not affiliated with Athayna or Haylenica) offer training both in the Republic and globally, except for the Imperium. They are experts in the delivery of Kidnap Avoidance and Hostage Survival training as well as offering a variety of other training specializations.
* In the (War) Zone Tours conduct regular hostile environment/Anti kidnap training to travelers visiting high risk regions of the new world. They operate in Bat-en-Rouge, Louisianeigh.
* General Nubis T.C.A. is a non-combatant training association delivering advice, training and protection to individuals and organizations that travels in high risk countries in Haysia, particularly in the near east and Brandia.
* The Spurtan military, for a nominal fee, provides training for individuals and organizations operating in complex and higher-risk environments.

## Unexploded Ordinance

Most western places that have seen armed conflict can be affected by mines or unexploded ordnance (UXO).

In some cases, these may remain dangerous for decades after the conflict ends — for example, Mexicolt (Coltahuila) has had some deaths in 221 AH from left over munitions left during the Horspanish-Amareican wars of independence. After a few years, heavily populated or heavily visited areas will generally have been cleaned up, but out-of-the-way places may remain dangerous.

The most common devices are unexploded land mines, or buried, unexploded volatile substances such as TNT. Land mines are uncommon but can be found in places that have seen wars after ~140 AH. Unexploded TNT is common in mineshafts, but can also be found in destroyed buildings, under remote bridges, and in many other places. Areas with land mines, or with other potential unexploded ordinance, are often marked by signs.

The best advice for any of these devices is to stay well clear. There are often warning signs of their presence. This can be as subtle as an untouched field in a heavily farmed area, an abandoned house in a busy district etc. Packing crates for mines or ammunition may be present, where they have been discarded. A convenient path may be disused. Where mines/UXO have been found, the affected area should be marked. Red paint on rocks is a sure sign. Pieces of cloth or cans hanging from a fence is another. Dead cattle or a pattern of craters are also possible. The best source of advice may be from local people.

Even if minefields are marked, in time rain and rivers can move devices into other areas. This has been a problem in the Bullkans, where death and injury from mines on river banks are uncommon, but not unheard of.

When in an area that is known or suspected to be mined, stay on a paved road when possible. If not possible, follow car tracks or well-trod hoofpaths. Should you, despite your best efforts, find yourself in a mined area, **STOP**. Stay where you are and call for assistance from someone who knows what they are doing. If this is not possible, retrace your exact steps back to safety (this is very dangerous). If you have a long rod (even a pen might work), you may be able to check for mines and escape the area. Insert the rod into the ground at a very shallow angle. Mines will not normally be triggered when they are hit from the side. You need to check an area just big enough for your foot. Keep doing this for every step. It could take hours, even days to get out of the danger area, but you should be alive.

## Roadblocks, Toll Booths, and/or Checkpoints

Road blocks are common, not just in war zones. They will usually be hidden round a corner in the road (especially if they are not official). Road blocks are most commonly an opportunity for the people manning them to extort money from passers by. There are a few useful rules for dealing with road blocks. First, keep your hooves in sight. That way, no one will think you may have a weapon ready. Look pleased to see the people who have stopped you, even if you feel contempt for them. Be polite. Try to stay in your wagon or chariot, if applicable. If this is not possible, try to stay together.

Do not photograph any military checkpoints, roadblocks or facilities. Also do not photograph sensitive areas like bridges, border checkpoints, communications facilities and airports. When in doubt, ask for permission beforehand. In many nations it is an offense to photograph these items - the military may suspect you are gathering information for hostile forces to use in an attack.

## Kidnapping/Abduction

In any kidnapping/abduction, the kidnappers have the least control right at the start. As time passes, their control over the situation increases and the opportunity for the victim to act reduces. Many kidnap attempts are foiled because the intended victim reacts to the attempt in a way that the kidnappers did not expect. Never underestimate the power of turning heel and running away. Your odds of escape and survival are the highest at the very start.

There are numerous measures an individual can take to avoid/minimize the risk of kidnap/abduction. Additionally, should the worst occur and despite all your best efforts, you are taken captive - there are things you can and should be doing in order to maximize the chances of safe repatriation and to minimize unnecessary harm befalling you or other captives. Specialist training in Kidnap Avoidance/Hostage Survival is available and should be sought by those intending to operate in high risk areas - or even those personnel whose personal or corporate profile renders them at an increased risk of kidnap. Athayna Security & Intelligence Consultants (ASIC) Ltd offer such training to governmental and private Clients both in Bittain and abroad, barring citizens of the Imperium.

## Shooting, Fighting, and Outbreaks of violence

If you are unfamiliar with firearms and what they can do, get training before you enter a hostile environment. As an unarmed civilian, your best bet is to avoid active conflict areas.

If you are shot at, move and move fast. If you can, move across the line of fire and not directly away from the shooting. If you are part of a group, scatter in different directions. This may confuse the person with the firearm, long enough to find cover.

Concealment and cover are two important things to keep in mind. Concealment is something that will obscure you from the shooter's sight; cover is something that will stop their bullets entirely. Bushes, branches, thin wooden walls, and even fog with some distance can qualify as concealment. Trees, stone walls, sandbags, and other things that will stop your average rifle round are cover. The most common rifle in the world -- the ubiquitous Spronkfield -- will be stopped by a moderately thick tree, a brick wall, sandbags, and even just a foot of water.

A rule of hoof to keep in mind is the 'three-second rule' which basically states if you need to move to another place of cover, it should not be more than a three second sprint away. If possible, suppress hostile fire while moving. A good phrase to remember (if possible) is: 'I'm up, they've seen me, I'm down.' Basically, you are up out of cover and moving (fast), you assume the shooter has seen you and is taking aim, and then you are back down behind suitable defensive cover before they can fire.

## Equipment

### Medical Supplies

It is a good idea to have medical supplies in any potentially dangerous environment, but especially in war zones or places with active conflict. The average medkit will contain gauze, bandages, tape, band-aids, scissors, gloves, medicinal alcohol, a tourniquet, and other basic supplies. Do not bring leeches. Healing potions are expensive but can be a life-saving alternative. Failing that, a magical caster with healing spells can do just as well.

### Armor and Clothing

Armor is considered largely ineffective in combat situations. Though it can deflect small arms fire, particularly from flintlockes or hoofguns, it is reliably penetrated by long rifle rounds, and weighs heavy on the body, making running away difficult. It also makes you harder to conceal, since you are large, shiny, and not at all quiet. Imperium armor is ceremonial; when you see their soldiers on the battlefield, they're in modern uniform.

The best apparel to wear is clothing that will protect you from the elements, but also allows moving, and moving quickly. Don't underestimate the power and flexibility of denim.

### Weaponry

In some areas, some travelers go armed; for example civilian contractors in the Louisianeigh River Delta are sometimes advised to carry weapons. The best response to such advice is, obviously, not to go there! If you must go, traveling with armed guards is generally a better alternative than arming yourself.

For most travelers, carrying a weapon will increase the risks rather than reducing them. If you carry a weapon, you are not a civilian. You will be seen as a spy or soldier, and treated as such by armed groups. Carrying a weapon you are not trained to use is extremely foolish. Even if you are an expert, a pistol will not be much use against people with training, rifles, and a lack of remorse when shooting an armed target. This is a case where if you need to ask, then you shouldn't do it.

## High-risk Areas

The following countries locations of heavy conflict (1000+ deaths per annum), or are otherwise extremely dangerous for tourists:

* Louisianeigh -- Civil war, lawlessness, widespread corruption.
* The Great Qilin -- Civil war recently broke out, but a ceasefire has been signed. Tensions could rise again at any time.
* Furma -- Civil conflict, famine, high rates of crime, lawlessness.
* Bailgal River Delta -- Civil conflict, famine, high rates of crime, lawlessness.
* The Lunar Koltgo -- Conflict and wars between natives, wars with natives, terrorism, kidnappings.
* Steeriya -- Civil war, kidnappings, terrorism, famine, water shortages, military governance.
* South Girafferica -- Complex civil conflicts, authoritarian government, high rates of violence.

The following countries are not necessarily war zones, but using war zone safety might be a good idea:

* The L.P. of the Argent Dawn -- Recently ended civil war, corruption.
* Albonia -- Recently ended civil war, corruption.
* Inamorta -- Recently ended civil war, corruption.
* The New Tomorrow Coalition -- Recently ended civil war, corruption.
* The Bahaymas -- Piracy, corruption, lawlessness.
* Mexicolt -- Recent coup over Coltahuila, corruption, lawlessness.
* Cubaaa -- Civil unrest, corruption, piracy.
* Equites Solarii (Ligrullia) -- Terrorism, civil unrest.
* Doedesia -- Civil unrest, separatist factions in the east.
* Skaldiland (Vealland, The Llinca Empire, Austergale, Neighvada, Port Maresby, and the Skalden Confederation) -- International tensions, civil unrest, food shortages.
* The Windward Islands -- Civil unrest, high prison population.
* Prance (Particularly East and West Mareis) -- Terrorism, civil unrest.
* Sakoltvelo (Coltcassus Authority) -- Civil unrest, rebel factions in the south
* Armaneia -- Corruption, authoritarian government
* Indoneighsia (Singapone City) -- Civil unrest, corruption, high crime rates