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Dispatch → Factbook → International
Roleplay Guidelines & Terminology
As you read this dispatch you will find that this is not a book of rules but simply a guide, a collection of tools and resources to help all roleplayers have an enriched roleplaying experience. Tools not rules. It is recommended that you try to use these tools to help you avoid having a bad RP experience but you don't have to. Your not using these tools and etiquette may result in people not wanting to RP with you or your having a bad reputation. If you are doing things like powergaming, numberwanking, or godmodding in an RP then the Domestic Affairs Minister or Communications Minister, or anyone for that matter may step in to help whoever you're doing it to as well as to bail yourself out before you dig yourself into a hole. But again in the spirit of voluntary consent you don't have to follow anything here if you don't want. These are tools not rules.
Term |
Description |
Original Poster (OP) |
The Original Poster (or "OP") is the owner of a given thread. In International Incidents (as well as other roleplaying boards), thread OPs of non-discussion threads have the right to prohibit players from posting (and request Moderation enforcement if said player continues posting) and the right to request Moderation remove any post, lock, or (re-)open their threads. |
Co-OP |
Typically an OP-appointed member of the thread or organization which the OP has given limited powers to post on their behalf. Co-Ops may come and go due to player disputes, leading to possible conflicts with the provenance of authority any given "Co-OP" may have. Further, while discouraged, sharing of accounts does occur; simply being on an account that has once logged-into the OP account does not satisfy this requirement. As such, Moderation does not acknowledge any power to thread Co-OPs; thread Co-OPs may not request posts be removed, the thread to be locked, the thread to be (re-)opened, or request to have a player banned from the thread. Moderation requires explicit requests from the thread OP, not by-proxy or otherwise by any other party. This does not prohibit any player from reporting actual rule-violating content, merely that Co-OPs are not granted any form of power bestowed via thread ownership. |
In-Character (IC) |
In-Character (IC) is any post or thread which is being written from the perspective of a fictional character, body, or organization which is distinct and different from the player. There is a respected divide between In-Character and Out-of-Character in the roleplaying community; Out-of-Character knowledge or impetus should not cross into In-Character posting and vice versa. For more information, see Meta-gaming (below). Simply because something is In-Character does not mean violating the rules is acceptable. |
Out-of-Character (OOC) |
Out-of-Character (OOC) is any post or thread which is being written-by and utilized by players as players, not as a fictional character, body, or organization. There is a respected divide between In-Character and Out-of-Character in the roleplaying community; Out-of-Character knowledge or impetus should not cross into In-Character posting and vice versa. For more information, see Meta-gaming (below). |
Secret In-Character (SIC) |
Secret In-Character (SIC) is any In-Character post which is hidden or should not be known by other characters and labeled as such. This may include things like encrypted communiques. A player having their character know such information without approval of the player controlling the SIC material may be guilty of meta-gaming. |
Implied Secret In-Character (ISIC) |
A separate form of SIC, Implied Secret In-Character (ISIC) is any In-Character post which another character has no reasonable way to know about. This may include things like a whispered conversation or a Top Secret document in another room. A player having their character know such information without approval of the player controlling the ISIC material may be guilty of meta-gaming. |
Tech Level |
A country's tech level(s) is the relative level of technology (or technological advancement, aesthetic, style, or type) utilized during roleplay and/or the relative continuity of the nation in question. For more information, see Tech Levels (below). |
The regional tech level is capped at Post-Modern Tech (PMT) however other tech level roleplays are allowed so long as they are labeled as such.
Term |
Description |
Past Tech (PT) |
Strictly speaking, Past Tech encompasses any piece of technology or continuity which is set before the present (or contemporary era). This ranges from pre-history to yesterday. Some exemplar aspects include: bow and arrows, spears, and Bronze Age technology; Middle Age fortifications, societies, and knighthood; lines of soldiers with muskets, cap-and-ball weapons, and the frontier; as well as trench warfare, airlifts, and recent historical anachronisms. At times, depending on a country's tech level, elements of Past Tech may be incorporated in other tech levels, especially Fantasy Tech/Fantasy and Modern Tech. |
Modern Tech (MT) |
Modern Tech is typically understood to mean the current level of technology (and/or continuity) which is analogous to the real world. This varies, however, between players and player communities and may, further, include a variance in definition and execution. This can mean that to some, Modern Tech means strictly attempting to portray a country which could fit into the real world with minimal conflict, to a country which exists on a nigh-infinitely large planet ("NS Earth") and thus bound by a different set of rules than reality. Some exemplar aspects include: modern tank warfare, both carrier- and dreadnought-based naval combat, neo-imperialism and neo-colonialism, as well as resource wars. See the NationStates Modern Tech Advice and Assistance Thread: |
Post-Modern Tech (PMT) |
Post-Modern Tech is typically understood to mean any piece of technology or continuity which is generally beyond the scope of Modern Tech, but before the moment a country has developed faster-than-light (FTL) technology. Some exemplar aspects include: pervasive use of the Internet, nanotechnology, and cyberpunk aesthetics. There is a degree of overlap between both the continuity and aesthetics of Post-Modern Tech and Future Tech; there may also be mingling of certain forms of Post-Modern Tech and Modern Tech, depending upon player and player community. See the NationStates Post-Modern Tech Community Thread: |
Future Tech (FT) |
Future Tech is typically understood to mean any piece of technology or continuity which exists beyond the moment a country has invented faster-than-light (FTL) technology, specifically transportation/travel. Some exemplar aspects include: multi-system star-states, alien species, (neo-)imperialistic or (neo-)colonial cultures, and general space exploration. There is a degree of overlap between both the continuity and aesthetics of Post-Modern Tech and Future Tech, as well as certain situational caveats for what constitutes Future Tech - often situations where a country is soon to receive/invent FTL technology, either natively or via gift from another star-state (a process sometimes called "uplifting"). See the Future Tech Advice and Assistance Thread: viewtopic.php?f=5&t=270578 for more information. |
Fantasy Tech/Fantasy (FanT) |
Fantasy Tech/Fantasy is typically understood to mean any piece of technology or continuity which contains elements of the supernatural or occult, magic, or certain "punk" aesthetics. Some exemplar aspects include: magic and the occult, wizards and witches, werewolves and vampires, high/low fantasy settings, and steampunk. Fantasy Tech/Fantasy is also sometimes included as situational amendments to other tech levels, meaning that players may, at times, incorporate fantastical elements into other tech levels; the acceptability of such (and the execution thereof) will vary from community-to-community and player-to-player. |
Term |
Description |
ATTN/Attention |
A thread tag which typically is meant to attract the attention of a region ("ATTN: Exampleland"), nation ("ATTN: Examplestan"), or organization ("ATTN: Example Alliance"). |
CLOSED/OPEN |
Thread tags which indicate whether players may or may not post freely to a given thread. "Closed" indicates a thread that is not open for players to post; also may be used in conjunction with other tags, such as "INVITE" or "APP ONLY" to indicate how players may become involved. "Open" indicates a thread that is open to players immediately and anyone may post in them. |
APP/APP ONLY (Application) |
A thread tag which indicates players must apply (typically in an OOC thread) and be approved by the thread OP (or thread Co-OP) before they can post in the IC thread. |
INVITE/INVITE ONLY |
A thread tag which indicates players must be explicitly invited by the thread OP (sometimes with limited permission from thread Co-OPs) before they can post in the thread. |
SEMI-CLOSED/SEMI-OPEN |
Varies. Typically a thread tag which indicates some manner of prior approval by the thread OP is required before a player may post. |
TELEGRAM/TG |
Often applied in tangent with other tags as "TG," such as "TG for Interest," "Closed/TG," etc. Tends to indicate that the thread OP wishes interested parties to send a telegram if they desire further information about the thread in question or wish to be involved. |
**** ONLY |
Where "****" indicates some organization(s), nation(s), region(s), etc. A thread tag which indicates only the aforementioned parties may post in the thread. |
IC/OOC/SIC |
See "Basic Terminology." |
Interest |
A thread tag which is typically used to draw the community's attention for the purpose of gauging whether there is enough interest in a particular thread idea in order to gauge whether the thread OP wishes to create an IC thread. Such threads are typically OOC and lead to an IC thread, though sometimes they may be OOC and be transformed into an IC thread once a certain threshold of interest is met. |
MATURE |
A thread tag which typically indicates a given thread (or post) may contain potentially sensitive material, such as violence or implied sexuality. Using the "MATURE" tag does not mean a player can post material which violates the PG-13/Offensive Material Rules. The utilization of the "MATURE" tag is purely a kindness to other players who may not wish to read/participate in such a thread. |
Sticky |
While not necessarily a thread tag, a sticky is a thread which is permanently pinned to the top of International Incidents (or any board on the forums) by Moderation. Typically such threads include pertinent information for a board. Read them. |
Term |
Description |
Bump/Bumping |
The posting of a brief message (sometimes just "Bump") in order to boost a thread up to the top of the first page of a board. Sometimes understood to mean "Bring Up My Post." This should not be done in excess, as it may constitute spamming. Once every twenty-four hours or once the thread has fallen off the first page - whichever is the longer time period - is acceptable. |
Closed/Open Canon |
"Closed" or "open" canon (and continuity) is a distinction made based upon the way players interact-with and determine the existence of their nations in the overall, fictional world. "Open canon" is defined as a canonical world in which no application or acceptance is required for the player's nation to be considered to canonically exist; an example would be "NS Earth" as commonly seen in Modern Tech. "Closed canon" is defined as a canonical world in which application and acceptance is required in order for the player's nation to be considered to canonically exist, often by a central authority (such as a player or group of players); "closed world regions" and/or "closed roleplaying groups" are examples of "closed canon." Such is not to be confused with mere threads which happen to be closed, open, or require application approval to participate. |
Closed World Region/Closed Roleplaying Group |
A roleplaying region or player group, typically controlled by a central authority (a player or group of players), which requires application acceptance for the player's nation to be considered to canonically exist. Such CWRs/CRGs are considered "closed canon" and often self-limit interaction outside of the CWR/CRG in some way. The amount of limitation can often vary, with a wide range stretching from "all actions undertaken outside of the CWR/CRG are considered non-canonical" to "outside actions are considered canonical based upon individual player discretion." Such is not to be confused with mere threads which happen to be closed, open, or require application approval to participate. |
DEAT |
A severe punitive action, beyond a simple warning or ban; a slang term describing the deletion of a player account, often understood to have arisen as a typo for "DEAD" as folded-into "delete." See "'NS Summer' and other assorted silly trivia" for more information. See "'NS Summer' and other assorted silly trivia" |
Delete-on-Sight/DOS |
Considered the most severe punishment Moderation will execute against a player, to be declared "Delete-on-Sight" or "DOS/DoS" is to be permanently banned from NationStates. A player that returns to the site beyond their DoS declaration is deleted without warning or notification. It is typically reserved for the most severe violations (such as spamming obscene material) or for players with extensive records that have consistently refused to adjust their behavior and adhere to the rules. |
Embassy/Embassy Thread |
An embassy thread is a style of thread where players open their country to requests of embassy or consulate establishment from other nations (other players), often with reciprocal arrangements. Such typically include applications, a list of restrictions for foreign embassies, requirements for the same, and may contain other information pertinent to diplomatic endeavors. |
Factbook |
Derived from The World Factbook (CIA World Factbook). A thread, dispatch, website, etc. that acts as a repository for various forms of information about a given country, often functioning as an expression of worldbuilding. These can exist in a variety of formats, ranging from those similar to the aforementioned CIA World Factbook to a collection of narratives which provide insight into a country - or anywhere in between. Further, the information provided may be given as "In-Character," and thus can be "known" by any character, or may be given as "Out-of-Character", and thus cannot be "known" by any character; if unsure, ask before making an assumption. Not everyone has a factbook, though many players have notes on their countries in some form; expectations for players to have a factbook vary from region to region, player group to group, and even between tech levels. |
God-mod(ding)/Godmod(ding)/Godmode |
To describe what happens to another player's characters, forces, etc. without the player's consent; refusing to take losses; having absurdly powerful characters, military forces, or technology; having a state's geography (or other features) designed in such a way as to provide an undue advantage. Examples include describing how a missile hits another player's ship, describing casualties or fatalities of another player's characters, or saying another player's character dies. Doing such is a violation of community standards, but not against the rules. Players should allow for the other player to describe the "effect" of any event (such as a military engagement) unless they have their permission to describe such. May also include any activity which otherwise violates community standards, broadly speaking. |
Ignore |
Players cannot be forced to roleplay with any other player. Ignore (or the "IGNORE Cannon") is invoked when a player refuses to roleplay with another player; this may be simply in a single thread, or wholesale. In the case of the latter, typically means the player ceases to recognize another player's country as existing. |
Moderator/Mod |
Often an inclusive term describing any member of the NationStates staff which serve to enforce the rules, punish players when required (as with warnings, bans, or other punitive actions), and perform general forum maintenance (such as moving threads, splitting threads, and locking threads). More specifically, a Moderator is one subset of several different staff positions, sometimes referred to as "Moderation/Administration" loosely. |
Meta-gaming/Metagaming |
To use Out-of-Character information for In-Character gain without the other player's permission. An example would be to use information you (the player) are aware of from reading a Secret In-Character post and allowing one of your character's to know the information. |
Nation Maintenance Thread |
A style of thread which consists of short stories, periodicals, or vignettes involving a player's own nation, and set in the same. Often used as a means of worldbuilding, concept exploration, or "maintaining the nation" as active - hence the name. |
Newb(ie)/Noob(ie)/N00b(ie) |
A new player. A player which repeatedly violates community standards (such as god-modding or meta-gaming). Typically used in a derogatory manner. Please note, using such may constitute flaming. |
News Thread |
A style of thread in which the player (or players) roleplay through presentation of In-Character news articles, stories, editorials, etc. Typically such come in two forms: regional news or domestic (national) news. Regional news are In-Character threads which, typically, may be posted within by anyone in an indicated roleplaying region, while domestic (national) news are strictly for a single nation. |
Number-wank(ing)/Numberwank(ing) |
An attempt to use numerical superiority without justification for the purpose of increasing player/country prestige, power, or numerical advantage. Examples include having an unnecessarily large population while not acknowledging the drawbacks of such, having an infinitely-large armed forces, or having an amount of military forces in an engagement far beyond what is considered acceptable for a given thread. |
ORBAT (ORder of BATtle) |
A list of military forces (soldiers, equipment, assets, etc) within a nation's armed forces or what will be utilized in a given thread or post. |
Power-game(ing)/Powergame(ing) |
While there is nothing wrong with an In-Character desire to win or competitive roleplaying, powergaming describes an attitude in which a player's sole (or primary) purpose for roleplaying is to defeat another Out-of-Character player vicariously through In-Character actions. This can often be conflated with a form of godmodding, such as that a player will godmod by ensuring their nation is surrounded by absurdly treacherous (and otherwise unfeasible) terrain in an attempt to always defeat another player in a conflict so that, Out-of-Character, they can never be said to have lost (powergaming). |
Setting Thread |
A style of thread in which a given setting is created collaboratively by participants for common use by its contributing participants. An example would be a city set in a player's country, but one in which the original poster allows other player's to create destinations and locations within it (such as malls, museums, etc.) for use in other threads; most often, the setting thread itself is merely a repository for applications for constituent locations and for worldbuilding of the setting itself, with participants having some license (which may vary from thread to thread and player to player, defined in the thread itself) to use the relevant locations in other threads. |
Storefront |
A type of thread in which a nation, corporation, or other entity trades/sells products or services to others, be they individual characters, nations, corporations, or other entities. Examples include an arms manufacturing corporation selling weapons, a shipwright designing and selling naval vessels, a fast food company offering foreign franchises, etc. |
Tag/Tagging |
The posting of a brief message in order to indicate a player is interested in a thread. Please note, posting of just "tag" constitutes "tag spamming," an actionable offense. |
Worldbuilding/World Building/World-building |
The creative process of designing a fictional world, typically a player's country and related concepts. This includes designing a country's culture, political structure, economy, religion(s) or spirituality, history, language, social customs, etc., and, more generally, designing the details of any given, fictional concept (from corporations to naval vessels, firearms to fashion, etc.). Generally has overlap with concepts such as "conworlds" (constructed worlds) and "conglangs" (constructed languages). |
Question: |
Answer: |
How do I roleplay? |
All roleplaying on NationStates is fundamentally based on freeform roleplay; that is to say, insofar as what you are roleplaying adheres to the rules, it is acceptable. Simply put, roleplaying in most threads is turn-based: one player will post a series of actions of a scene, then another player will respond, rinse and repeat. The ultimate goal is to write a collaborative piece of fiction with yourself and other players as the authors - to tell a story together. |
What does "voluntary consent" mean? |
Voluntary consent is, ultimately, the backbone of NationStates roleplaying. Simply put: no player can force another player to do something against their will. This includes: roleplay with them, change their country, surrender their country after the loss of an In-Character conflict, adhere to community standards, etc. Fundamentally, a player can do with their country as they wish, insofar as what they wish to do does not violate the rules. This is a two-way street, however. Some examples include... While one cannot force another player to accept losses in a conflict, it is considered poor form to refuse to acknowledge them when the cause to such is roleplayed well and otherwise acceptably; refusing to acknowledge losses can lead to other players refusing to roleplay with a player as they may be perceived as powergaming. Another example follows in that a given player may not wish to follow a given community standard; while that is acceptable, that same player cannot force other players who do acknowledge such to roleplay with them if they choose not to roleplay with a player that does not follow the same guidelines and standards as themselves. |
I want to go to war with someone. How do I do that? Is there a button? |
There is no inbuilt "war" mechanic in NationStates insofar as roleplaying is concerned. There is no button to press on another nation's page to instigate a conflict. Instead, wars are simply another form of collaborative fiction; this means that if you wish to declare war on another player, you should discuss this idea with them, generally to decide on a rough outline of how the conflict might go, who might be involved, and what some goals (or even victory conditions) for the conflict might be. Communication is important and can often be conducted through an interest thread or telegrams. Keep in mind, players cannot force other players to roleplay with them - this includes war. |
What are community standards? |
Community standards are a set of guidelines that the community - in this case, II - has crafted over the years. They act as markers, especially for new players, to guide them to roleplay and create in a manner which is least likely to lead to Out-of-Character conflict with other players. Even so, they do not need to be adhered to, as players can roleplay however they desire insofar as it adheres to the rules - no one can change that. That being said, many community standards have been developed with the intent of helping to curtail poor player behavior - such as godmodding and meta-gaming - and many adhere to them, to varying degrees, and often encourage other players to do so as well. This is related to the nature of voluntary consent and the "two-way street" that it is: while "Player A" can flaunt community standards, "Player A" cannot force "Player B" to roleplay with them if "Player B" decides they dislike said flaunting of community standards. Further, specific community standards often vary between board, tech levels, and even sub-communities; equally, their may be significant overlap. Community standards are not rules; they are not enforced by Moderation. As an example: while godmodding may be poor player conduct, it is not against the site rules. |
What about my gameside statistics? |
Roleplayers often employ one of two (though a mix is not unheard of) bases for their In-Character, roleplaying statistics (population, Gross Domestic Product, military size, etc.): in-game (gameside) statistics that can be found on players' nation splash page, or ones devised entirely through manual calculation, creation, and development. There is no rule that players must use one versus the other; players are encouraged to use what they feel most comfortable with using. That being said, different communities and sub-communities do have preferences: some Modern Tech regions enforce a population cap (a limit on population size of a player's country), thus forcing manual development of other statistics, while this can be compared to Future Tech where statistics such as this are often not required - or even asked about - by other players in specific, with generalities often being acceptable. Ultimately, players tend to experiment until they find a balance they like and which their most common roleplay partners accept and appreciate. |
Navigational Rights, Mineral Rights, Jurisdiction over Coastal Waters, and the Maritime Relationships between Nations.
Section 1: General
Article 1
The sovereignty of a State extends, beyond its land territory and its internal waters, to a belt of sea adjacent to its coast, described as the territorial sea.
Article 2
The sovereignty of a coastal State extends to the airspace over the territorial sea as well as to its bed and subsoil.
Article 3
Except where otherwise provided in these articles, the normal baseline for measuring the breadth of the territorial sea is the low-water line along the coast as marked on large-scale charts officially recognized by the coastal State.
Article 4
1. In localities where the coastline is deeply indented and cut into, or if there is a fringe of islands along the coast in its immediate vicinity, the method of straight borderlines joining appropriate points may be employed in drawing the borderline from which the breadth of the territorial sea is measured.
2. The drawing of such borderlines must not depart to any appreciable extent from the general direction of the coast, and the sea areas lying within the lines must be sufficiently closely linked to the land domain to be subject to the regime of internal waters.
3. Borderlines shall not be drawn to and from low tide elevations, unless lighthouses or similar installations which are permanently above sea level have been built on them.
4. Where the method of straight borderlines is applicable under the provisions of paragraph 1, account may be taken, in determining borderlines, of economic interests peculiar to the region concerned, the reality and the importance of which are clearly evidenced by a long usage.
5. The system of straight borderlines may not be applied by a State in such a manner as to cut off from the high seas the territorial sea of another State.
6. The coastal State must clearly indicate straight borderlines on charts, to which due publicity must be given.
Article 5
1. Waters on the landward side of the borderline of the territorial sea form part of the internal waters of the State.
2. Where the establishment of a straight borderline in accordance with Article 4 has the effect of enclosing, as if it were internal waters, areas which previously had been considered as part of the territorial sea or of the high seas, a right of innocent passage shall exist in those waters.
Article 6
The territorial sea extends a total of 14 miles from the established and recognized baseline.
Article 7
1. This article relates only to bays the coasts of which belong to a single State.
2. For the purposes of these articles, a bay is a well-marked indentation whose penetration is in such proportion to the width of its mouth as to contain landlocked waters and constitute more than a mere curvature of the coast. An indentation shall not, however, be regarded as a bay unless its area is as large as, or larger than, that of the semicircle whose diameter is a line drawn across the mouth of that indentation.
3. For the purpose of measurement, the area of an indentation is that lying between the low-water mark around the shore of the indentation and a line joining the low-water marks of its natural entrance points. Where, because of the presence of islands, an indentation has more than one mouth, the semicircle shall be drawn on a line as long as the sum total of the lengths of the lines across the different mouths. Islands within an indentation shall be included as if they were part of the water areas of the indentation.
4. If the distance between the low-watermarks of the natural entrance points of a bay does not exceed twenty-four miles, a closing line may be drawn between these two low-watermarks, and the waters enclosed there by shall be considered as internal waters.
5. Where the distance between the low-watermarks of the natural entrance points of a bay exceed twenty-four miles, a straight borderline of twenty-four miles shall be drawn within the bay in such a manner as to enclose the maximum area of water that is possible with a line of that length.
6. The foregoing provisions shall not apply to so-called “historic” bays, or in any case where the straight borderline system provided for in article 4 is applied.
Article 8
For the purpose of delimiting the territorial sea, the outermost permanent harbor works which form an integral part of the harbor system shall be regarded as forming part of the coast.
Article 9
Roadsteads which are normally used for the loading, unloading and anchoring of ships, and which would otherwise be situated wholly or partly outside the outer limit of the territorial sea, are included in the territorial sea. The coastal State must clearly demarcate such roadsteads and indicate them on charts together with their boundaries, to which due publicity must be given.
Article 10
1. An island is a naturally formed area of land, surrounded by water, which is above water at high tide.
2. The territorial sea of an island is measured in accordance with the provisions of these articles.
Article 11
1. An archipelago is a series of naturally formed areas of land, surrounded by water, which are above water at high tide.
2. A baseline is drawn between the outermost points of the outermost islands, subject to these points being sufficiently close to one another. All waters inside this baseline are designated Archipelagic Waters. The State has sovereignty over these waters, but subject to existing rights including traditional fishing rights of immediately adjacent states. Foreign vessels have right of innocent passage through archipelagic waters.
Article 12
1. A low-tide elevation (ex: shoals, sandbanks, sandbars, or gravelbars) is a naturally formed area of land which is surrounded by and above water at low-tide but submerged at high tide. Where a low-tide elevation is situated wholly or partly at a distance not exceeding the breadth of the territorial sea from the mainland or an island, the low-water line on that elevation may be used as the borderline for measuring the breadth of the territorial sea.
2. Where a low-tide elevation is wholly situated at a distance exceeding the breadth of the territorial sea from the mainland or an island, it has no territorial sea of its own.
Article 13
1. Where the coasts of two States are opposite or adjacent to each other, neither of the two States is entitled, failing agreement between them to the contrary, to extend its territorial sea beyond the median line every point of which is equidistant from the nearest points on the borderlines from which the breadth of the territorial seas of each of the two States is measured. The provisions of this paragraph shall not apply, however, where it is necessary by reason of historic title or other special circumstances to delimit the territorial seas of the two States in a way which is at variance with this provision.
2. The line of delimitation between the territorial seas of two States lying opposite to each other or adjacent to each other shall be marked on large-scale charts officially recognized by the coastal States
Article 14
If a river flows directly into the sea, the borderline shall be a straight line across the mouth of the river between points on the low-tide line of its banks.
A) Rules Applicable to Ships
Article 15
1. Subject to the provisions of these articles, ships of all States, whether coastal or not, shall enjoy the right of innocent passage through the territorial sea.
2. Passage means navigation through the territorial sea for the purpose either of traversing that sea without entering internal waters, or of proceeding to internal waters, or of making for the high seas from internal waters.
3. Passage includes stopping and anchoring, but only in so far as the same are incidental to ordinary navigation or are rendered necessary by force majeure or by distress.
4. Passage is innocent so long as it is not prejudicial to the peace, good order or security of the coastal State. Fishing, polluting, weapons practice, and spying are not "innocent". Such passage shall take place in conformity with these articles and with other rules of international law.
5. Passage of foreign fishing vessels shall not be considered innocent if they do not observe such laws and regulations as the coastal State may make and publish in order to prevent these vessels from fishing in the territorial sea.
6. Submarines are required to navigate on the surface and to show their flag.
7. Coastal States can also temporarily suspend innocent passage in specific areas of their territorial seas, if doing so is essential for the protection of their security.
Article 16
1. The coastal State must not hamper innocent passage through the territorial sea.
2. The coastal State is required to give appropriate publicity to any dangers to navigation, of which it has knowledge, within its territorial sea.
Article 17
1. The coastal State may take the necessary steps in its territorial sea to prevent passage which is not innocent.
2. In the case of ships proceeding to internal waters, the coastal State shall also have the right to take the necessary steps to prevent any breach of the conditions to which admission of those ships to those waters is subject.
3. Subject to the provisions of paragraph 4, the coastal State may, without discrimination amongst foreign ships, suspend temporarily in specified areas of its territorial sea the innocent passage of foreign ships if such suspension is essential for the protection of its security. Such suspension shall take effect only after having been duly published.
4. There shall be no suspension of the innocent passage of foreign ships through straits which are used for international navigation between one part of the high seas and another part of the high seas or the territorial sea of a foreign State.
Article 18
Foreign ships exercising the right of innocent passage shall comply with the laws and regulations enacted by the coastal State in conformity with these articles and other rules of international law and, in particular, with such laws and regulations relating to transport and navigation.
Article 19
1. No charge may be levied upon foreign ships by reason only of their passage through the territorial sea.
2. Charges may be levied upon a foreign ship passing through the territorial sea as payment only for specific services rendered to the ship. These charges shall be levied without discrimination.
Article 20
1. The criminal jurisdiction of the coastal State should not be exercised on board a foreign ship passing through the territorial sea to arrest any person or to conduct any investigation in connection with any crime committed onboard the ship during its passage, save only in the following cases:
(a) If the consequences of the crime extend to the coastal State; or
(b) If the crime is of a kind to disturb the peace of the country or the good order of the territorial sea; or
(c) If the assistance of the local authorities has been requested by the captain of the ship or by the consul of the country whose flag the ship flies; or
(d) If it is necessary for the suppression of illicit traffic in narcotic drugs.
2. The above provisions do not affect the right of the coastal State to take any steps authorized by its laws for the purpose of an arrest or investigation onboard a foreign ship passing through the territorial sea after leaving internal waters.
3. In the cases provided for in paragraphs 1 and 2 of this article, the coastal State shall, if the captain so requests, advise the consular authority of the flag State before taking any steps, and shall facilitate contact between such authority and the ship’s crew. In cases of emergency this notification may be communicated while the measures are being taken.
4. In considering whether or how an arrest should be made, the local authorities shall pay due regard to the interests of navigation.
5. The coastal State may not take any steps onboard a foreign ship passing through the territorial sea to arrest any person or to conduct any investigation in connection with any crime committed before the ship entered the territorial sea,if the ship, proceeding from a foreign port, is only passing through the territorial sea without entering internal waters
Article 21
1. The coastal State should not stop or divert a foreign ship passing through the territorial sea for the purpose of exercising civil jurisdiction in relation to a person onboard the ship.
2. The coastal State may not levy execution against or arrest the ship for the purpose of any civil proceedings, save only in respect of obligations or liabilities assumed or incurred by the ship itself in the course or for the purpose of its voyage through the waters of the coastal State.
3. The provisions of the previous paragraph are without prejudice to the right of the coastal State, in accordance with its laws, to levy execution against or to arrest, for the purpose of any civil proceedings, a foreign ship lying in the territorial sea, or passing through the territorial sea after leaving internal waters.
Articles 22
The rules contained in subsections A and B shall also apply to government ships operated for commercial purposes.
Article 23
1. The rules contained in subsection A and in article 18 shall apply to government ships operated for non-commercial purposes.
2. With such exceptions as are contained in the provisions referred to in the preceding paragraph, nothing in these articles affects the immunities which such ships enjoy under these articles or other rules of international law.
Article 24
1. If any warship does not comply with the regulations of the coastal State concerning passage through the territorial sea and disregards any request for compliance which is made to it, the coastal State may require the warship to leave the territorial sea.
2. Through strategic straits military craft shall be granted transit passage, in that naval vessels are allowed to maintain postures that would be illegal in territorial waters.
Article 25
1. In a zone of the high seas contiguous to its territorial sea, the coastal State may exercise the control necessary to:
(a) Prevent infringement of its customs, fiscal, immigration or sanitary regulations within its territory or territorial sea;
(b) Punish infringement of the above regulations committed within its territory or territorial sea.
2. The contiguous zone may not extend beyond twelve miles from the borderline from which the breadth of the territorial sea is measured.
3. Where the coasts of two States are opposite or adjacent to each other, neither of the two States is entitled, failing agreement between them to the contrary, to extend its contiguous zone beyond the median line every point of which is equidistant from the nearest points on the borderlines from which the breadth of the territorial seas of the two States is measured.
Article 26
1. Exclusive Economic Zones (EEZs) extend 200 nautical miles (370 kilometres; 230 miles) from the baseline. Within this area, the coastal State has sole exploitation rights over all natural resources. In casual use, the term may include the territorial sea and even the continental shelf.
2. Foreign nations have the freedom of navigation and overflight, subject to the regulation of the coastal states. Foreign states may also lay submarine pipes and cables.
Article 27
1. The continental shelf is defined as the natural prolongation of the land territory to the continental margin's outer edge, or 200 nautical miles (370 km) from the coastal state's baseline, whichever is greater. A state's continental shelf may exceed 200 nautical miles (370 km) until the natural prolongation ends. However, it may never exceed 350 nautical miles (650 kilometres; 400 miles) from the baseline; or it may never exceed 100 nautical miles (190 kilometres; 120 miles) beyond the 2,500-meter isobath (the line connecting the depth of 2,500 meters).
2. Coastal states have the right to harvest mineral and non-living material in the subsoil of its continental shelf, to the exclusion of others. Coastal states also have exclusive control over living resources "attached" to the continental shelf, but not to creatures living in the water column beyond the exclusive economic zone.
Article 28
1. All waters, the seabed, and its subsoil outside of territorial waters, contiguous zone, economic exclusion zones, and the continental shelf shall be deemed as the international public domain.
2. The International Seabed Authority is hereby established for the management of claims for the mining and exploration of international waters, seabed, and its subsoil.
3. Under this article there are three types of claims:
(a) A Lode Claim, also known as a quartz claim, is a claim over a hard rock deposit.
(b) A Placer Claim is a claim over gold-bearing sand or gravel.
(c) A Scientific Claim is a claim over an area with some unique unknown feature be it living or inanimate.
4. Claim staking is the required procedure of marking the boundaries of the mining claim. Upon finding an area believed or found to hold a vein or deposit or unique feature of resources the claim must be staked using ISA approved SONAR buoys that are to be firmly anchored to the seabed and SONAR stakes which are to be placed directly into the seabed to mark the borders of the claim and identify the area to possible traffic in the area.
5. Once the claim is staked, the prospector/explorer must document the claim by filing the required forms with the ISA. Upon filing the staked claim, the prospector/explorer is granted an unpatented claim.
6. All mining claims are initially Unpatented Claims, which give the right only for those activities necessary to exploration and mining, and last only if the claim is worked every year. The failure to prosecute the work on the claim for six months is considered the abandonment of rights to all the undiscovered veins or unique features on the line of the claims. In addition, at least $100 Credits worth of labor shall be performed, or improvements made annually. If this does not occur, the claim or mine upon which such failure occurred shall be made to relocate in the same manner as if no location of the same had ever been made. The ISA shall document and file an annual assessment work.
7. Upon working an unpatented claim for 5 years the prospector/explorer may file for a patent deed for the claim. Upon filing for a patent deed the ISA shall perform a value assessment of the claim in which to determine the price which must be payed to the ISA in order to obtain the patent deed for the claim. Upon payment the claim becomes a Patented Claim. The owner of a patented claim can put it to any legal use.
Article 29
In this Convention the following words are employed with the meanings set out below:
(a) "Carrier" includes the owner or the charterer who enters into a contract of carriage with a shipper.
(b) "Contract of carriage" applies only to contracts of carriage covered by a bill of lading or any similar document of title, in so far as such document relates to the carriage of goods by sea, including any bill of lading or any similar document as aforesaid issued under or pursuant to a charter party from the moment at which such bill of lading or similar document of title regulates the relations between a carrier and a holder of the same.
(c) "Goods" includes goods, wares, merchandise and articles of every kind whatsoever except live animals and cargo which by the contract of carriage in stated as being carried on deck and is so carried.
(d) "Ship" means any vessel used for the carriage of goods by sea.
(e) "Carriage of goods" covers the period from the time when the goods are loaded on to the time they are discharged from the ship.
Article 30
Subject to the provisions of Article 6, under every contract of carriage of goods by sea the carrier, in relation to the loading, handling, stowage, carriage, custody, care and discharge of such goods, shall be subject to the responsibilities and liabilities, and entitled to the rights and immunities hereinafter set forth.
Article 31
1. The carrier shall be bound before and at the beginning of the voyage to exercise due diligence to:
(a) Make the ship seaworthy.
(b) Properly man, equip and supply the ship.
(c) Make the holds, refrigerating and cool chambers, and all other parts of the ship in which goods are carried, fit and safe for their reception, carriage and preservation.
2. Subject to the provisions of Article 4, the carrier shall properly and carefully load, handle, stow, carry, keep, care for, and discharge the goods carried.
3. After receiving the goods into his charge the carrier or the master or agent of the carrier shall, on demand of the shipper, issue to the shipper a bill of lading showing among other things:
(a) The leading marks necessary for identification of the goods as the same are furnished in writing by the shipper before the loading of such goods starts, provided such marks are stamped or otherwise shown clearly upon the goods if uncovered, or on the cases or coverings in which such goods are contained, in such a manner as should ordinarily remain legible until the end of the voyage.
(b) Either the number of packages or pieces, or the quantity, or weight as furnished in writing by the shipper.
(c) The apparent order and condition of the goods.
Provided that no carrier, master or agent of the carrier shall be bound to state or show in the bill of lading any marks, number, quantity, or weight which he has reasonable ground for suspecting not accurately to represent the goods received, or which he has had no reasonable means of checking.
4. Such a bill of lading shall be prima facie evidence of the receipt by the carrier of the goods as therein described in accordance with paragraph 3(a), (b) and (c).
5. The shipper shall be deemed to have guaranteed to the carrier the accuracy at the time of shipment of the marks, number, quantity and weight, as furnished by him, and the shipper shall indemnity the carrier against all loss, damages and expenses arising or resulting from inaccuracies in such. The right of the carrier to such indemnity shall in no way limit his responsibility and liability under the contract of carriage to any person other than the shipper.
6. Unless notice of loss or damage and the general nature of such loss or damage be given in writing to the carrier or his agent at the port of discharge before or at the time of the removal of the goods into the custody of the person entitled to delivery thereof under the contract of carriage, or, if the loss or damage be not apparent, within three days, such removal shall be prima facie evidence of the delivery by the carrier of the goods as described in the bill of lading.
If the loss or damage is not apparent, the notice must be given within three days of the delivery of the goods.
The notice in writing need not be given if the state of the goods has, at the time of their receipt, been the subject of joint survey or inspection.
In any event the carrier and the ship shall be discharged from all liability in respect of loss or damage unless suit is brought within one year after delivery of the goods or the date when the goods should have been delivered.
In the case of any actual or apprehended loss or damage the carrier and the receiver shall give all reasonable facilities to each other for inspecting and tallying the goods.
7. After the goods are loaded the bill of lading to be issued by the carrier, master, or agent of the carrier, to the shipper shall, if the shipper so demands, be a "shipped" bill of lading, provided that if the shipper shall have previously taken up any document of title to such goods, he shall surrender the same as against the issue of the "shipped" bill of lading, but at the option of the carrier such document of title may be noted at the port of shipment by the carrier, master, or agent with the name or names of the ship or ships upon which the goods have been shipped and the date or dates of shipment, and when so noted, if it shows the particulars mentioned in paragraph 3 of Article 3, shall for the purpose of this Article be deemed to constitute a "shipped" bill of lading.
8. Any clause, covenant, or agreement in a contract of carriage relieving the carrier or the ship from liability for loss or damage to, or in connection with, goods arising from negligence, fault, or failure in the duties and obligations provided in this Article or lessening such liability otherwise than as provided in this Convention, shall be null and void and of no effect. A benefit of insurance in favor of the carrier or similar clause shall be deemed to be a clause relieving the carrier from liability.
Article 32
1. Neither the carrier nor the ship shall be liable for loss or damage arising or resulting from unseaworthiness unless caused by want of due diligence on the part of the carrier to make the ship seaworthy and to secure that the ship is properly manned, equipped and supplied, and to make the holds, refrigerating and cool chambers and all other parts of the ship in which goods are carried fit and safe for their reception, carriage and preservation in accordance with the provisions of paragraph 1 of Article 3. Whenever loss or damage has resulted from unseaworthiness the burden of proving the exercise of due diligence shall be on the carrier or other person claiming exemption under this Article.
2. Neither the carrier nor the ship shall be responsible for loss or damage arising or resulting from:
(a) Act, neglect, or default of the master, mariner, pilot, or the servants of the carrier in the navigation or in the management of the ship.
(b) Fire, unless caused by the actual fault or privity of the carrier.
(c) Perils, dangers and accidents of the sea or other navigable waters.
(d) Act of God.
(e) Act of war.
(f) Act of public enemies.
(g) Arrest or restraint or princes, rulers or people, or seizure under legal process.
(h) Quarantine restrictions.
(i) Act or omission of the shipper or owner of the goods, his agent or representative.
(j) Strikes or lockouts or stoppage or restraint of labor from whatever cause, whether partial or general.
(k) Riots and civil commotions.
(l) Saving or attempting to save life or property at sea.
(m) Wastage in bulk or weight or any other loss or damage arising from inherent defect, quality or vice of the goods.
(n) Insufficiency of packing.
(o) Insufficiency or inadequacy of marks.
(p) Latent defects not discoverable by due diligence.
(q) Any other cause arising without the actual fault or privity of the carrier, or without the actual fault or neglect of the agents or servants of the carrier, but the burden of proof shall be on the person claiming the benefit of this exception to show that neither the actual fault or privity of the carrier nor the fault or neglect of the agents or servants of the carrier contributed to the loss or damage.
3. The shipper shall not be responsible for loss or damage sustained by the carrier or the ship arising or resulting from any cause without the act, fault or neglect of the shipper, his agents or his servants.
4. Any deviation in saving or attempting to save life or property at sea or any reasonable deviation shall not be deemed to be an infringement or breach of this Convention or of the contract of carriage, and the carrier shall not be liable for any loss or damage resulting therefrom.
5. Neither the carrier nor the ship shall in any event be or become liable for any loss or damage to or in connection with goods in an amount exceeding 100 pounds sterling per package or unit, or the equivalent of that sum in other currency unless the nature and value of such goods have been declared by the shipper before shipment and inserted in the bill of lading.
This declaration if embodied in the bill of lading shall be prima facie evidence but shall not be binding or conclusive on the carrier.
By agreement between the carrier, master or agent of the carrier and the shipper another maximum amount than that mentioned in this paragraph may be fixed, provided that such maximum shall not be less than the figure above named.
Neither the carrier nor the ship shall be responsible in any event for loss or damage to, or in connection with, goods if the nature or value thereof has been knowingly misstated by the shipper in the bill of lading.
6. Goods of an inflammable, explosive or dangerous nature to the shipment whereof the carrier, master or agent of the carrier has not consented with knowledge of their nature and character, may at any time before discharge be landed at any place, or destroyed or rendered innocuous by the carrier without compensation and the shipper of such goods shall be liable for all damage and expenses directly or indirectly arising out of or resulting from such shipment. If any such goods shipped with such knowledge and consent shall become a danger to the ship or cargo, they may in like manner be landed at any place or destroyed or rendered innocuous by the carrier without liability on the part of the carrier except to general average, if any.
Article 33
A carrier shall be at liberty to surrender in whole or in part all or any of his rights and immunities or to increase any of his responsibilities and obligations under this Convention, provided such surrender or increase shall be embodied in the bill of lading issued to the shipper.
The provisions of this Convention shall not be applicable to charter parties, but if bills of lading are issued in the case of a ship under a charter party they shall comply with the terms of this Convention. Nothing in these rules shall be held to prevent the insertion in a bill of lading of any lawful provision regarding general average.
Article 34
Notwithstanding the provisions of the preceding Articles, a carrier, master or agent of the carrier and a shipper shall in regard to any particular goods be at liberty to enter into any agreement in any terms as to the responsibility and liability of the carrier for such goods, and as to the rights and immunities of the carrier in respect of such goods, or his obligation as to seaworthiness, so far as this stipulation is not contrary to public policy, or the care or diligence of his servants or agents in regard to the loading, handling, stowage, carriage, custody, care and discharge of the goods carried by sea, provided that in this case no bill of lading has been or shall be issued and that the terms agreed shall be embodied in a receipt which shall be a non-negotiable document and shall be marked as such.
Any agreement so entered shall have full legal effect.
Provided that this Article shall not apply to ordinary commercial shipments made in the ordinary course of trade, but only to other shipments where the character or condition of the property to be carried or the circumstances, terms and conditions under which the carriage is to be performed are such as reasonably to justify a special agreement.
Article 35
Nothing herein contained shall prevent a carrier or a shipper from entering into any agreement, stipulation, condition, reservation or exemption as to the responsibility and liability of the carrier or the ship for the loss or damage to, or in connection with, the custody and care and handling of goods prior to the loading on, and subsequent to, the discharge from the ship on which the goods are carried by sea.
Article 36
The provisions of this Convention shall not affect the rights and obligations of the carrier under any statute for the time being in force relating to the limitation of the liability of owners of sea-going vessels.
Article 37
The monetary units mentioned in this Convention are to be taken to be gold value.
Those contracting States in which the pound sterling is not a monetary unit reserve to themselves the right of translating the sums indicated in this Convention in terms of pound sterling into terms of their own monetary system in round figures.
The national laws may reserve to the debtor the right of discharging his debt in national currency according to the rate of exchange prevailing on the day of the arrival of the ship at the port of discharge of the goods concerned.
Article 38
The provisions of this Convention shall apply to all bills of lading issued in any of the contracting States.
Article 38
1. Minimum age requirements: the minimum age is 16 years (18 for night work and work in hazardous areas).
2. Medical fitness: workers should be medically fit for the duties they are performing. Countries should issue medical certificates.
3. Training: Seafarers should be trained for their duties as well as have had a personal safety training.
4. Recruitment/placement services located in member states or for ships flying the flag of member states should have (among others) proper placement procedures, registration, complaint procedures and compensation if the recruitment fails
Article 39
1. Contracts: the contract should be clear, legally enforceable and incorporate collective bargaining agreements (if existent).
2. Payments: Wages should be paid at least every month, and should be transferable regularly to family if so desired.
3. Rest hours: rest hours should be implemented in national legislation. The maximum hours of work in that legislation should not exceed 14 hours in any 24-hour period and 72 hours in any seven-day period, or: at least ten hours of rest in any 24-hour period and 77 hours (rest) in any seven-day period. Furthermore, the daily hours of rest may not be divided into more than two periods and, at least six hours of rest should be given consecutively in one of those two periods.
4. Leave: Seafarers have a right to annual leave as well as shore leave.
5. Repatriation: Returning to their country of residence should be free.
6. Loss: If a ship is lost or foundered, the seafarers have a right to unemployment payments.
7. Manning: Every ship should have a sufficient manning level.
8. Development and opportunities: Every seafarer has a right to be promoted during his career except in cases where there is a violation of a statute or code of conduct, which inevitably hinders such promotion. Also, skill development and employment opportunities should be made available for each and every seafarer.
Article 40
1. Accommodation: Accommodation for living and/or working should be "promoting the seafarers' health and well-being". Detailed provisions (in rules and guidelines) give minimum requirements for various types of rooms (mess rooms, recreational rooms, dorms etc.).
2. Food and Catering: Both food quality and quantity, including water should be regulated in the flag state. Furthermore, cooks should have proper training.
Article 41
1. Medical care on board ship and ashore: Seafarers should be covered for and have access to medical care while on board; in principle at no cost and of a quality comparable to the standards of health care on shore. Countries through which territory a ship is passing should guarantee treatment on shore in serious cases.
2. Shipowners' liability: Seafarers should be protected from the financial effects of "sickness, injury or death occurring in connection with their employment". This includes at least 16 weeks of payment of wages after start of sickness.
3. Health and safety protection and accident prevention: A safe and hygienic environment should be provided to seafarers both during working and resting hours and measures should be taken to take reasonable safety measures.
4. Access to shore-based welfare facilities: Port states should provide "welfare, cultural, recreational and information facilities and services" and to provide easy access to these services. The access to these facilities should be open to all seafarers irrespective of race, sex, religion or political opinion.
5. Social security: Social security coverage should be available to seafarers (and in case it is customary in the flag state: their relatives).
Article 42
1. Flag states: Flag states (the state under which flag the ship operates) are responsible for ensuring implementation of the rules on the ships that fly its flag. Detailed inspections result in the issue of a "Certificate of Maritime Compliance", which should always be present (and valid) on a ship. Ships are required to have decent complaints procedures in place for its crew and should institute investigations in case of casualties.
2. Port States: The inspection in ports depends on whether a Certificate of Maritime Compliance is present (and thus a flag is flown of a country which has ratified the convention). If the Certificate is present, compliance is to be assumed in principle, and further investigations only take place if the certificate is not in order or there are indications of non-compliance. For ships that don't have the certificate, inspections are much more detailed and should ensure -according to a "no more favorable treatment principle"[5] that the ship has complied with the provisions of the convention. The convention is thus -indirectly- also valid for ships of non-member countries if they plan to call to ports of a member state.
3. Labor agencies: Agencies supplying on maritime workers to ships should also be inspected to ensure that they apply the convention (among others the regulations regarding to social security).
Article 43
1. The obligation to "cure" requires a shipowner to provide medical care free of charge to a seaman injured in the service of the ship, until the seaman has reached "maximum medical cure". The concept of "maximum medical cure" is more extensive than the concept "maximum medical improvement". The obligation to "cure" a seaman includes the obligation to provide him/her with medications and medical devices which improve his/her ability to function, even if they don't "improve" his/her actual condition. They may include long term treatments that permit him/her to continue to function well. Common examples include:
(a) prostheses
(b) wheelchairs
(c) and pain medications.
2. The obligation of "maintenance" requires the shipowner to provide a seaman with his/her basic living expenses while he/she is convalescing. Once a seaman is able to work, he/she is expected to maintain himself/herself. Consequently, a seaman can lose his/her right to maintenance, while the obligation to provide cure is ongoing.
3. A seaman who is required to sue a shipowner to recover maintenance and cure may also recover his/her attorney's fees
Article 44
1. Shipowners owe a duty of reasonable care to passengers. Consequently, passengers who are injured aboard ships may bring suit as if they had been injured ashore through the negligence of a third party. The passenger bears the burden of proving that the shipowner was negligent. While personal injury cases must generally be pursued within three years, suits against cruise/ocean lines may need to be brought within one year because of limitations contained in the passenger ticket. Notice requirements in the ticket may require a formal notice to be brought within six months of the injury.
2. It is unlawful to exclude liability for death or personal injury caused by one's negligence.
Article 45
Merchant vessels transiting areas of increased pirate activity are advised to implement Self-Protective measures.
Article 46
Banks which loan money to purchase ships, vendors who supply ships with necessaries like fuel and stores, seamen who are due wages, and many others have a lien against the ship to guarantee payment. To enforce the lien, the ship must be arrested or seized.
Article 47
1. When property is lost at sea and rescued by another, the rescuer is entitled to claim a salvage award on the salvaged property. There is no "life salvage". All mariners have a duty to save the lives of others in peril without expectation of reward. Consequently, salvage law applies only to the saving of property.
2. There are two types of salvage: contract salvage and pure salvage, which is sometimes referred to as "merit salvage". In contract salvage the owner of the property and salvor enter into a salvage contract prior to the commencement of salvage operations and the amount that the salvor is paid is determined by the contract.
3. In pure salvage, there is no contract between the owner of the goods and the salvor. The relationship is one which is implied by law. The salvor of property under pure salvage must bring his claim for salvage in maritime court, which will award salvage based upon the "merit" of the service and the value of the salvaged property.
4. Pure salvage claims are divided into "high-order" and "low-order" salvage. In high-order salvage, the salvor exposes himself and his crew to the risk of injury and loss or damage to his equipment to salvage the damaged ship. Examples of high-order salvage are:
(a) boarding a sinking ship in heavy weather
(b) boarding a ship which is on fire
(c) raising a ship or boat which has already sunk
(d) or towing a ship which is in the surf away from the shore.
5. Low-order salvage occurs where the salvor is exposed to little or no personal risk. Examples of low-order salvage include:
(a) towing another vessel in calm seas
(b) supplying a vessel with fuel
(c) or pulling a vessel off a sand bar.
Salvors performing high order salvage shall receive substantially greater salvage award than those performing low order salvage.
6. In both high-order and low-order salvage the amount of the salvage award shall be based first upon the value of the property saved. If nothing is saved, or if additional damage is done, there will be no award. The other factors to be considered are:
(a) the skills of the salvor
(b) the peril to which the salvaged property was exposed
(c) the value of the property which was risked in effecting the salvage
(d) the amount of time and money expended in the salvage operation etc.
7. A pure or merit salvage award shall, only in extreme situations, exceed 50 percent of the value of the property salved. The exception to this rule is in the case of treasure salvage. Due to sunken treasure generally having been lost for hundreds of years, while the original owner (or insurer, if the vessel was insured) continues to have an interest in it, the salvor or finder shall receive the majority of the value of the property.
Article 48
The provisions of this Convention shall not affect conventions or other international agreements already in force, as between States Parties to them.
- Signatories:
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