Parchment Pages

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Don't Panic!

Ever wonder where you're going, or how to get there? Taken so many wrong turns that you're probably back where you started? After a while, do all those damn trees start to look the same? It's a good thing we have GPS Units, eh? The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer. Now you know exactly where you are!

So where the hell is everywhere else?

Navigational Tips and Tricks

Less confused yet?

The GPS displays X and Y co-ordinates, like a graph. Step west, and the first number goes down; east and it goes up. Similarly, going north increments the second number, and heading south decreases it. To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target. Just be aware that occasionally this technique may result in you walking into a mountain.

Roads

A fairly extensive, if rather variable, road network connects the settlements of Shartak. If you can find a signposted road, this will often get you to your location quickly. Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions. A map of the theoretical road network can be found here, but some of these roads may not actually exist at any given time; the curent Ubermap will show which ones are currently navigable.

Addons

Those of you with Firefox should definitely consider getting a couple of the GreaseMonkey scripts from the Community Portal page.

  • The Shartak Map Overlay gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units. Use it to find your position relative to one of the southern towns, then go there and get a GPS already.
  • We seriously can't hype the Shartak UBER MAP enough. As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map. We couldn't play Shartak without it.
  • Whenever you have a GPS signal, the Shartak Camp Directions script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.

The Quick Way Home

You can easily get back to your home camp from any point on the island in less than 50AP! If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves. Respawn at your home shaman for 25AP and you're done! If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back. There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.

Locations, Locations, Locations...

This is a list of interesting, useful, or important locations in Shartak. Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages. Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.

Contents

Academic and Research Institutions

Derby

Derby Academy Fencing Hall

Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills. Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.

Coordinates: [-70.094,+26.350]
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Derby Academy Lecture Hall

Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters. When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige. If the hall is unstaffed, you can generally ask your question at the Fencing Hall or Hospital, and wait in the lecture hall for your answer.

Coordinates: [-70.093,+26.350]
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York

Shartak Crytozoological Society

A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife. Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.

Coordinates: [-70.368,+26.314]
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Commercial Buildings

Dalpok

Imperial Bank

The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.

Coordinates: [-70.436,+26.441]
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Tamdal Tak

Dalpok's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely avaliable to natives. Speaks the native tongue.

Coordinates: [-70.435,+26.442]
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Derby

Imperial Bank

The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. As of Februray '06 the York branch closed as a consequence of threats of attacks by local militia.

Coordinates: [-70.092,+26.349]
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Trader Tom

Derby's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely available to outsiders. Speaks the outsider tongue.

Coordinates: [-70.092,+26.350]
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Durham

Imperial Bank

The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.

Coordinates: [-70.650,+26.346]
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Mercenary Guildhouse

The Mercenary's Guild Durham Headquarters. May not be currently active.

Coordinates: [-70.653,+26.339]
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[[Mercenary's Guild|Wiki]

Trader Dick

Durham's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely avaliable to ousiders. Speaks the outsider tongue.

Coordinates: [-70.649,+26.347]
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Raktam

Imperial Bank

The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.

Coordinates: [-70.320,+26.471]
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Raktam Security Consultancy

In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.

Coordinates: [-70.321,+26.473]
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Tamdal Tik

Raktam's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely avaliable to natives. Speaks the native tongue.

Coordinates: [-70.319,+26.472]
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Shipwreck

Trader Sam

The Shipwreck's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item. Speaks the outsider tongue.

Wiksik

Imperial Bank

The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.

No coordinates are currently available for this branch.

Coordinates: [-70.???,+26.???]
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Tamdal Toe

Wiksik's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely avaliable to natives. Speaks the native tongue.

Coordinates: [-70.235,+26.405]
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York

Imperial Bank

The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.

Coordinates: [-70.368,+26.314]
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Trader Harry

York's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely avaliable to outsiders. The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword. Speaks the outsider tongue.

Coordinates: [-70.367,+26.313]
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Communications and Infrastructure

Wiksik

Native Message Hut

A hut for natives to write messages inside. Intended to act like a village notice board.

Coordinates: [-70.237,+26.410]
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Outsider Message Hut

A hut for outsiders to write messages inside. Intended to act like a village notice board for visiting outsiders.

Coordinates: [-70.236,+26.410]
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Historical Sites

Derby

Derby Swamp Ruins

Three ruined huts near the Derby Swamp, not far from the road to York.

Coordinates: [-70.111,+26.378]
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Durham

Durham Ruins

Two ruined huts just north-west of Durham.

Coordinates: [-70.666,+26.354]
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Fort Creedy

This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.

Coordinates: [-70.666,+26.380]
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Raktam

Raktam Ruins

Three ruined huts a short walk north of Raktam.

Coordinates: [-70.322,+26.492]
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Shipwreck

Temple Ruins

This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function). It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.

Coordinates: [-70.540,+26.530]
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York

Mercenary's Guildhouse

Formerly the headquarters of the Mercenary's Guild, this was the center of Guild power in york during the second invasion, and a frequent target for Order of Patriots raids.

Coordinates: [-70.366,+26.314]
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Wilderness

North Slope Ruins

Three ruined huts near the northern slope of Mt. Shartak.

Coordinates: [-70.391,+26.480]
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Shipwreck Peninsula Ruins

Two ruined huts on the peninsula west of the Shipwreck.

Coordinates: [-70.594,+26.519]
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Southern Coastal Boulevard Ruins

Three ruined huts at the start of the Durham Peninsula

Coordinates: [-70.490,+26.365]
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Unity Bay Ruins

Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.

Coordinates: [-70.605,+26.374]
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York River Ruins

Two ruined huts on the west bank of the river that flows south from Mt Shartak. The site of the first Shartak Preservation Front conference.

Coordinates: [-70.357,+26.406]
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York Swamp Ruins

Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.

Coordinates: [-70.331,+26.380]
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Islets

Derby Island

A small, thin island just off the southern coast of Derby.

Coordinates: [-70.095,+26.335]
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Ernst Island

The smallest islet in Shartak's waters, lying just east of Rodrigo Island.

Coordinates: [-70.628,+26.385]
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Killer Island

A small island off the tip of the York Peninsula. Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.

Coordinates: [-70.401,+26.270]
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Rodrigo Island

A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation. The western beach was the former site of a Dutch shipyard, operated by agents of the 1st Imperial Privateers Regiment. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.

Coordinates: [-70.644,+26.390]
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Unity Island

A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.

Coordinates: [-70.568,+26.416]
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Landmarks

Mt. Shartak

The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as "Blood Mountain".

Coordinates: [-70.365,+26.455]
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Cave complex

Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449]

Coordinates: [-70.429,+26.449]
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Echo Beach

The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.

Coordinates: [-70.710,+26.375]
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Irony Bay

The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.

Coordinates: [-70.510,+26.532]
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Santa's Splash

The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.

Coordinates: [-70.351,+26.429]
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Law Enforcement

Derby

Derby Hospitallers

Although not an explicit police group, the Hospitallers are sworn to attack and punish "vile criminals", so it's probably worth speaking to them if you get PKed around Derby. The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.

Coordinates: [-70.093,+26.352]
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1st Derby Privateers

The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.

Coordinates: [-70.098,+26.355]
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Durham

Durham Pistoleers

The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.

Coordinates: [-70.652,+26.340]
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York

Colonial Police

The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak. They offer protection to all outsiders, and have been known to help friendly natives too.

Coordinates: [-70.374,+26.313]
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Medical Facilities

Dalpok

Medical Hut

Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.

Coordinates: [-70.437,+26.449]
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Shubar

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Shubar only helps those from Dalpok, however.

Coordinates: [-70.437,+26.443]
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Derby

Balchig

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Blachig only helps those from Derby, however.

Coordinates: [-70.095,+26.350]
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Derby Hospital

Run by the Derby Hospitallers, any outsiders (and possibly friendly natives) waiting in this building will be healed by one of their daily patrols.

Coordinates: [-70.093,+26.352]
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Medical Hut

Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.

Coordinates: [-70.099,+26.353]
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Durham

Kadmor

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Kadmor only helps those from Durham, however.

Coordinates: [-70.648,+26.343]
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Medical Hut

Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.

Coordinates: [-70.651,+26.344]
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Raktam

Medical Hut

Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.

Coordinates: [-70.323,+26.473]
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Najdam

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Najdam only helps those from Raktam, however.

Coordinates: [-70.322,+26.469]
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Shipwreck

Jakota

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Jakota only helps those from the Shipwreck, however.

Coordinates: [-70.541,+26.543]
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Large Cabin

The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.

Coordinates: [-70.541,+26.546]
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Wiksik

Medical Hut

Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.

Coordinates: [-70.240,+26.410]
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Tapran

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Tapran only helps those from Wiksik, however.

Coordinates: [-70.239,+26.405]
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York

Kahuni

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Kahuni only helps those from York, however.

Coordinates: [-70.371,+26.314]
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Medical Hut

Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.

Coordinates: [-70.369,+26.320]
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Royal Expedition Field Hospital

Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present. Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.

Coordinates: [-70.366,+26.319]
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Roaming

Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP. The nearest roaming shaman will be contacted, whisking you away to their current location. To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.

Atok
Igoban
Jidram
Malpok
Movak
Pabkim
Skulu
Xaltam
Zakano

Military and Munitions

Dalpok

Ammunition Hut

The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.

Coordinates: [-70.441,+26.443]
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Derby

Ammunition Hut

The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.

Coordinates: [-70.096,+26.356]
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Durham

Ammunition Hut

The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.

Coordinates: [-70.647,+26.349]
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Raktam

Ammunition Hut

The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.

Coordinates: [-70.324,+26.474]
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Shipwreck

Armoury

The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.

Coordinates: [-70.541,+26.546]
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Wiksik

Ammunition Hut

The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.

Coordinates: [-70.239,+26.411]
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York

Ammunition Hut

The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.

Coordinates: [-70.371,+26.316]
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Recreational

Raktam

The Raktam Tavern

Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors. Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.

Coordinates: [-70.321,+26.473]
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York

Czechy's Tavern

The oldest tavern on the island, owned by an officer of the Colonial Police and declared a general non-violence zone. This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.

Coordinates: [-70.368,+26.313]
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Religious

York

Shartak Protestant League Hut

Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.

Coordinates: [-70.366,+26.314]
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York Temple

A jewish temple of varying denomination, headed by the agreeable and inoffensive Rabbi Shlomo Weinstein.

Coordinates: [-70.369,+26.311]
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Settlements

Dalpok

This native village is close to the Shipwreck and thus a frequent target for pirate raids. The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as "New Amsterdam" and regard it as their own.

Coordinates: [-70.437,+26.443]
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Derby

Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of the WickSick Headhunters) and makes a good base for hunting expeditions.

Coordinates: [-70.095,+26.350]
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Durham

The Durham peninsula is largely controlled by the Durham Pistoleers, a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page. It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.

Coordinates: [-70.648,+26.343]
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Raktam

This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. Frequent attacks on visiting outsiders deter most trade with the village.

Coordinates: [-70.322,+26.469]
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Shipwreck

The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact. Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the Jolly Roger Gang, and the 1st Imperial Privateers Regiment, who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.

Coordinates: [-70.541,+26.543]
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Wiksik

Generally quiet these days, Wiksik is the most populous of the native settlements. Not to be confused with Wicksick.

Coordinates: [-70.239,+26.405]
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York

The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits. Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups. Hosts a rather excellent newspaper, and its competitor, the Shartak Financial Times. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.

Coordinates: [-70.371,+26.314]
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