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	<updated>2026-04-20T13:22:30Z</updated>
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Durham&amp;diff=19921</id>
		<title>Durham</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Durham&amp;diff=19921"/>
		<updated>2009-01-30T20:03:10Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: Undo revision 19912 by Sgt Nick (Talk) Do not graffiti someone else's property.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_durham.png&lt;br /&gt;
| cx          = -70648&lt;br /&gt;
| cy          = 26343&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Kadmor&lt;br /&gt;
| shaman_gps  = {{map|70|648|26|343}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Dick&lt;br /&gt;
| trader_gps  = {{map|70|649|26|347}}&lt;br /&gt;
| trader_loc  = (07,04)&lt;br /&gt;
| banker      = DarkFerret and Matt Wilkinson&lt;br /&gt;
| bank_gps    = {{map|70|650|26|346}}&lt;br /&gt;
| bank_loc    = (06,05)&lt;br /&gt;
| ammo_gps    = {{map|70|647|26|349}}&lt;br /&gt;
| ammo_loc    = (09,02)&lt;br /&gt;
| medical_gps = {{map|70|651|26|344}}&lt;br /&gt;
| medical_loc = (05,07)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kadmor is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
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| colspan=16 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Village territory (&amp;quot;Durham&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Durham Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Durham University Campus&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Durham University Combat Training and Simulation Facility&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | First Aid Kit Universal&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Office Block&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Restaurants and Taverns&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Gateway&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Water&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Durham&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.&lt;br /&gt;
&lt;br /&gt;
=== Durham Dojo ===&lt;br /&gt;
Durham Dojo is a combat training facility run by Durham Utility. We provide a place for people to practice their fighting skills and gain XP through practice fights with each other or with the combat instructor. Everyone is welcome to take advantage of this free service. Any weapon/meathod of attack is allowed, but killing is not permited.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Durham==&lt;br /&gt;
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=305 Durham Model Army]&lt;br /&gt;
*[[Durham Police]]&lt;br /&gt;
*[[The Durham Tea Party]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Durham&amp;diff=19901</id>
		<title>Durham</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Durham&amp;diff=19901"/>
		<updated>2009-01-29T01:29:55Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_durham.png&lt;br /&gt;
| cx          = -70648&lt;br /&gt;
| cy          = 26343&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Kadmor&lt;br /&gt;
| shaman_gps  = {{map|70|648|26|343}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Dick&lt;br /&gt;
| trader_gps  = {{map|70|649|26|347}}&lt;br /&gt;
| trader_loc  = (07,04)&lt;br /&gt;
| banker      = DarkFerret and Matt Wilkinson&lt;br /&gt;
| bank_gps    = {{map|70|650|26|346}}&lt;br /&gt;
| bank_loc    = (06,05)&lt;br /&gt;
| ammo_gps    = {{map|70|647|26|349}}&lt;br /&gt;
| ammo_loc    = (09,02)&lt;br /&gt;
| medical_gps = {{map|70|651|26|344}}&lt;br /&gt;
| medical_loc = (05,07)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kadmor is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Durham - Territory Map'''&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=16 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Village territory (&amp;quot;Durham&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
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|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Durham Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Durham University Campus&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Durham University Combat Training and Simulation Facility&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Phany's Kindergarten&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | First Aid Kit Universal&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Restaurant or Tavern&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Durham&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.&lt;br /&gt;
&lt;br /&gt;
=== Durham Dojo ===&lt;br /&gt;
Durham Dojo is a combat training facility run by Durham Utility. We provide a place for people to practice their fighting skills and gain XP through practice fights with each other or with the combat instructor. Everyone is welcome to take advantage of this free service. Any weapon/meathod of attack is allowed, but killing is not permited.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Durham==&lt;br /&gt;
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=305 Durham Model Army]&lt;br /&gt;
*[[Durham Police]]&lt;br /&gt;
*[[The Durham Tea Party]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=West_Shartak_Ministries&amp;diff=19551</id>
		<title>West Shartak Ministries</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=West_Shartak_Ministries&amp;diff=19551"/>
		<updated>2009-01-02T02:13:46Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: New page: The West Shartak Ministries were established September fifteenth of the third year since first landing by Edward Grey as the fourth elected Governor of Durham. The [[Governor of Durham...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The West Shartak Ministries were established September fifteenth of the third year since first landing by Edward Grey as the fourth elected Governor of [[Durham]]. The [[Governor of Durham]] leads this government, however several powers and responsibilities are restricted to other officials. [[Minister|Ministers]] lead the [[Ministry|Ministries]] assigned to them.&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Fort_Creedy&amp;diff=18926</id>
		<title>Fort Creedy</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Fort_Creedy&amp;diff=18926"/>
		<updated>2008-10-17T10:18:29Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = N/A&lt;br /&gt;
| cx          = -70666&lt;br /&gt;
| cy          = 26380&lt;br /&gt;
| type        = Undefined&lt;br /&gt;
| huts        = 3&lt;br /&gt;
| shaman      = None&lt;br /&gt;
| shaman_gps  = &lt;br /&gt;
| shaman_loc  = &lt;br /&gt;
| trader      = None&lt;br /&gt;
| trader_gps  = &lt;br /&gt;
| trader_loc  = &lt;br /&gt;
| banker      = N/A&lt;br /&gt;
| bank_gps    = &lt;br /&gt;
| bank_loc    = &lt;br /&gt;
| ammo_gps    = {{map|70|665|26|381}}&lt;br /&gt;
{{map|70|665|26|380}}&lt;br /&gt;
| ammo_loc    = (4,2/3)&lt;br /&gt;
| medical_gps = {{map|70|667|26|379}}&lt;br /&gt;
{{map|70|666|26|379}}&lt;br /&gt;
| medical_loc = (2/3,4)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''Fort Creedy - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#33c033|4&lt;br /&gt;
| bgcolor=#aa8866|'''H'''&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=16 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Unincorporated&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Ruins (&amp;quot;Creedy&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Armoury&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''J'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Jail&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''H'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Hall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:Locationsnav&amp;diff=18921</id>
		<title>Template:Locationsnav</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:Locationsnav&amp;diff=18921"/>
		<updated>2008-10-16T01:36:44Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox|nav_main=[[Camp]]s|nav_index=[[Dalpok]] &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; [[Raktam]] &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; [[Wiksik]] &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; [[Rakmogak]] &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; [[Derby]] &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; [[Durham]] &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; [[York]] &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; [[Shipwreck]] &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; [[Fort Creedy]]}}&amp;lt;noinclude&amp;gt;[[Category:Navigation Templates|Locationsnav]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Fort_Creedy&amp;diff=18920</id>
		<title>Fort Creedy</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Fort_Creedy&amp;diff=18920"/>
		<updated>2008-10-16T01:33:28Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: New page: {{Infobox Home| | image       = N/A | cx          = -70666 | cy          = 26380 | type        = Undefined | huts        = 3 | shaman      = None | shaman_gps  =  | shaman_loc  =  | trader...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = N/A&lt;br /&gt;
| cx          = -70666&lt;br /&gt;
| cy          = 26380&lt;br /&gt;
| type        = Undefined&lt;br /&gt;
| huts        = 3&lt;br /&gt;
| shaman      = None&lt;br /&gt;
| shaman_gps  = &lt;br /&gt;
| shaman_loc  = &lt;br /&gt;
| trader      = None&lt;br /&gt;
| trader_gps  = &lt;br /&gt;
| trader_loc  = &lt;br /&gt;
| banker      = N/A&lt;br /&gt;
| bank_gps    = &lt;br /&gt;
| bank_loc    = &lt;br /&gt;
| ammo_gps    = &lt;br /&gt;
| ammo_loc    = &lt;br /&gt;
| medical_gps = &lt;br /&gt;
| medical_loc = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''Fort Creedy - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|1&lt;br /&gt;
| bgcolor=#33c033|2&lt;br /&gt;
| bgcolor=#33c033|3&lt;br /&gt;
| bgcolor=#33c033|4&lt;br /&gt;
| bgcolor=#33c033|5&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|2&lt;br /&gt;
| bgcolor=#aa8866|'''J'''&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|3&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|4&lt;br /&gt;
| bgcolor=#aa8866|'''H'''&lt;br /&gt;
| bgcolor=#aa8866|'''H'''&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|5&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=16 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Unincorporated&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Ruins (&amp;quot;Creedy&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Armoury&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''J'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Jail&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''H'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Hall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Camp&amp;diff=18919</id>
		<title>Camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Camp&amp;diff=18919"/>
		<updated>2008-10-15T23:40:28Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Outsider camps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Genericmap.png|thumb|Generic map of Shartak detailing camp locations.]]&lt;br /&gt;
&lt;br /&gt;
'''Camps''' (also unofficially referred to as '''towns''' and '''villages''') are the starting and respawning locations of players. Each of the eight camps on Shartak contains [[hut|resource buildings]], a [[trader]], and a [[shaman]]. The natives dwell in villages tucked deep within the jungle. The outsiders have established settlements on the coast of the island. The shipwreck is an exclusive camp that is only available to the pirate [[class]]. Comparatively, only cannibals reside in Rakmogak.&lt;br /&gt;
&lt;br /&gt;
== Native camps ==&lt;br /&gt;
&lt;br /&gt;
=== Dalpok ===&lt;br /&gt;
:''Main article: [[Dalpok]]''&lt;br /&gt;
* Location: In the jungle to the west of the mountain.&lt;br /&gt;
* GPS coordinates: {{GPS|70|436|26|443}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Raktam ===&lt;br /&gt;
:''Main article: [[Raktam]]''&lt;br /&gt;
* Location: In the jungle to the east of the mountain.&lt;br /&gt;
* GPS coordinates: {{GPS|70|322|26|469}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Wiksik ===&lt;br /&gt;
:''Main article: [[Wiksik]]''&lt;br /&gt;
* Location: In the jungle to the southeast of the mountain.&lt;br /&gt;
* GPS coordinates: {{GPS|70|239|26|405}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Rakmogak ===&lt;br /&gt;
:''Main article: [[Rakmogak]]''&lt;br /&gt;
* Location: On Skull Islet northeast of the island.&lt;br /&gt;
* GPS coordinates: {{GPS|70|180|26|559}} (center)&lt;br /&gt;
&lt;br /&gt;
== Outsider camps ==&lt;br /&gt;
&lt;br /&gt;
=== Durham ===&lt;br /&gt;
:''Main article: [[Durham]]''&lt;br /&gt;
* Location: On the southwest edge of the island.&lt;br /&gt;
* GPS coordinates {{GPS|70|648|26|343}} (center)&lt;br /&gt;
&lt;br /&gt;
=== York ===&lt;br /&gt;
:''Main article: [[York]]''&lt;br /&gt;
* Location: In the centre of the southern edge of the island.&lt;br /&gt;
* GPS coordinates: {{GPS|70|371|26|314}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Derby ===&lt;br /&gt;
:''Main article: [[Derby]]''&lt;br /&gt;
* Location: On the southeast corner of the island.&lt;br /&gt;
* GPS coordinates: {{GPS|70|095|26|350}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Shipwreck ===&lt;br /&gt;
:''Main article: [[Shipwreck]]''&lt;br /&gt;
* Location: On the north-northwest edge of the island.&lt;br /&gt;
* GPS coordinates: {{GPS|70|541|26|543}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Fort Creedy (shaman and trader absent) ===&lt;br /&gt;
:''Main article: [[Fort Creedy]]&lt;br /&gt;
* Location: On the northern edge of the Durham peninsular.&lt;br /&gt;
* GPS coordinates: {{GPS|70|666|26|380}} (center)&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Durham_Tea_Party&amp;diff=18830</id>
		<title>The Durham Tea Party</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Durham_Tea_Party&amp;diff=18830"/>
		<updated>2008-09-25T18:06:47Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Organisation */  Fixed ubermap link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Durham Tea Party|&lt;br /&gt;
official_id=283|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:Durham_flag.jpg]]|&lt;br /&gt;
clan_abbrev=TDTP|&lt;br /&gt;
clan_leaders=Founded by Disgruntled Durhamites|&lt;br /&gt;
clan_membership=secret|&lt;br /&gt;
clan_goals=To liberate Durham from outside influence and oppression.|&lt;br /&gt;
clan_recruit=The Durham Tea Party invites liberal freedom loving Durhamites to join.|&lt;br /&gt;
clan_contact=Contact a member in-game|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
From the ashes of the highly regarded, but also widely yelled at, Durham Pistoleers rises The Durham Tea Party. A more hands on, less diplomatic approach to Durham. Keeping Durham free from outside influence and a nice to place to stay, with the use of tools like rifles, machetes and chucking tea into the sea.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
The Durham Tea Party strongly oppose foreign control of Durham.&lt;br /&gt;
&lt;br /&gt;
The Durham Tea Party is not in favor of strong government. Durhamites neither can nor should be controlled by leaders. We accept that a Govenor can be of use, but only one with limited power, and one elected in fair election.&lt;br /&gt;
&lt;br /&gt;
The Durham Tea Party is against Durham joining The Commonwealth. Peace be with the towns and areas that has joined, it's just not for Durham.&lt;br /&gt;
&lt;br /&gt;
The Durham Tea Party wows to fight against enemies of Durham.&lt;br /&gt;
&lt;br /&gt;
The Durham Tea Party considers enemies of Durham legal targets, should they cross longitude [http://www.itechsc.com/misc/shartak/ubermap/mapposgen.php?cx=-70550&amp;amp;cy=26000 -70.550], the official Durham Peninsula border.&lt;br /&gt;
* The list of enemies currently counts members of The 1st Militia and a small number of hostile natives.&lt;br /&gt;
&lt;br /&gt;
==Organisation==&lt;br /&gt;
In the Durham spirit the orginasation of The Durham Tea Party is pretty loose. We are all individuals, and no one enjoys being told what to do all the time. We want the best for Durham, and all try to do our bit.&lt;br /&gt;
&lt;br /&gt;
If you wish to join The Durham Tea Party and fight the good fight, please contact [http://www.shartak.com/profile.cgi?id=102 Dennis Kuijt] in-game or on [http://forum.shartak.com/ the official forum]. The HQ is located [http://www.itechsc.com/misc/shartak/ubermap/mapposgen.php?cx=-70653&amp;amp;cy=26341 here].&lt;br /&gt;
&lt;br /&gt;
==Durham Undesirables==&lt;br /&gt;
As The Durham Tea Party steps up the vigilante action, the following people are now persona non grata in Durham:&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=13418 Saracen]&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=2646 Nick Soapdish]&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=15613 Marlo Bennas]&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=12858 Spiritz]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Skills&amp;diff=18803</id>
		<title>Talk:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Skills&amp;diff=18803"/>
		<updated>2008-09-24T06:31:00Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Triage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For information on what skills are available to what class, please consult the [[Talk:Character Classes|Character Classes talk page]].''&lt;br /&gt;
&lt;br /&gt;
== Skill quirks ==&lt;br /&gt;
=== ''Ghostly whisper'' ===&lt;br /&gt;
Am I reading this correctly? Ghostly whisper - Allows spirits to speak,Sixth Sense - Sense presence of and hear spirits. Is it just me or does this imply that to hear sprits you need to a) have 6th sense and b)spirt needs ghostly whisper? -- [[User:Daylan|Daylan]] 14:23, 18 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Alas, poor Lint has been slain! He is taking advantage of his current situation to explore this phenomenon. As a spirit, his Sixth Sense skill apparently still works. I have detected the presense of another spirit and with Ghostly whisper, I have attempted to communicate with it. I have also used Haunting Scream, but it apparently is not working at the moment. [''You scream loudly. Feel better? This doesn't work yet ;)''] --[[User:Lint|Lint]] 00:23, 23 March 2006 (GMT)&lt;br /&gt;
::Haunting Scream now works :) --[[User:Simon|Simon]] 23:19, 5 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== ''Triage'' ===&lt;br /&gt;
&lt;br /&gt;
'''Triage''' does not appear to work for animals or characters that are of another type. --[[User:Lint|Lint]] 01:13, 10 April 2006 (BST)&lt;br /&gt;
:As opposed to Diagnosis in Urban Dead, Triage appears to only display one injured person (literally the most injured) at a time - unless the two people I was healing were constantly attacking one another. --[[User:Lint|Lint]] 00:54, 24 April 2006 (BST)&lt;br /&gt;
:By this do you mean that natives with ''Triage'' cannot tell who the most injured outsider in their square is, and vice-versa? Also, what exactly does a player with ''Triage'' see when they're on a square with multiple characters (of their type)? &amp;amp;mdash; [[User:Elembis|Elembis]] 11:14, 25 May 2006 (BST)&lt;br /&gt;
::Players with this skill identify '''the most injured player in that square'''. If there are 3 others in a square, and all have only 1 HP left, triage won't show anything. If there are 3 players, one with 60 HP, one with 40 HP and one with 20 HP, triage will only display the HP of the player with 20 HP. I don't believe players of different factions can use triage this way, and I'm not sure if pirates are considered the same as outsiders for the purposes of this skill.--[[User:Jackel|Jackel]] 16:08, 25 May 2006 (BST)&lt;br /&gt;
:::If more than one player has the lowest amount of HP, they are both detected by Triage. --[[User:Lint|Lint]] 20:42, 6 June 2006 (BST)&lt;br /&gt;
:::: The other players must all have the same amount of HP for it to show up (i.e two players with 51 hp)&lt;br /&gt;
Does stamina come into play here too? As in someone without stamina has 50 hp and someone WITH stamina has 50hp, would the one with stamina be shown or would they both be? --[[User:Personn5|Personn5]] 02:42, 24 September 2008 (UTC)&lt;br /&gt;
:Simon has made changes to Triage since it was first implemented. It used to indicate which visible player character has the least number of hit points (49/50 before 50/85). Now it indicates which has the greatest number of hit points of damage (83/85 before 49/50). 50/50 HP would not display in either version, 50/55 and 50/75 would both display in the old version, 50/55 and 70/75 would both display in the new version. This change has made Advanced triage less useful. [[User:Darkferret|Edward Grey]] 06:31, 24 September 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Tracking skills ===&lt;br /&gt;
&lt;br /&gt;
'''Basic Tracking''' produces an option to &amp;quot;Look for Tracks&amp;quot; in presumably any terrain. Clicking on this button spends 2 AP to search the area for tracks. --[[User:Lint|Lint]] 01:13, 10 April 2006 (BST)&lt;br /&gt;
:&amp;quot;You can't make out any kinds of tracks in these surroundings.&amp;quot; - seach inside of a building (in this case, the shipreck's hold) doesn't work, costs no AP. --[[User:Lint|Lint]] 01:05, 17 April 2006 (BST)&lt;br /&gt;
::Odd, sometimes my Advanced Tracking costs 2 AP, and at other times 1 AP. Maybe Advanced Tracking costs 1.5 AP?? --[[User:Tycho44|Tycho44]] 22:14, 28 April 2006 (BST)&lt;br /&gt;
::: What exactly does &amp;quot;effortless&amp;quot; mean? 0.5 AP? Automatic? It'd be nice if there was some way to at least tell there are tracks on the square automatically, I.E. &amp;quot;you see some tracks, but can't discern anything else without closer inspection&amp;quot;. --[[User:AlexanderRM|AlexanderRM]] 23:31, 10 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== ''Trekking'' ===&lt;br /&gt;
&lt;br /&gt;
Also, anyone with the &amp;quot;trekking&amp;quot; care to explain its benefit? Without it, it costs 1 AP to move 1 space, does trekking make it even cheaper to move? Does it let you move through overgrown areas without having to chop through?--[[User:Jackel|Jackel]] 18:43, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Trekking reduces your move AP usage by half. Only moving though, chopping remains 1 AP. Thus if you have to chop every move this skill will reduce your movement from 2 AP per move to 1.5 AP per move, but from 1 AP per move to 0.5 AP per move if you can find a clear path. --[[User:Murk|Murk]] 19:33, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Note that it won't show your your AP as being X.5, it will always be displayed as a whole number. --[[User:Grigoriy|Grigoriy]] 21:33, 18 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
'''Trekkking''' looks like it applies to Grassland in addition to Jungle terrain. --[[User:Lint|Lint]] 01:01, 14 April 2006 (BST)&lt;br /&gt;
:Trekking also works on Beaches. --[[User:Tycho44|Tycho44]] 22:14, 28 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
=== ''Exploration'' ===&lt;br /&gt;
&lt;br /&gt;
Lacking cartography, I expected that the exposed areas of my map would soon be replaced with the &amp;quot;fog&amp;quot;, indicating I'd forgotten those places, but this hasn't happened at all. How does the &amp;quot;forgetting&amp;quot; manifest? How does cartography impact the game if the person's map doesn't fog up again?&lt;br /&gt;
&lt;br /&gt;
Without cartography, blocks of your map will disappear, and become black again. --[[User:Murk|Murk]] 19:35, 23 February 2006 (GMT)&lt;br /&gt;
:Any idea how long it takes, Murk? I've been playing for over 2 weeks and its never lost anything, as far as I can tell. Not that I'm complaining =] --[[User:Jackel|Jackel]] 20:23, 23 February 2006 (GMT)&lt;br /&gt;
:I can't remember too well to be honest, i've had cartography a long time now, but i can see the evidence of it on my map in the part of the map i visited before i got cartography. Maybe there is a problem with it... --[[User:Murk|Murk]] 21:56, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== ''Digging'' ===&lt;br /&gt;
It costs AP to drop stuff into the holes. It doesn't cost to drop items normaly, does it? If so, I dont think it should, it doesn't on UD. So why should it cost to drop bullets into holes? --[[User:Rozen|Rozen]] 22:21, 3 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
The page doesn't really explain what the purpose of digging holes is. Someone in the know able to fix that? -Fred Perfect 29/6/07&lt;br /&gt;
&lt;br /&gt;
=== ''Ritual Gluttony'' ===&lt;br /&gt;
My cannibal was at 40HP when he killed and feasted on someone. The first time health went up to 60 HP, the second time to 80 HP and the third to 90 HP. I could not feast a fourth time (got a message about no meat left or something similar). With a previous kill, again I could feast only 3 times, going from 85 HP to 100 HP in increments of 5. &lt;br /&gt;
* Has anyone managed to feast 4 times from the same corpse? Does it depend on the corpses max HP? My last kill had 50 HP; I don't remember the one before that.&lt;br /&gt;
* Is the amount of health restored dependent on the actual HP of the cannibal?&lt;br /&gt;
* Can you or can you not feast from corpses that you did not kill? I did that twice in the very beginning, but I haven't been able to do it recently. Did Simon change something in the meantime, does it depend on how long ago the corpse was killed, or something else?&lt;br /&gt;
--[[User:Oktavius|oktavius]] 18:57, 19 September 2008 (UTC)&lt;br /&gt;
:*AFAIK you can feast 3 times from a single corpse, I've never been able to get a 4th feast. HP of the corpse has not seemed to affect my gains from feeding, I've eaten shaman, settlers, pirates, they all seem to contribute the same amount. My cannibal is currently at 107 HP and I can't seem to get higher (I made 2 kills yesterday and was able to feast 6 times in 75 AP) although I was ''very briefly'' at 108 HP last week (may have been an aberration). HP above the normal gained by feasting seems to come in blocks of 5 HP. I haven't yet had sufficient opportunity to check the size of HP gains when below normal.&lt;br /&gt;
&lt;br /&gt;
:*Seems logical that HP restored is dependent upon the cannibal's health i.e. injured cannibals gaining more benefit than well-fed cannibals.&lt;br /&gt;
&lt;br /&gt;
:*You can feast from 'carrion' corpses. The stats page shows separate feeding stats for eating people you've killed vs general eating. Again it's logical to assume that carrion corpses become inedible after a certain amount of time.&lt;br /&gt;
:--[[User:Skull Face|Skull Face]] 10:33, 22 September 2008 (UTC)&lt;br /&gt;
::Thanks. I should correct myself and say that my cannibal had ritual gluttony. I was planning to delay taking it until I did some tests first with ritual feasting, but apparently I didn't and I don't even recall getting gluttony. Either I'm losing my mind or Simon is playing tricks on me. :)&lt;br /&gt;
::About feasting from 'carrion' corpses, Simon said that this is only possible if you are injured. Going above full health requires feasting from a corpse you have killed yourself. --[[User:Oktavius|oktavius]] 18:29, 22 September 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Scouts and explorers ==&lt;br /&gt;
&lt;br /&gt;
I'm an explorer, and I reckon the article is wrong on the number of skills available (so far) to scouts and explorers. 26, it seems to be, including the new (and nifty) Trailblazing skill, rather than the 27 suggested in the first paragraph. Unless there are any explorers out there able to conduct seances, this should be changed. [[User:Dark Form|Dark Form]] 13:29, 14 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's fixed now. Thanks for mentioning the error. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:03, 14 July 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Skills&amp;diff=18766</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Skills&amp;diff=18766"/>
		<updated>2008-09-19T03:23:25Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: Added Headhunting and made corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
'''Skills''' give players special or improved abilities. Some require that you learn other skills first, and a few are available only to a certain [[Character classes|character class]] or side. Skills are bought with [[XP]].&lt;br /&gt;
&lt;br /&gt;
Certain skills, like ''haunting scream'' and ''basic tracking'', unlock actions which consume [[AP]]. Other skills, like ''trekking'' and ''close quarter combat'', are passive and do not need to be activated after being purchased for the player to benefit from them. While most skills in a tree have effects that stack on one another, ''haunting scream'' and ''shocking shriek'' remain individual skills (but ''banshee wail'' will replace ''shocking shriek'').&lt;br /&gt;
&lt;br /&gt;
Learning an initial skill costs 100 XP. After that, each learned skill costs 25 XP more than the previous one, until you reach level 30. Hence the formula for a skill's XP cost is ''100 + 25 * (your level)''. (Your character's level, which you can see in your profile, is the number of skills you have learned.) To go from level 30 to 31 costs 1000 XP, and each level above that requires an additional 200 XP. So the above formula is modified to read ''1000 + 200 * ((your level) - 30)''.&lt;br /&gt;
&lt;br /&gt;
A pirate needs 15550 XP to buy the 32 available skills.  Explorers and Scouts need 17300 XP for their 33 skills. Soldiers, scientists, warriors and shamans will have spent 19075 XP after buying all 34 skills available to them.  Settlers and villagers spend 22875 XP to buy their 36 available skills.&lt;br /&gt;
&lt;br /&gt;
== Generic skills ==&lt;br /&gt;
&lt;br /&gt;
* '''Basic language''' - Understand the smaller words of foreign languages&amp;lt;br /&amp;gt;See [[Language]] for more information.&lt;br /&gt;
** '''Advanced language''' - Better understanding of foreign languages&lt;br /&gt;
*** '''Expert language''' - Full comprehension of foreign languages&lt;br /&gt;
**** '''Foreign Writing''' - Not only can you understand foreign languages, you can also write it well enough to be understood&lt;br /&gt;
**** '''Foreign Speech''' - Not only can you understand foreign languages, you can also speak it well enough to be understood&lt;br /&gt;
&lt;br /&gt;
* '''Close quarter combat''' - Gain 10% to hit with melee attacks ''(e.g., 20% to 30% with a machete)''&lt;br /&gt;
** '''Advanced close quarter combat''' - Gain 15% to hit with melee attacks ''(e.g., 30% to 45% with a machete)''&lt;br /&gt;
*** '''Balanced Stance''' - Sometimes turn a miss into a glancing blow.&lt;br /&gt;
*** '''Headhunting''' - Take the heads of your victims as trophies or signpost decoration&lt;br /&gt;
&lt;br /&gt;
* '''Body building''' - Increases melee damage ''(+1 damage; e.g., 2 to 3 with a machete)''&lt;br /&gt;
** '''Stamina''' - Increases max HP by 20&lt;br /&gt;
&lt;br /&gt;
* '''Ghostly whisper''' - Allows spirits to communicate&amp;lt;br /&amp;gt; With ''ghostly whisper'', spirits can speak to any player that has the ''sixth sense'' skill. Other spirits can hear ghostly whispers, even if they lack ''sixth sense''. &lt;br /&gt;
** '''Haunting scream''' - Attract other spirits and scare nearby living players&amp;lt;br /&amp;gt; It is believed that ''haunting scream'' gives spirits a chance of dealing 1 [[HP]] of damage to living players in the area at the cost of 1-2 [[AP]]. All nearby players hear the scream, and some percentage of them take damage. It is believed that a spirit receives 0-2 [[XP]] per scream depending upon the number of listeners (perhaps 0, 1, 2+ yields 0, 1, 2 XP). &lt;br /&gt;
*** '''Shocking shriek''' - Scare nearby living players&amp;lt;br /&amp;gt; ''Shocking shriek'' is similar to ''haunting scream'' but allows spirits to deal more damage to players they frighten. Shocking shriek is superceded and replaced by the more powerful banshee wail. &lt;br /&gt;
**** '''Banshee wail''' - Frighten nearby living players&amp;lt;br /&amp;gt; Spirits with ''banshee wail'' can emit powerful wails for a cost of up to 6 AP per wail. All characters in the area of effect hear the wail, and a small percentage of hearers take 4 HP of damage. XP reward for wailing is 0-15 XP per wail depending on damage caused, averaging 8 XP in crowded locations. &lt;br /&gt;
**** '''Possession''' - Be able to possess the bodies of the living, Allowing you to force you to make them Write or Say something. Speaking costs 3AP, Writing costs 4AP (may be variable, untested).&amp;lt;br /&amp;gt;Unavailable to players below level 10.&lt;br /&gt;
***** '''Forceful possession'''  - Sometimes a stronger presence is needed to be able to possess the living, Allows you to force the person to attack people near them. Costs 6AP (may be variable, untested).&amp;lt;br /&amp;gt;Unavailable to players below level 25.&lt;br /&gt;
&lt;br /&gt;
* '''Exploration''' - Helps you remember some of the places you've been&amp;lt;br /&amp;gt;Enables the &amp;quot;Map&amp;quot; button, which gives you a large-scale map of places you've visited while alive and haven't forgotten.&lt;br /&gt;
** '''Cartography''' - Stops you forgetting anywhere you've visited&amp;lt;br /&amp;gt;Note that map information is rarely forgotten and that meta-gamers can use the [http://mattandchristy.net/sharmap/ Shartak overlay].&lt;br /&gt;
** '''Trekking''' - Faster movement through the jungle&amp;lt;br /&amp;gt;Makes movement through grassland, beach, and [[Jungle|d1-d6]] jungle terrain cost 0.5 AP instead of 1.&lt;br /&gt;
** '''Swimming''' - Faster movement through water&amp;lt;br /&amp;gt;Makes movement through water cost 1 AP instead of 2; deep water costs 2 AP to move through instead of 3.&lt;br /&gt;
&lt;br /&gt;
* '''Basic tracking''' - With some difficulty, you can track animals and people. ''(2 AP; e.g., &amp;quot;wild boar went south&amp;quot;)''&amp;lt;br /&amp;gt;See [[Tracking]] for more information.&lt;br /&gt;
** '''Advanced tracking''' - You can track animals and people who were here recently. ''(1.5 AP; often gives 3-6 most recent tracks)''&lt;br /&gt;
*** '''Expert tracking''' - You can track animals and people who were here several days ago. ''(1 AP?)''&lt;br /&gt;
**** '''Tracking mastery''' - Tracking animals and people is nearly effortless.&lt;br /&gt;
&lt;br /&gt;
* '''Clan leadership''' - Allows you to start your own clan or help lead one.&amp;lt;br /&amp;gt;Unavailable to players below level 5.&lt;br /&gt;
&lt;br /&gt;
* '''Sixth sense''' - Sense presence of and hear spirits (lets you know how many spirits are present, and lets you hear them when they speak)&lt;br /&gt;
** '''Psychic recognition''' - Lets you recognize active spirits (gives you the name/profile link of a spirit who speaks, wails, etc.)&lt;br /&gt;
&lt;br /&gt;
* '''Haggling''' - Be able to obtain slightly better prices from some traders&lt;br /&gt;
&lt;br /&gt;
*'''Digging''' -Be able to dig deep holes. &amp;lt;br/&amp;gt;See [[Digging]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''Native knowledge''' - Outsiders gain basic native knowledge ''('''outsiders only''')''&amp;lt;br /&amp;gt;Allows outsiders to use and recognize items such as blowpipes (and poison darts) and healing herbs (which normal outsiders see as &amp;quot;dried herbs&amp;quot;) and to tell the difference between tasty and poison berries (which normal outsiders can only do by eating them).&lt;br /&gt;
&lt;br /&gt;
* '''Outsider knowledge''' - Natives gain basic outsider knowledge ''('''natives only''')''&amp;lt;br /&amp;gt;Allows natives to use and recognize items such as rifles (and bullets), first aid kits, and GPS units.&lt;br /&gt;
&lt;br /&gt;
* '''Triage''' - Be able to tell who is most injured &amp;lt;br /&amp;gt;Shows the hit point total of the most damaged character (not necessarily the character with the fewest hit points). &lt;br /&gt;
** '''Natural medicine''' - Heal 10 HP with healing herbs ''('''natives only''')''&lt;br /&gt;
** '''First aid''' - Heal 10 HP with first-aid kit ''('''outsiders only''')''&lt;br /&gt;
&lt;br /&gt;
* '''Basic blowpipe use''' - Lowers AP cost of firing blowpipe. ''('''natives only''')''&lt;br /&gt;
&lt;br /&gt;
== Settler and Villager skills == &lt;br /&gt;
* '''Animal affinity''' - Lessens the chance of animals attacking &lt;br /&gt;
* '''Scavenging''' - Assists in finding things within certain areas &amp;lt;br /&amp;gt;Improves [[search odds]] in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 1:5 to 1:3. Searches also yield less dross and more valuable items.&lt;br /&gt;
* '''Seance''' - Holding a seance can identify passive spirits  '''('''''5AP,''' requires Psychic Recognition'')'''&lt;br /&gt;
&lt;br /&gt;
== Soldier skills ==&lt;br /&gt;
&lt;br /&gt;
* '''Firearms training''' - Gain 20% on firearms attacks ''(20% to 40%)''&lt;br /&gt;
** '''Advanced firearms training''' - Gain 20% on firearms attacks ''(40% to 60%)''&lt;br /&gt;
&lt;br /&gt;
== Warrior skills ==&lt;br /&gt;
&lt;br /&gt;
* '''Blowpipe training''' - Gain 20% on blowpipe accuracy ''(20% to 40%)''&lt;br /&gt;
** '''Advanced blowpipe training''' - Gain another 20% on blowpipe accuracy ''(40% to 60%)''&lt;br /&gt;
&lt;br /&gt;
== Explorer and Scout skills ==&lt;br /&gt;
* '''Trailblazing''' - Increased ability to move and chop through dense jungle &amp;lt;br /&amp;gt;Makes jungle chops and movement through [[Jungle|d7-d9]] jungle terrain cost 0.5 AP instead of 1. '''(''requires Trekking)'''&lt;br /&gt;
&lt;br /&gt;
== Shaman skills ==&lt;br /&gt;
&lt;br /&gt;
* '''Seance''' - Holding a seance can identify passive spirits  '''('''''5AP,''' requires Psychic Recognition'')'''&lt;br /&gt;
* '''Exorcism''' - Exorcise spirits from area. '''('''''4AP,''' requires Psychic Recognition'')'''&lt;br /&gt;
*'''Spirit Summoning''' - Summons spirits from surrounding area(range unknown) '''('''''5AP,''' requires Psychic Recognition'')'''&lt;br /&gt;
*'''Malevolence''' - Makes all spirits in the area release a wail or a banshee wail '''('''''2-5AP,''' requires Psychic Recognition'')'''&lt;br /&gt;
&lt;br /&gt;
== Scientist skills ==&lt;br /&gt;
&lt;br /&gt;
*'''Advanced triage''' - Be able to see all injured characters in the same square '''(''requires Triage'')'''&lt;br /&gt;
*'''Emergency first aid''' - Slowly heal yourself without the use of a medical kit '''(''requires First aid'')'''&lt;br /&gt;
**'''Field Surgery''' - Skilled at healing, even in the middle of nowhere &amp;lt;br /&amp;gt;Allows the Scientist to heal shark bites (4AP), possibly poison?&lt;br /&gt;
&lt;br /&gt;
== Cannibal skills ==&lt;br /&gt;
&lt;br /&gt;
*'''Ritual Feasting''' - allows cannibals to feed from a corpse '''('''5AP, '''requires Stamina)''' &amp;lt;br /&amp;gt;Feasting restores 10 HP to a wounded cannibal (may exeed max HP by a so far unknown limit). The feasting gives 5 XP. It appears that corpses may not be feasted upon more than four times. &amp;lt;br /&amp;gt;Not available to cannibals below level 5.&lt;br /&gt;
*'''Ritual Gluttony''' - improves ritual feasting in an as yet unknown way '''('''?AP, '''requires Stamina and Ritual Feasting)'''&amp;lt;br /&amp;gt;Not available to cannibals below level 10.&lt;br /&gt;
&lt;br /&gt;
== Skill Progression Table ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Level !! Starting XP !! XP Required to Advance&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 225 || 150&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 375 || 175&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 550 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 750 || 225&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 975 || 250&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1225 || 275&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 1500 || 300&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 1800 || 325&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2125 || 350&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 2475 || 375&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 2850 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 3250 || 425&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 3675 || 450&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4125 || 475&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 4600 || 500&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 5100 || 525&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 5625 || 550&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 6175 || 575&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 6750 || 600&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 7350 || 625&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 7975 || 650&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 8625 || 675&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 9300 || 700&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 10000 || 725&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 10725 || 750&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 11475 || 775&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 12250 || 800&lt;br /&gt;
|-&lt;br /&gt;
| 29 || 13050 || 825&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 13875 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 31 || 14875 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| 32 || 16075 || 1400&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 17475 || 1600&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 19075 || 1800&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 20875 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 36 || 22875 || 2200&lt;br /&gt;
|-&lt;br /&gt;
| 37 || 25075 || 2400&lt;br /&gt;
|-&lt;br /&gt;
| 38 || 27475 || 2600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=18717</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=18717"/>
		<updated>2008-09-12T23:35:00Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = {{map|70|371|26|314}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = {{map|70|367|26|313}}&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| banker      = Naughty Sorceress&lt;br /&gt;
| bank_gps    = {{map|70|368|26|314}}&lt;br /&gt;
| bank_loc    = (11,08)&lt;br /&gt;
| ammo_gps    = {{map|70|371|26|316}}&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = {{map|70|369|26|320}}&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three [[outsider]] [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts two busy taverns ([[Czechy's]], at (11,09) on the map above, and [[the Waugh Arms]] at (04,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]], whose members frequently attack one another, as well as a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish synagogue]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[the Waugh Arms]], [[CzEcHy's Tavern]], [[Congregation Tafas Shalva]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked.  Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all.&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== [[CzEcHy's Tavern]] ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]].&lt;br /&gt;
&lt;br /&gt;
UPDATE: Due to the popularity of the Tavern and the increasing demand for quality home-cooked food, CzEcHy's has expanded into the property to the north of the tavern.  CzEcHy's Bistro and Grillbar will cater for all your culinary delights and we offer specials that are not listed on the 'a la carte' menu - just look for the &amp;quot;Daily Specials&amp;quot; board.  Our Egon Ronay-recognised chef, Mr. S0S, will also do his best to cater for any 'off-the-menu' requests.&lt;br /&gt;
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Dress code is smart-casual, with or without nose-bones.  Shrunken heads are not permitted although these may be left in our cloakroom for later collection.  Bon appetite!&lt;br /&gt;
&lt;br /&gt;
=== [[The Waugh Arms]] ===&lt;br /&gt;
West-southwest of the York shaman at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313], on the site of the former Colonial Police Headquarters, visitors to York will find the recently-opened [[The Waugh Arms|Waugh Arms]]. All are warmly invited to stop by and enjoy the pleasures of fine food and drink, and of course enjoy the legendary hospitality of the Waugh Arms.&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
&lt;br /&gt;
===Trail to Derby===&lt;br /&gt;
[[Mercenary's Guild]] member [http://www.shartak.com/profile.cgi?id=3322 Zydd Soral] suggested at a public meeting that the SPF create an eco-friendly Trekker's Trail; this was quickly agreed to. This trail can be followed from York to Derby. The trail, a continuation of Southern Coastal Boulevard, begins at York's medical hut and continues 35 paces northward until it turns toward the northeast to skirt the swamp. It then continues eastward to Derby. Travelers are asked to clear as they travel, but to be careful of occasional eco-terrorist attacks.&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a trail that connects Durham and York, the much-hailed Southern Coastal Boulevard, cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[5punk]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Pwotters|Pwotters!]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. One: constant invasion by hostile forces, and two: the rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both &amp;quot;civilian and York groups&amp;quot;) in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
Recently, York was hit by an invasion of a different kind: mysterious signposts saying &amp;quot;WILLIES!&amp;quot; appeared throughout the town. Much mystery surrounds this incident, which has since become known simply as &amp;quot;[[the WILLIES!]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=18716</id>
		<title>Dalpok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=18716"/>
		<updated>2008-09-12T23:33:12Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_dalpok.png&lt;br /&gt;
| cx          = -70437&lt;br /&gt;
| cy          = 26443&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Shubar&lt;br /&gt;
| shaman_gps  = {{map|70|437|26|443}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tack&lt;br /&gt;
| trader_gps  = {{map|70|435|26|442}}&lt;br /&gt;
| trader_loc  = (10,09)&lt;br /&gt;
| banker      = Wicksickness&lt;br /&gt;
| bank_gps    = {{map|70|436|26|441}}&lt;br /&gt;
| bank_loc    = (09,10)&lt;br /&gt;
| ammo_gps    = {{map|70|441|26|443}}&lt;br /&gt;
| ammo_loc    = (04,08)&lt;br /&gt;
| medical_gps = {{map|70|437|26|449}}&lt;br /&gt;
| medical_loc = (08,02)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dalpok''' is one of the three native [[camp]]s on Shartak. Located in the island's western interior, it consists of twenty-two [[hut]]s in a circular clearing.&lt;br /&gt;
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A [[shaman]] named Shubar keeps watch in the center of the village.&lt;br /&gt;
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== Map ==&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Dalpok&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Dalpok==&lt;br /&gt;
There are currently several groups operating in Dalpok currently.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=200 The Vietcong]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Eyecons]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
''August 2007'' - The newly-formed [http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front], working alongside other native groups such as [http://www.shartak.com/clanview.cgi?id=200 The Vietcong], have frustrated the pirate attack on Dalpok. [http://www.shartak.com/clanview.cgi?id=205 The Brotherhood of the Coast] have announced that as of August 19th their raiding target will no longer be Dalpok but will instead be [[Raktam]]. This is a well-deserved victory for the natives of Dalpok although hostilities will probably continue. -- [[User:Skull Face|Skull Face]] 13:12, 9 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''February 2007'' - Dalpok's proximity to the pirate [[shipwreck]] has caused the village to be prone to constant harassment and violence from pirates. A road carved out of the jungle by pirates from the shipwreck to Dalpok, called the [[Corsair Boulevard]], has further facilitated pirate aggression against natives in the region.&lt;br /&gt;
&lt;br /&gt;
''December 2006'' - Dalpok was attacking by marauders, consisting of a wave of pirates acting in concert with and under the leadership of the [[1st Imperial Privateers Regiment]], who seized the southern part of the village, slaughtering anyone who came near. Re-naming the village &amp;quot;New Amsterdam&amp;quot;, title to the village was sold to Maevar Ralnick for 151 gold coins. Ralnick ordered the Imperials to leave the village, and has not asserted his title to the township. The Imperials' success prompted members of the [[Jolly Roger Gang]] to establish a tavern in the west of the village, which has not been well-received by the locals.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=18715</id>
		<title>Wiksik</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=18715"/>
		<updated>2008-09-12T23:30:16Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_wiksik.png&lt;br /&gt;
| cx          = -70239&lt;br /&gt;
| cy          = 26405&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Tapran&lt;br /&gt;
| shaman_gps  = {{map|70|239|26|405}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Toe&lt;br /&gt;
| trader_gps  = {{map|70|235|26|405}}&lt;br /&gt;
| trader_loc  = (12,08)&lt;br /&gt;
| banker      = One Armed Bandit&lt;br /&gt;
| bank_gps    = {{map|70|236|26|405}}&lt;br /&gt;
| bank_loc    = (11,08)&lt;br /&gt;
| ammo_gps    = {{map|70|239|26|411}}&lt;br /&gt;
| ammo_loc    = (08,02)&lt;br /&gt;
| medical_gps = {{map|70|240|26|410}}&lt;br /&gt;
| medical_loc = (07,03)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wiksik''' is one of the three native [[camp]]s on Shartak. Located in the interior of the island's eastern half, it contains twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Tapran keeps watch in the center of the clearing.&lt;br /&gt;
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== Map ==&lt;br /&gt;
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| bgcolor=Crimson|'''[[Kingdom Of Skulls|ST]]'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | [[Kingdom Of Skulls|Skull Throne]] {{GPS|70|237|26|410}}&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Wiksik&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Wiksik==&lt;br /&gt;
&lt;br /&gt;
Traditionally Wiksik has been the most warlike of the three native villages on Shartak. The ordinary Wiksik villagers actively pursue the ancient traditions of headhunting as a recreational pastime and it is also the birthplace of many of the (in)famous [[The WickSick Headhunters|Wicksick Headhunters]]. Outsiders do not often receive a peaceful welcome in Wiksik and many would consider themselves fortunate to survive 24 hours within the general vicinity of the village.&lt;br /&gt;
&lt;br /&gt;
===The Skull Throne===&lt;br /&gt;
The Skull Throne is the palace from which the [[Kingdom Of Skulls]] is administered. Peaceful outsiders, esepcially those formally representing their clans, are always welcome at the Skull Throne. Visitors are cautioned that the people of the Kingdom have a low tolerance for arrogant or violent outsiders.&lt;br /&gt;
&lt;br /&gt;
===The Spirit Hut===&lt;br /&gt;
Protected by [[The_Necromancers_Guild|The Necromancer's Guild]], this hut on the southern edge of Wiksik is a haven for spirits haunting the village. Spirits are encouraged to congregate here and share their knowledge of the afterlife. Spirits ''should not'' be exorcised from this hut.&lt;br /&gt;
&lt;br /&gt;
===Crystal Lake===&lt;br /&gt;
A short walk NW of Wiksik lies one of Shartak's finest beauty spots, Crystal Lake, rightly famous for the magnificent sunsets that cause its silver waters to sparkle like a jewel. It is recommended that visitors make time to watch the numerous animal herds that frequent the western shores of the Lake at sunrise and sunset. Care should be taken when dealing with the indigenous [[Animals|rhino]] as they will charge those who venture too close. Outsiders should heed the cautionary legends of the ''Butcher of Crystal Lake''.&lt;br /&gt;
&lt;br /&gt;
===Babakueria (Wicksick Island)===&lt;br /&gt;
A heavily-disputed territory, [[Wicksick Island|Babakueria]] lies due S of Wiksik. It arose from the waters off the shores of Terror Beach in early 2007. It is notable for its multilevel ruined tower, a unique feature on Shartak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Kingdom Of Skulls==&lt;br /&gt;
The [[Kingdom Of Skulls]] is the extended territory surrounding Wiksik. It comprises the six provinces of the Bloody Headland, the Burning Fields, the Sybil's Grove, Tarak's Spit, Terror Beach and [[Wicksick Island]]. Within the boundaries of the Kingdom it is forbidden for an outsider to attack a native.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Wiksik==&lt;br /&gt;
&lt;br /&gt;
There are a number of groups active in Wikisk:&lt;br /&gt;
&lt;br /&gt;
*[[The WickSick Headhunters]]&lt;br /&gt;
*[[The_Wiksik_Tribe|The Wiksik Tribe]]&lt;br /&gt;
*[[The_Necromancers_Guild|The Necromancer's Guild]]&lt;br /&gt;
*[[Kingdom Of Skulls]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Native Resistance Front]]&lt;br /&gt;
&lt;br /&gt;
==Wiksik PKers==&lt;br /&gt;
&lt;br /&gt;
The [[Wiksik PKers]] list provides periodic news and details on most local player killers i.e. people who kill others from the same camp (generally refered to as PKers).&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Raktam&amp;diff=18714</id>
		<title>Raktam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Raktam&amp;diff=18714"/>
		<updated>2008-09-12T23:27:09Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_raktam.png&lt;br /&gt;
| cx          = -70322&lt;br /&gt;
| cy          = 26469&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Najdam&lt;br /&gt;
| shaman_gps  = {{map|70|322|26|469}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tik&lt;br /&gt;
| trader_gps  = {{map|70|319|26|472}}&lt;br /&gt;
| trader_loc  = (11,05)&lt;br /&gt;
| banker      = Eudaemon&lt;br /&gt;
| bank_gps    = {{map|70|319|26|473}}&lt;br /&gt;
| bank_loc    = (11,04)&lt;br /&gt;
| ammo_gps    = {{map|70|324|26|474}}&lt;br /&gt;
| ammo_loc    = (06,03)&lt;br /&gt;
| medical_gps = {{map|70|323|26|473}}&lt;br /&gt;
| medical_loc = (07,04)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Raktam''' is one of the three native settlements on Shartak, and the only one with an established kingdom. Located in the island's northern interior, it consists of twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Najdam keeps watch in the center of the village.&lt;br /&gt;
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== Map ==&lt;br /&gt;
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| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Raktam&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=Gold|'''RH'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Royal Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=Orange|'''BHT'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Blue Hummingbird's Royal Tomb&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Raktam&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest within Raktam ==&lt;br /&gt;
:''(xx,yy) coordinates refer to the territory map above, while [xx.xxx,yy.yyy] are GPS coordinates.''&lt;br /&gt;
&lt;br /&gt;
*The Royal Hut of the King of the [[Royal Court of Greater Raktam]] at (4,9) is often filled with members of the Court, visiting foreign dignitaries, mercenaries, traders and tourists. From here the King directs life of the Court, conducting diplomacy, dispatching military and trade missions, and healing Raktam natives. Proceedings of the Court are published in the Natives forum at the Official Forums site. &lt;br /&gt;
&lt;br /&gt;
*[[Azguz]]'s Hut at (7,10) is occupied by Azguz, Protector of Raktam. Half-man, half-wolf, Azguz is Raktam's staunchest defender.&lt;br /&gt;
&lt;br /&gt;
*Crowjane's Bank, located at (5,10), is a financial institution within Raktam following the demise of the [[Imperial Bank of Shartak]], and has an affiliation with the [[Templar Bank]] based in [[York]]. &lt;br /&gt;
&lt;br /&gt;
* Wurzug's healing hut is at (07,04) or [-70.323,+26.473] in the northern part of the village. Wurzug &amp;quot;has been busy preparing healing herbs and has left plenty of small bundles of herbs hanging from the ceiling whilst they dry out.&amp;quot; His hut is the spiritual headquarters of the [[Raktamites]]. Healing and the means to carry it out are offered here.&lt;br /&gt;
&lt;br /&gt;
==Greater Raktam==&lt;br /&gt;
&lt;br /&gt;
Greater Raktam is the extended area of Raktam sovereign dominion.&lt;br /&gt;
&lt;br /&gt;
The main feature is the Winter Palace ([[Chikram]]), slightly to the north of Raktam. Once a safe haven for pirates, the Winter Palace is now the alternate home of the Queen and is a strategic northern outpost. &lt;br /&gt;
&lt;br /&gt;
Greater Raktam consists of the Province of Babuwabia extending to the northern shore, the Province of Umslopogaasia (containing [[Santa's Grotto]], or Grottoram) extending to the southern shore with its western boundary at the [[Margaret River]], the Province of the [[Pirates' Graveyard]] (west of Raktam to the mountain), and the Province of the [[Empty Quarter]] (north-east of Raktam).&lt;br /&gt;
&lt;br /&gt;
==Commonwealth of Greater Raktam, The French and the Creedy Republic==&lt;br /&gt;
&lt;br /&gt;
In December '07 Greater Raktam and the [[Independent Republic of Fort Creedy]], north of Durham, entered into a commonwealth. A Raktam garrison consisting of outsider mercenaries and Raktami regulars is based within the armoury of the Creedy Republic. Citizens of the Creedy Republic are welcome in Raktam, and vice versa.  The agreement with the French is similar in nature.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Raktam==&lt;br /&gt;
Raktam has the following groups operating in it:&lt;br /&gt;
&lt;br /&gt;
*[[Royal Court of Greater Raktam]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Bear Warriors of the Mountain]]&lt;br /&gt;
*[[Scavengers]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=18713</id>
		<title>Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=18713"/>
		<updated>2008-09-12T23:24:23Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_shipwreck.png&lt;br /&gt;
| cx          = -70541&lt;br /&gt;
| cy          = 26546&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 1&lt;br /&gt;
| shaman      = Jakota&lt;br /&gt;
| shaman_gps  = {{map|70|541|26|543}}&lt;br /&gt;
| shaman_loc  = (06,09)&lt;br /&gt;
| trader      = Sam&lt;br /&gt;
| trader_gps  = {{map|70|543|26|542}}&lt;br /&gt;
| trader_loc  = (04,10)&lt;br /&gt;
| banker      = Master Dan jun Perls&lt;br /&gt;
| bank_gps    = {{map|70|541|26|546}}&lt;br /&gt;
| bank_loc    = (06,06) (Galley)&lt;br /&gt;
| ammo_gps    = {{map|70|541|26|546}}&lt;br /&gt;
| ammo_loc    = (06,06) (Armoury)&lt;br /&gt;
| medical_gps = {{map|70|541|26|546}}&lt;br /&gt;
| medical_loc = (06,06) (Lg cabin)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''shipwreck''' is home to the pirates on the island. Located in shallow water on the island's northwest shore, the shipwreck is the only [[camp]] without an ammunition hut and a medical hut, but weapons and drinks can be found on the ship itself and in its rooms: the large cabin, the armory, the galley, and the hold. Players on the ship see a description:&lt;br /&gt;
:''You are standing on board a large pirate ship with a rather badly damaged bow where it's hit a bunch of rocks. You can see a couple of cabins towards the front, a hatch leading into the hold, and a large room to the rear.''&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Jakota is held captive south of the ship on the shore.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Shipwreck - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#6666ff|07&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#6666ff|08&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#ffebcd|09&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|'''S'''&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|10&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#33c033|'''T'''&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
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| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
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| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#855442|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Ship&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|'''T'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|'''S'''&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle squares will very likely be colored differently in-game than they are here.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
&lt;br /&gt;
=== Armoury ===&lt;br /&gt;
:''This cabin appears to have been used for the storage of weapons although the crew probably weren't all that tidy as there are other things in here too.''&lt;br /&gt;
*'''Approx find rates (40%?):''' [[blunt cutlass]] (~3%), [[blunt dagger]] (~2%), [[bottle of rum]] (~3%), [[bottle of water]] (~4%), [[cutlass]] (~5%), [[first aid it]] (~2%), [[gem]] (~2%), [[gold coin]] (~2%), [[gourd of water]] (~0%), [[knife]] (1%),[[rifle bullet]] (17%).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Tsaigo 2007-07-19&lt;br /&gt;
I sorted the items alphabetically. Which may not be for the best because that separates things like &amp;quot;cutlass&amp;quot; and &amp;quot;blunt cutlass&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Rough percentages of individual items by based on about 100 AP spend searching the Armoury.&lt;br /&gt;
&lt;br /&gt;
I'm not sure sure exactly how many AP I spent, so I couldn't update the overall chance-to-find %, so I left it at 40% AND used that to estimate the overall chances of finding each individual item.&lt;br /&gt;
&lt;br /&gt;
Also, I never found a Gourd of Water so I'm not sure those can be found here now. It was already on the list so I left it on and said it's found about 0% of the time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
:''Here are a number of treasure chests, most of which are open and ransacked but there are a few that aren't so empty.''&lt;br /&gt;
*'''Approx find rates (44%?):''' [[cutlass]] (11%?), [[blunt cutlass]] (7%?), [[bottle of water]] (6%?), [[bottle of rum]] (6%?), [[gold coin]] (5%?), [[first aid kit]] (4%?), [[blunt dagger]] (2%?) [[knife]] (2%?), [[blunt knife]] (1%?), [[gem]] (?%), [[gourd of water]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Galley ===&lt;br /&gt;
:''Judging by the lack of food in the cupboards, it's probably a good job the ship ran aground!''&lt;br /&gt;
*'''Approx find rates (?%):''' [[bottle of rum]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Large cabin ===&lt;br /&gt;
:''You appear to be in a large cabin at the rear of the ship. There are a number of bunks and personal belongings scattered around.''&lt;br /&gt;
*'''Approx find rates (33%):''' (preliminary) first aid kit (11%), bottle of rum (11%), cutlass (6%), gold coin (6%).&lt;br /&gt;
&lt;br /&gt;
=== Crow's Nest ===&lt;br /&gt;
:''Up in the crow's nest you would be able to see quite a long way under normal circumstances. Unfortunately there's a lot of very low cloud obscuring your view right now.''&lt;br /&gt;
*'''Approx find rates (?%):''' ''unknown''&lt;br /&gt;
&lt;br /&gt;
==The Shipwreck:A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
The shipwreck is Shartak's most populous settlement.  However, it is more of a camp than a settlement, with Trader Sam occupying the only hut.  First aid kits are harder to find at the shipwreck, and they will usually bring a reasonable price at Trader Sam's.  Peaceful visitors should not sleep on shore, as any non-pirate is generally considered fair game.  The shipwreck is home to several pirate crews, with the Pirate Defence Force serving as the shipwreck's militia.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in the Shipwreck==&lt;br /&gt;
Being the only Pirate city, all Pirate gangs are based and/or operate at the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
*[[The Brotherhood Of The Coast]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Ghost Pirates]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The Jolly Roger Gang]]&lt;br /&gt;
*[[Pastafarian Buccaneers]]&lt;br /&gt;
*[[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Durham&amp;diff=18712</id>
		<title>Durham</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Durham&amp;diff=18712"/>
		<updated>2008-09-12T23:20:22Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_durham.png&lt;br /&gt;
| cx          = -70648&lt;br /&gt;
| cy          = 26343&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Kadmor&lt;br /&gt;
| shaman_gps  = {{map|70|648|26|343}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Dick&lt;br /&gt;
| trader_gps  = {{map|70|649|26|347}}&lt;br /&gt;
| trader_loc  = (07,04)&lt;br /&gt;
| banker      = DarkFerret and Matt Wilkinson&lt;br /&gt;
| bank_gps    = {{map|70|650|26|346}}&lt;br /&gt;
| bank_loc    = (06,05)&lt;br /&gt;
| ammo_gps    = {{map|70|647|26|349}}&lt;br /&gt;
| ammo_loc    = (09,02)&lt;br /&gt;
| medical_gps = {{map|70|651|26|344}}&lt;br /&gt;
| medical_loc = (05,07)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kadmor is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Durham - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Durham Utility Bank&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Durham&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Durham==&lt;br /&gt;
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=305 Durham Model Army]&lt;br /&gt;
*[[Durham Nationalists]]&lt;br /&gt;
*[[Durham Pistoleers]]&lt;br /&gt;
*[[The Durham Tea Party]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby&amp;diff=18711</id>
		<title>Derby</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby&amp;diff=18711"/>
		<updated>2008-09-12T23:16:59Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_derby.png&lt;br /&gt;
| cx          = -70095&lt;br /&gt;
| cy          = 26350&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 24&lt;br /&gt;
| shaman      = Balchig&lt;br /&gt;
| shaman_gps  = {{map|70|095|26|350}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tom&lt;br /&gt;
| trader_gps  = {{map|70|092|26|350}}&lt;br /&gt;
| trader_loc  = (11,08)&lt;br /&gt;
| banker      = Janet Grey&lt;br /&gt;
| bank_gps    = {{map|70|092|26|349}}&lt;br /&gt;
| bank_loc    = (11,09)&lt;br /&gt;
| ammo_gps    = {{map|70|096|26|356}}&lt;br /&gt;
| ammo_loc    = (07,02)&lt;br /&gt;
| medical_gps = {{map|70|099|26|353}}&lt;br /&gt;
| medical_loc = (04,05)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Derby''' is one of the four outsider [[camp]]s on Shartak. Located on the far eastern side of the island's southern shore, it consists of twenty-four huts in a roughly circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Balchig is held captive in the centre of the clearing.&lt;br /&gt;
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== Map ==&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Derby&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''F'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Academy Fencing hall&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''L'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Academy Lecture hall&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the town of Derby will be displayed as &amp;quot;Derby&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
===Medical Hut===&lt;br /&gt;
This hut is the best place to search for healing items.&lt;br /&gt;
===Ammunition Hut===&lt;br /&gt;
This hut is the best place to search for weapons and ammunition.&lt;br /&gt;
&lt;br /&gt;
===Trading Post===&lt;br /&gt;
Each camp has a trading hut. Although items cannot be found by searches in the trading hut, any item can be sold here, and each trader sells from a stock that includes local goods as well as items traded in by other characters.&lt;br /&gt;
===Shaman===&lt;br /&gt;
Players from Derby can resurrect at the [[shaman]] when killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
[[The Hanged Misfit]] - If you're thirsty or need to somewhere safe to stay come and visit us 2E of the trader's hut.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
[[Derby/RoughGuide|Read the Rough Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
[[Derby/ImperialGuide|Read the Imperial Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Derby==&lt;br /&gt;
Although Derby may not be the most populous Outsider town, it has seen its fair share of activity in the past few months.  Several clans operate in Derby:&lt;br /&gt;
&lt;br /&gt;
*[[Eastern Federation]];&lt;br /&gt;
**[[1st Derby Privateers]] &lt;br /&gt;
**[[Derby Hospitallers]]&lt;br /&gt;
**[[Derby Rangers]]&lt;br /&gt;
**[[The Octavius Popebury Memorial Expedition of 1886]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=191 Dethklok]&lt;br /&gt;
*[[The Derby Protectors]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18710</id>
		<title>Rakmogak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18710"/>
		<updated>2008-09-12T23:13:03Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = N/A&lt;br /&gt;
| cx          = -70180&lt;br /&gt;
| cy          = 26559&lt;br /&gt;
| type        = Cannibal&lt;br /&gt;
| huts        = 4&lt;br /&gt;
| shaman      = Hodrali&lt;br /&gt;
| shaman_gps  = {{map|70|180|26|559}}&lt;br /&gt;
| shaman_loc  = (04,08)&lt;br /&gt;
| trader      = Gak&lt;br /&gt;
| trader_gps  = {{map|70|178|26|558}}&lt;br /&gt;
| trader_loc  = (06,09)&lt;br /&gt;
| banker      = Mans Laughter&lt;br /&gt;
| bank_gps    = {{map|70|178|26|558}}&lt;br /&gt;
| bank_loc    = (06,09)&lt;br /&gt;
| ammo_gps    = {{map|70|182|26|558}}&lt;br /&gt;
| ammo_loc    = (02,09)&lt;br /&gt;
| medical_gps = {{map|70|177|26|561}}&lt;br /&gt;
| medical_loc = (07,06)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Rakmogak''' is a unique native [[camp]] on Shartak. Its location is a secret guarded by the shamen due to the village's association with the forbidden arts of [[class#cannibal| cannibalism]]. Recent evidence indicates that Rakmogak may be on a moderately-sized island off the north-east coast of Shartak. Legends and speculation suggest that it may be shaped like a skull.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named '''Hodrali''' keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rakmogak territory map is currently incomplete as the cannibals insist on eating explorers who come to their village. One helpful cannibal has said that it includes only three huts (the normal resource ones) and has four caves, providing two entrances each to two small tunnels.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Rakmogak - Territory Map'''&lt;br /&gt;
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| bgcolor=#aa8866|'''C'''&lt;br /&gt;
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| bgcolor=#aa8866|'''W'''&lt;br /&gt;
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| bgcolor=#aa8866|'''TB'''&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=8 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Village territory (&amp;quot;Rakmogak&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''W'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Weapons Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Medicine Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Rakmogak Bazaar and Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''C'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Cave&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a default territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Rakmogak&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Rakmogak==&lt;br /&gt;
&lt;br /&gt;
Rakmogak is not your typical tourist destination. The inhabitants are [[class#cannibal| cannibals]] who enjoy killing and eating other humans. Consequently the village is shunned by native and outsider alike.  Exploring the Island is a risky business.&lt;br /&gt;
&lt;br /&gt;
Smaller islets exist off the coast of the island and some are rumored to have tunnels running all the way to the mainland.&lt;br /&gt;
&lt;br /&gt;
==Business in Rakmogak==&lt;br /&gt;
&lt;br /&gt;
Despite a reputation of shaking hands and eating them as well, Cannibals are highly successful businessmen. The rich natural resources, adventurous tourist appeal, and large market hungry for premium products on the islet is excellent for business. Brave investors can be promised tremendous gains if they survive. Durham Utility subsidiary Cannibal Utility presently has the largest market share and develops the Rakmogak Bazaar and numerous mining projects.&lt;br /&gt;
&lt;br /&gt;
The Rakmogak Bazaar, largely catered to by Cannibal Utility, houses several shops and restaurants specialising in an immense variety of products and cuisines including well known trader Gak in the adjacent building as well as the local branch of Utility Bank. Cannibal Cook's Kitchen is a food court favourite and considered an anchor to the bazaar. Rent paying tenants are offered the protection of Cannibal Security from thieves, assault, and supercannibals. Credit and Debit are available for use in the bazaar from Utility Bank.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Rakmogak==&lt;br /&gt;
&lt;br /&gt;
At present there are a few groups active in Rakmogak:&lt;br /&gt;
&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Knights of the IRC Channel]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Camp&amp;diff=18709</id>
		<title>Camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Camp&amp;diff=18709"/>
		<updated>2008-09-12T22:59:52Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Genericmap.png|thumb|Generic map of Shartak detailing camp locations.]]&lt;br /&gt;
&lt;br /&gt;
'''Camps''' (also unofficially referred to as '''towns''' and '''villages''') are the starting and respawning locations of players. Each of the eight camps on Shartak contains [[hut|resource buildings]], a [[trader]], and a [[shaman]]. The natives dwell in villages tucked deep within the jungle. The outsiders have established settlements on the coast of the island. The shipwreck is an exclusive camp that is only available to the pirate [[class]]. Comparatively, only cannibals reside in Rakmogak.&lt;br /&gt;
&lt;br /&gt;
== Native camps ==&lt;br /&gt;
&lt;br /&gt;
=== Dalpok ===&lt;br /&gt;
:''Main article: [[Dalpok]]''&lt;br /&gt;
* Location: In the jungle to the west of the mountain.&lt;br /&gt;
* GPS coordinates: {{GPS|70|436|26|443}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Raktam ===&lt;br /&gt;
:''Main article: [[Raktam]]''&lt;br /&gt;
* Location: In the jungle to the east of the mountain.&lt;br /&gt;
* GPS coordinates: {{GPS|70|322|26|469}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Wiksik ===&lt;br /&gt;
:''Main article: [[Wiksik]]''&lt;br /&gt;
* Location: In the jungle to the southeast of the mountain.&lt;br /&gt;
* GPS coordinates: {{GPS|70|239|26|405}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Rakmogak ===&lt;br /&gt;
:''Main article: [[Rakmogak]]''&lt;br /&gt;
* Location: On Skull Islet northeast of the island.&lt;br /&gt;
* GPS coordinates: {{GPS|70|180|26|559}} (center)&lt;br /&gt;
&lt;br /&gt;
== Outsider camps ==&lt;br /&gt;
&lt;br /&gt;
=== Durham ===&lt;br /&gt;
:''Main article: [[Durham]]''&lt;br /&gt;
* Location: On the southwest edge of the island.&lt;br /&gt;
* GPS coordinates {{GPS|70|648|26|343}} (center)&lt;br /&gt;
&lt;br /&gt;
=== York ===&lt;br /&gt;
:''Main article: [[York]]''&lt;br /&gt;
* Location: In the centre of the southern edge of the island.&lt;br /&gt;
* GPS coordinates: {{GPS|70|371|26|314}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Derby ===&lt;br /&gt;
:''Main article: [[Derby]]''&lt;br /&gt;
* Location: On the southeast corner of the island.&lt;br /&gt;
* GPS coordinates: {{GPS|70|095|26|350}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Shipwreck ===&lt;br /&gt;
:''Main article: [[Shipwreck]]''&lt;br /&gt;
* Location: On the north-northwest edge of the island.&lt;br /&gt;
* GPS coordinates: {{GPS|70|541|26|543}} (center)&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Camp&amp;diff=18708</id>
		<title>Camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Camp&amp;diff=18708"/>
		<updated>2008-09-12T22:58:41Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Genericmap.png|thumb|Generic map of Shartak detailing camp locations.]]&lt;br /&gt;
&lt;br /&gt;
'''Camps''' (also unofficially referred to as '''towns''' and '''villages''') are the starting and respawning locations of players. Each of the eight camps on Shartak contains [[hut|resource buildings]], a [[trader]], and a [[shaman]]. The natives dwell in villages tucked deep within the jungle. The outsiders have established settlements on the coast of the island. The shipwreck is an exclusive camp that is only available to the pirate [[class]]. Comparatively, only cannibals reside in Rakmogak.&lt;br /&gt;
&lt;br /&gt;
== Native camps ==&lt;br /&gt;
&lt;br /&gt;
=== Dalpok ===&lt;br /&gt;
:''Main article: [[Dalpok]]''&lt;br /&gt;
* Location: In the jungle to the west of the mountain.&lt;br /&gt;
* GPS coordinates: {{GPS|70|436|26|443}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Raktam ===&lt;br /&gt;
:''Main article: [[Raktam]]''&lt;br /&gt;
* Location: In the jungle to the east of the mountain.&lt;br /&gt;
* GPS coordinates: {{GPS|70|322|26|469}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Wiksik ===&lt;br /&gt;
:''Main article: [[Wiksik]]''&lt;br /&gt;
* Location: In the jungle to the southeast of the mountain.&lt;br /&gt;
* GPS coordinates: {{GPS|70|239|26|405}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Rakmogak ===&lt;br /&gt;
:''Main article: [[Rakmogak]]''&lt;br /&gt;
* Location: On Skull Islet northeast of the island.&lt;br /&gt;
* GPS coordinates: {{GPS|70|239|26|405}} (center)&lt;br /&gt;
&lt;br /&gt;
== Outsider camps ==&lt;br /&gt;
&lt;br /&gt;
=== Durham ===&lt;br /&gt;
:''Main article: [[Durham]]''&lt;br /&gt;
* Location: On the southwest edge of the island.&lt;br /&gt;
* GPS coordinates {{GPS|70|648|26|343}} (center)&lt;br /&gt;
&lt;br /&gt;
=== York ===&lt;br /&gt;
:''Main article: [[York]]''&lt;br /&gt;
* Location: In the centre of the southern edge of the island.&lt;br /&gt;
* GPS coordinates: {{GPS|70|371|26|314}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Derby ===&lt;br /&gt;
:''Main article: [[Derby]]''&lt;br /&gt;
* Location: On the southeast corner of the island.&lt;br /&gt;
* GPS coordinates: {{GPS|70|095|26|350}} (center)&lt;br /&gt;
&lt;br /&gt;
=== Shipwreck ===&lt;br /&gt;
:''Main article: [[Shipwreck]]''&lt;br /&gt;
* Location: On the north-northwest edge of the island.&lt;br /&gt;
* GPS coordinates: {{GPS|70|541|26|543}} (center)&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Durham&amp;diff=18575</id>
		<title>Durham</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Durham&amp;diff=18575"/>
		<updated>2008-09-01T02:51:45Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_durham.png&lt;br /&gt;
| cx          = -70648&lt;br /&gt;
| cy          = 26343&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Kadmor&lt;br /&gt;
| shaman_gps  = [-70.648,+26.343]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Dick&lt;br /&gt;
| trader_gps  = [-70.649,+26.347]&lt;br /&gt;
| trader_loc  = (07,04)&lt;br /&gt;
| banker      = DarkFerret and Matt Wilkinson&lt;br /&gt;
| bank_gps    = [-70.650,+26.346]&lt;br /&gt;
| bank_loc    = (06,05)&lt;br /&gt;
| ammo_gps    = [-70.647,+26.349]&lt;br /&gt;
| ammo_loc    = (09,02)&lt;br /&gt;
| medical_gps = [-70.651,+26.344]&lt;br /&gt;
| medical_loc = (05,07)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kadmor is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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| colspan=16 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Village territory (&amp;quot;Durham&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Durham Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''U&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Durham Utility Head Quarters&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Durham&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Durham==&lt;br /&gt;
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=305 Durham Model Army]&lt;br /&gt;
*[[Durham Nationalists]]&lt;br /&gt;
*[[Durham Pistoleers]]&lt;br /&gt;
*[[The Durham Tea Party]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18542</id>
		<title>Rakmogak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18542"/>
		<updated>2008-08-26T16:19:49Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = N/A&lt;br /&gt;
| cx          = -70180&lt;br /&gt;
| cy          = 26559&lt;br /&gt;
| type        = Cannibal&lt;br /&gt;
| huts        = 4&lt;br /&gt;
| shaman      = Hodrali&lt;br /&gt;
| shaman_gps  = [-70.180,+26.559]&lt;br /&gt;
| shaman_loc  = (04,08)&lt;br /&gt;
| trader      = Gak&lt;br /&gt;
| trader_gps  = [-70.178,+26.558]&lt;br /&gt;
| trader_loc  = (06,09)&lt;br /&gt;
| banker      = Mans Laughter&lt;br /&gt;
| bank_gps    = [-70.178,+26.558]&lt;br /&gt;
| bank_loc    = (06,09)&lt;br /&gt;
| ammo_gps    = [-70.182,+26.558]&lt;br /&gt;
| ammo_loc    = (02,09)&lt;br /&gt;
| medical_gps = [-70.177,+26.561]&lt;br /&gt;
| medical_loc = (07,06)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Rakmogak''' is a unique native [[camp]] on Shartak. Its location is a secret guarded by the shamen due to the village's association with the forbidden arts of [[class#cannibal| cannibalism]]. Recent evidence indicates that Rakmogak may be on a moderately-sized island off the north-east coast of Shartak. Legends and speculation suggest that it may be shaped like a skull.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named '''Hodrali''' keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rakmogak territory map is currently incomplete as the cannibals insist on eating explorers who come to their village. One helpful cannibal has said that it includes only three huts (the normal resource ones) and has four caves, providing two entrances each to two small tunnels.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Rakmogak - Territory Map'''&lt;br /&gt;
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| colspan=7 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
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| colspan=7 bgcolor=#f9f9f9 | Weapons Hut&lt;br /&gt;
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| colspan=7 bgcolor=#f9f9f9 | Medicine Hut&lt;br /&gt;
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| colspan=7 bgcolor=#f9f9f9 | Rakmogak Bazaar and Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=7 bgcolor=#f9f9f9 | Cave&lt;br /&gt;
|}&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a default territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Rakmogak&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Rakmogak==&lt;br /&gt;
&lt;br /&gt;
Rakmogak is not your typical tourist destination. The inhabitants are [[class#cannibal| cannibals]] who enjoy killing and eating other humans. Consequently the village is shunned by native and outsider alike.  Exploring the Island is a risky business.&lt;br /&gt;
&lt;br /&gt;
Smaller islets exist off the coast of the island and some are rumored to have tunnels running all the way to the mainland.&lt;br /&gt;
&lt;br /&gt;
==Business in Rakmogak==&lt;br /&gt;
&lt;br /&gt;
Despite a reputation of shaking hands and eating them as well, Cannibals are highly successful businessmen. The rich natural resources, adventurous tourist appeal, and large market hungry for premium products on the islet is excellent for business. Brave investors can be promised tremendous gains if they survive. Durham Utility subsidiary Cannibal Utility presently has the largest market share and develops the Rakmogak Bazaar and numerous mining projects.&lt;br /&gt;
&lt;br /&gt;
The Rakmogak Bazaar, largely catered to by Cannibal Utility, houses several shops and restaurants specialising in an immense variety of products and cuisines including well known trader Gak in the adjacent building as well as the local branch of Utility Bank. Cannibal Cook's Kitchen is a food court favourite and considered an anchor to the bazaar. Rent paying tenants are offered the protection of Cannibal Security from thieves, assault, and supercannibals. Credit and Debit are available for use in the bazaar from Utility Bank.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Rakmogak==&lt;br /&gt;
&lt;br /&gt;
At present there are a few groups active in Rakmogak:&lt;br /&gt;
&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Knights of the IRC Channel]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=18525</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=18525"/>
		<updated>2008-08-24T03:24:53Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| banker      = Naughty Sorceress&lt;br /&gt;
| bank_gps    = [-70.368,+26.314]&lt;br /&gt;
| bank_loc    = (11,08)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three [[outsider]] [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts two busy taverns ([[Czechy's]], at (11,09) on the map above, and [[the Waugh Arms]] at (04,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]], whose members frequently attack one another, as well as a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish synagogue]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[the Waugh Arms]], [[CzEcHy's Tavern]], [[Congregation Tafas Shalva]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked.  Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all.&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== [[CzEcHy's Tavern]] ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]].&lt;br /&gt;
&lt;br /&gt;
UPDATE: Due to the popularity of the Tavern and the increasing demand for quality home-cooked food, CzEcHy's has expanded into the property to the north of the tavern.  CzEcHy's Bistro and Grillbar will cater for all your culinary delights and we offer specials that are not listed on the 'a la carte' menu - just look for the &amp;quot;Daily Specials&amp;quot; board.  Our Egon Ronay-recognised chef, Mr. S0S, will also do his best to cater for any 'off-the-menu' requests.&lt;br /&gt;
&lt;br /&gt;
Dress code is smart-casual, with or without nose-bones.  Shrunken heads are not permitted although these may be left in our cloakroom for later collection.  Bon appetite!&lt;br /&gt;
&lt;br /&gt;
=== [[The Waugh Arms]] ===&lt;br /&gt;
West-southwest of the York shaman at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313], on the site of the former Colonial Police Headquarters, visitors to York will find the recently-opened [[The Waugh Arms|Waugh Arms]]. All are warmly invited to stop by and enjoy the pleasures of fine food and drink, and of course enjoy the legendary hospitality of the Waugh Arms.&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
&lt;br /&gt;
===Trail to Derby===&lt;br /&gt;
[[Mercenary's Guild]] member [http://www.shartak.com/profile.cgi?id=3322 Zydd Soral] suggested at a public meeting that the SPF create an eco-friendly Trekker's Trail; this was quickly agreed to. This trail can be followed from York to Derby. The trail, a continuation of Southern Coastal Boulevard, begins at York's medical hut and continues 35 paces northward until it turns toward the northeast to skirt the swamp. It then continues eastward to Derby. Travelers are asked to clear as they travel, but to be careful of occasional eco-terrorist attacks.&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a trail that connects Durham and York, the much-hailed Southern Coastal Boulevard, cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[5punk]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Pwotters|Pwotters!]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. One: constant invasion by hostile forces, and two: the rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both &amp;quot;civilian and York groups&amp;quot;) in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
Recently, York was hit by an invasion of a different kind: mysterious signposts saying &amp;quot;WILLIES!&amp;quot; appeared throughout the town. Much mystery surrounds this incident, which has since become known simply as &amp;quot;[[the WILLIES!]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=18524</id>
		<title>Dalpok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=18524"/>
		<updated>2008-08-24T03:11:34Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_dalpok.png&lt;br /&gt;
| cx          = -70437&lt;br /&gt;
| cy          = 26443&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Shubar&lt;br /&gt;
| shaman_gps  = [-70.437,+26.443]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tack&lt;br /&gt;
| trader_gps  = [-70.435,+26.442]&lt;br /&gt;
| trader_loc  = (10,09)&lt;br /&gt;
| banker      = Wicksickness&lt;br /&gt;
| bank_gps    = [-70.436,+26.441]&lt;br /&gt;
| bank_loc    = (09,10)&lt;br /&gt;
| ammo_gps    = [-70.441,+26.443]&lt;br /&gt;
| ammo_loc    = (04,08)&lt;br /&gt;
| medical_gps = [-70.437,+26.449]&lt;br /&gt;
| medical_loc = (08,02)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dalpok''' is one of the three native [[camp]]s on Shartak. Located in the island's western interior, it consists of twenty-two [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Shubar keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|}&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Dalpok&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Dalpok==&lt;br /&gt;
There are currently several groups operating in Dalpok currently.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=200 The Vietcong]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Eyecons]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
''August 2007'' - The newly-formed [http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front], working alongside other native groups such as [http://www.shartak.com/clanview.cgi?id=200 The Vietcong], have frustrated the pirate attack on Dalpok. [http://www.shartak.com/clanview.cgi?id=205 The Brotherhood of the Coast] have announced that as of August 19th their raiding target will no longer be Dalpok but will instead be [[Raktam]]. This is a well-deserved victory for the natives of Dalpok although hostilities will probably continue. -- [[User:Skull Face|Skull Face]] 13:12, 9 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''February 2007'' - Dalpok's proximity to the pirate [[shipwreck]] has caused the village to be prone to constant harassment and violence from pirates. A road carved out of the jungle by pirates from the shipwreck to Dalpok, called the [[Corsair Boulevard]], has further facilitated pirate aggression against natives in the region.&lt;br /&gt;
&lt;br /&gt;
''December 2006'' - Dalpok was attacking by marauders, consisting of a wave of pirates acting in concert with and under the leadership of the [[1st Imperial Privateers Regiment]], who seized the southern part of the village, slaughtering anyone who came near. Re-naming the village &amp;quot;New Amsterdam&amp;quot;, title to the village was sold to Maevar Ralnick for 151 gold coins. Ralnick ordered the Imperials to leave the village, and has not asserted his title to the township. The Imperials' success prompted members of the [[Jolly Roger Gang]] to establish a tavern in the west of the village, which has not been well-received by the locals.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Raktam&amp;diff=18523</id>
		<title>Raktam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Raktam&amp;diff=18523"/>
		<updated>2008-08-24T03:05:12Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_raktam.png&lt;br /&gt;
| cx          = -70322&lt;br /&gt;
| cy          = 26469&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Najdam&lt;br /&gt;
| shaman_gps  = [-70.322,+26.469]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tik&lt;br /&gt;
| trader_gps  = [-70.319,+26.472]&lt;br /&gt;
| trader_loc  = (11,05)&lt;br /&gt;
| banker      = Eudaemon&lt;br /&gt;
| bank_gps    = [-70.319,+26.473]&lt;br /&gt;
| bank_loc    = (11,04)&lt;br /&gt;
| ammo_gps    = [-70.324,+26.474]&lt;br /&gt;
| ammo_loc    = (06,03)&lt;br /&gt;
| medical_gps = [-70.323,+26.473]&lt;br /&gt;
| medical_loc = (07,04)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Raktam''' is one of the three native settlements on Shartak, and the only one with an established kingdom. Located in the island's northern interior, it consists of twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Najdam keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Raktam&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=Gold|'''P'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Palace&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=Orange|'''R'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Blue Hummingbird's Royal Tomb&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Raktam&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest within Raktam ==&lt;br /&gt;
:''(xx,yy) coordinates refer to the territory map above, while [xx.xxx,yy.yyy] are GPS coordinates.''&lt;br /&gt;
&lt;br /&gt;
*The Summer Palace of the King of the [[Royal Court of Greater Raktam]] at (4,9) is often filled with members of the Court, visiting foreign dignatories, mercenaries, traders and tourists. From here the King directs life of the Court, conducting diplomacy, dispatching military and trade missions, and healing Raktam natives. Proceedings of the Court are published in the Natives forum at the Official Forums site. &lt;br /&gt;
&lt;br /&gt;
*[[Azguz]]'s Hut at (7,10) is occupied by Azguz, Protector of Raktam. Half-man, half-wolf, Azguz is Raktam's staunchest defender.&lt;br /&gt;
&lt;br /&gt;
*Crowjane's Bank, located at (5,10), is a financial institution within Raktam following the demise of the [[Imperial Bank of Shartak]], and has an affiliation with the [[Templar Bank]] based in [[York]]. &lt;br /&gt;
&lt;br /&gt;
* Wurzug's healing hut is at (07,04) or [-70.323,+26.473] in the northern part of the village. Wurzug &amp;quot;has been busy preparing healing herbs and has left plenty of small bundles of herbs hanging from the ceiling whilst they dry out.&amp;quot; His hut is the spiritual headquarters of the [[Raktamites]]. Healing and the means to carry it out are offered here.&lt;br /&gt;
&lt;br /&gt;
==Greater Raktam==&lt;br /&gt;
&lt;br /&gt;
Greater Raktam is the extended area of Raktam sovereign dominion.&lt;br /&gt;
&lt;br /&gt;
The main feature is the Winter Palace ([[Chikram]]), slightly to the north of Raktam. Once a safe haven for pirates, the Winter Palace is now the alternate home of the Queen and is a strategic northern outpost. &lt;br /&gt;
&lt;br /&gt;
Greater Raktam consists of the Province of Babuwabia extending to the northern shore, the Province of Umslopogaasia (containing [[Santa's Grotto]], or Grottoram) extending to the southern shore with its western boundary at the [[Margaret River]], the Province of the [[Pirates' Graveyard]] (west of Raktam to the mountain), and the Province of the [[Empty Quarter]] (north-east of Raktam).&lt;br /&gt;
&lt;br /&gt;
==Commonwealth of Greater Raktam, The French and the Creedy Republic==&lt;br /&gt;
&lt;br /&gt;
In December '07 Greater Raktam and the [[Independent Republic of Fort Creedy]], north of Durham, entered into a commonwealth. A Raktam garrison consisting of outsider mercenaries and Raktami regulars is based within the armoury of the Creedy Republic. Citizens of the Creedy Republic are welcome in Raktam, and vice versa.  The agreement with the French is similar in nature.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Raktam==&lt;br /&gt;
Raktam has the following groups operating in it:&lt;br /&gt;
&lt;br /&gt;
*[[Royal Court of Greater Raktam]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Bear Warriors of the Mountain]]&lt;br /&gt;
*[[Scavengers]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=18522</id>
		<title>Wiksik</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=18522"/>
		<updated>2008-08-24T02:49:46Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_wiksik.png&lt;br /&gt;
| cx          = -70239&lt;br /&gt;
| cy          = 26405&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Tapran&lt;br /&gt;
| shaman_gps  = [-70.239,+26.405]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Toe&lt;br /&gt;
| trader_gps  = [-70.235,+26.405]&lt;br /&gt;
| trader_loc  = (12,08)&lt;br /&gt;
| banker      = One Armed Bandit&lt;br /&gt;
| bank_gps    = [-70.236,+26.405]&lt;br /&gt;
| bank_loc    = (11,08)&lt;br /&gt;
| ammo_gps    = [-70.239,+26.411]&lt;br /&gt;
| ammo_loc    = (08,02)&lt;br /&gt;
| medical_gps = [-70.240,+26.410]&lt;br /&gt;
| medical_loc = (07,03)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wiksik''' is one of the three native [[camp]]s on Shartak. Located in the interior of the island's eastern half, it contains twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Tapran keeps watch in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Wiksik - Territory Map'''&lt;br /&gt;
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| bgcolor=#aa8866|'''M'''&lt;br /&gt;
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| bgcolor=Crimson|'''[[Kingdom Of Skulls|ST]]'''&lt;br /&gt;
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| bgcolor=#aa8866|&lt;br /&gt;
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| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
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| bgcolor=DarkGrey|'''[[The_Necromancers_Guild|SH]]'''&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Wiksik&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''W'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Weapons Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medicine Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=Crimson|'''[[Kingdom Of Skulls|ST]]'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | [[Kingdom Of Skulls|Skull Throne]] {{GPS|70|237|26|410}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=DarkGrey|'''[[The_Necromancers_Guild|SH]]'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | [[The_Necromancers_Guild|Spirit Hut]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Wiksik&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Wiksik==&lt;br /&gt;
&lt;br /&gt;
Traditionally Wiksik has been the most warlike of the three native villages on Shartak. The ordinary Wiksik villagers actively pursue the ancient traditions of headhunting as a recreational pastime and it is also the birthplace of many of the (in)famous [[The WickSick Headhunters|Wicksick Headhunters]]. Outsiders do not often receive a peaceful welcome in Wikisk and many would consider themselves fortunate to survive 24 hours within the general vicinity of the village.&lt;br /&gt;
&lt;br /&gt;
===The Skull Throne===&lt;br /&gt;
The Skull Throne is the palace from which the [[Kingdom Of Skulls]] is administered. Peaceful outsiders, esepcially those formally representing their clans, are always welcome at the Skull Throne. Visitors are cautioned that the people of the Kingdom have a low tolerance for arrogant or violent outsiders.&lt;br /&gt;
&lt;br /&gt;
===The Spirit Hut===&lt;br /&gt;
Protected by [[The_Necromancers_Guild|The Necromancer's Guild]], this hut on the southern edge of Wiksik is a haven for spirits haunting the village. Spirits are encouraged to congregate here and share their knowledge of the afterlife. Spirits ''should not'' be exorcised from this hut.&lt;br /&gt;
&lt;br /&gt;
===Crystal Lake===&lt;br /&gt;
A short walk NW of Wiksik lies one of Shartak's finest beauty spots, Crystal Lake, rightly famous for the magnificent sunsets that cause its silver waters to sparkle like a jewel. It is recommended that visitors make time to watch the numerous animal herds that frequent the western shores of the Lake at sunrise and sunset. Care should be taken when dealing with the indigenous [[Animals|rhino]] as they will charge those who venture too close. Outsiders should heed the cautionary legends of the ''Butcher of Crystal Lake''.&lt;br /&gt;
&lt;br /&gt;
===Babakueria (Wicksick Island)===&lt;br /&gt;
A heavily-disputed territory, [[Wicksick Island|Babakueria]] lies due S of Wiksik. It arose from the waters off the shores of Terror Beach in early 2007. It is notable for its multilevel ruined tower, a unique feature on Shartak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Kingdom Of Skulls==&lt;br /&gt;
The [[Kingdom Of Skulls]] is the extended territory surrounding Wiksik. It comprises the six provinces of the Bloody Headland, the Burning Fields, the Sybil's Grove, Tarak's Spit, Terror Beach and [[Wicksick Island]]. Within the boundaries of the Kingdom it is forbidden for an outsider to attack a native.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Wiksik==&lt;br /&gt;
&lt;br /&gt;
There are a number of groups active in Wikisk:&lt;br /&gt;
&lt;br /&gt;
*[[The WickSick Headhunters]]&lt;br /&gt;
*[[The_Wiksik_Tribe|The Wiksik Tribe]]&lt;br /&gt;
*[[The_Necromancers_Guild|The Necromancer's Guild]]&lt;br /&gt;
*[[Kingdom Of Skulls]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Native Resistance Front]]&lt;br /&gt;
&lt;br /&gt;
==Wiksik PKers==&lt;br /&gt;
&lt;br /&gt;
The [[Wiksik PKers]] list provides periodic news and details on most local player killers i.e. people who kill others from the same camp (generally refered to as PKers).&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Durham&amp;diff=18521</id>
		<title>Durham</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Durham&amp;diff=18521"/>
		<updated>2008-08-24T02:41:22Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_durham.png&lt;br /&gt;
| cx          = -70648&lt;br /&gt;
| cy          = 26343&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Kadmor&lt;br /&gt;
| shaman_gps  = [-70.648,+26.343]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Dick&lt;br /&gt;
| trader_gps  = [-70.649,+26.347]&lt;br /&gt;
| trader_loc  = (07,04)&lt;br /&gt;
| banker      = DarkFerret and Matt Wilkinson&lt;br /&gt;
| bank_gps    = [-70.650,+26.346]&lt;br /&gt;
| bank_loc    = (06,05)&lt;br /&gt;
| ammo_gps    = [-70.647,+26.349]&lt;br /&gt;
| ammo_loc    = (09,02)&lt;br /&gt;
| medical_gps = [-70.651,+26.344]&lt;br /&gt;
| medical_loc = (05,07)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kadmor is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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| colspan=16 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Village territory (&amp;quot;Durham&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Census Office&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Durham Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''P'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Durham Police HQ&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''U&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Durham Utility Head Quarters&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Durham&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.&lt;br /&gt;
&lt;br /&gt;
===Census Office===&lt;br /&gt;
In the hut west of the Trader's hut is a census office where foreigners and Durhamites can apply to become Durham citizens. Durham Citizens have the right to vote, run for elected office, and receive protection from the government.&lt;br /&gt;
&lt;br /&gt;
==The Government==&lt;br /&gt;
The [[Durham government]] has its own page.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Durham==&lt;br /&gt;
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.&lt;br /&gt;
&lt;br /&gt;
*[[Durham Nationalists]]&lt;br /&gt;
*[[Durham Pistoleers]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Durham Police]]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=305 Durham Model Army]&lt;br /&gt;
*[[The Durham Tea Party]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18520</id>
		<title>Rakmogak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18520"/>
		<updated>2008-08-24T02:40:05Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = N/A&lt;br /&gt;
| cx          = -70180&lt;br /&gt;
| cy          = 26559&lt;br /&gt;
| type        = Cannibal&lt;br /&gt;
| huts        = 4&lt;br /&gt;
| shaman      = Hodrali&lt;br /&gt;
| shaman_gps  = [-70.180,+26.559]&lt;br /&gt;
| shaman_loc  = (04,08)&lt;br /&gt;
| trader      = Gak&lt;br /&gt;
| trader_gps  = [-70.178,+26.558]&lt;br /&gt;
| trader_loc  = (06,09)&lt;br /&gt;
| banker      = Mans Laughter&lt;br /&gt;
| bank_gps    = [-70.178,+26.558]&lt;br /&gt;
| bank_loc    = (06,09)&lt;br /&gt;
| ammo_gps    = [-70.182,+26.558]&lt;br /&gt;
| ammo_loc    = (02,09)&lt;br /&gt;
| medical_gps = [-70.177,+26.561]&lt;br /&gt;
| medical_loc = (07,06)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Rakmogak''' is a unique native [[camp]] on Shartak. Its location is a secret guarded by the shamen due to the village's association with the forbidden arts of [[class#cannibal| cannibalism]]. Recent evidence indicates that Rakmogak may be on a moderately-sized island off the north-east coast of Shartak. Legends and speculation suggest that it may be shaped like a skull.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named '''Hodrali''' keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rakmogak territory map is currently incomplete as the cannibals insist on eating explorers who come to their village. One helpful cannibal has said that it includes only three huts (the normal resource ones) and has four caves, providing two entrances each to two small tunnels.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Rakmogak - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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| bgcolor=#aa8866|'''C'''&lt;br /&gt;
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| bgcolor=#aa8866|'''TB'''&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=8 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Village territory (&amp;quot;Rakmogak&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''W'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Weapons Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Medicine Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''C'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Cave&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a default territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Rakmogak&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Rakmogak==&lt;br /&gt;
&lt;br /&gt;
Rakmogak is not your typical tourist destination. The inhabitants are [[class#cannibal| cannibals]] who enjoy killing and eating other humans. Consequently the village is shunned by native and outsider alike.  Exploring the Island is a risky business.&lt;br /&gt;
&lt;br /&gt;
Smaller islets exist off the coast of the island and some are rumored to have tunnels running all the way to the mainland.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Rakmogak==&lt;br /&gt;
&lt;br /&gt;
At present there are a few groups active in Rakmogak:&lt;br /&gt;
&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Knights of the IRC Channel]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=18519</id>
		<title>Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=18519"/>
		<updated>2008-08-24T02:30:10Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_shipwreck.png&lt;br /&gt;
| cx          = -70541&lt;br /&gt;
| cy          = 26546&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 1&lt;br /&gt;
| shaman      = Jakota&lt;br /&gt;
| shaman_gps  = [-70.541,+26.543]&lt;br /&gt;
| shaman_loc  = (06,09)&lt;br /&gt;
| trader      = Sam&lt;br /&gt;
| trader_gps  = [-70.543,+26.542]&lt;br /&gt;
| trader_loc  = (04,10)&lt;br /&gt;
| banker      = Master Dan jun Perls&lt;br /&gt;
| bank_gps    = [-70.541,+26.546]&lt;br /&gt;
| bank_loc    = (06,06) (Galley)&lt;br /&gt;
| ammo_gps    = [-70.541,+26.546]&lt;br /&gt;
| ammo_loc    = (06,06) (Armoury)&lt;br /&gt;
| medical_gps = [-70.541,+26.546]&lt;br /&gt;
| medical_loc = (06,06) (Lg cabin)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''shipwreck''' is home to the pirates on the island. Located in shallow water on the island's northwest shore, the shipwreck is the only [[camp]] without an ammunition hut and a medical hut, but weapons and drinks can be found on the ship itself and in its rooms: the large cabin, the armory, the galley, and the hold. Players on the ship see a description:&lt;br /&gt;
:''You are standing on board a large pirate ship with a rather badly damaged bow where it's hit a bunch of rocks. You can see a couple of cabins towards the front, a hatch leading into the hold, and a large room to the rear.''&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Jakota is held captive south of the ship on the shore.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Shipwreck - Territory Map'''&lt;br /&gt;
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| bgcolor=#ffebcd|'''S'''&lt;br /&gt;
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| bgcolor=#33c033|'''T'''&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#855442|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Ship&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|'''T'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|'''S'''&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle squares will very likely be colored differently in-game than they are here.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
&lt;br /&gt;
=== Armoury ===&lt;br /&gt;
:''This cabin appears to have been used for the storage of weapons although the crew probably weren't all that tidy as there are other things in here too.''&lt;br /&gt;
*'''Approx find rates (40%?):''' [[blunt cutlass]] (~3%), [[blunt dagger]] (~2%), [[bottle of rum]] (~3%), [[bottle of water]] (~4%), [[cutlass]] (~5%), [[first aid it]] (~2%), [[gem]] (~2%), [[gold coin]] (~2%), [[gourd of water]] (~0%), [[knife]] (1%),[[rifle bullet]] (17%).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Tsaigo 2007-07-19&lt;br /&gt;
I sorted the items alphabetically. Which may not be for the best because that seperates things like &amp;quot;cutlass&amp;quot; and &amp;quot;blunt cutlass&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Rough percentages of indiviual items by based on about 100 AP spend searching the Armoury.&lt;br /&gt;
&lt;br /&gt;
I'm not sure sure exactly how many AP I spent, so I couldn't update the overall chance-to-find %, so I left it at 40% AND used that to estimate the overall chances of finding each individual item.&lt;br /&gt;
&lt;br /&gt;
Also, I never found a Gourd of Water so I'm not sure those can be found here now. It was already on the list so I left it on and said it's found about 0% of the time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
:''Here are a number of treasure chests, most of which are open and ransacked but there are a few that aren't so empty.''&lt;br /&gt;
*'''Approx find rates (44%?):''' [[cutlass]] (11%?), [[blunt cutlass]] (7%?), [[bottle of water]] (6%?), [[bottle of rum]] (6%?), [[gold coin]] (5%?), [[first aid kit]] (4%?), [[blunt dagger]] (2%?) [[knife]] (2%?), [[blunt knife]] (1%?), [[gem]] (?%), [[gourd of water]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Galley ===&lt;br /&gt;
:''Judging by the lack of food in the cupboards, it's probably a good job the ship ran aground!''&lt;br /&gt;
*'''Approx find rates (?%):''' [[bottle of rum]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Large cabin ===&lt;br /&gt;
:''You appear to be in a large cabin at the rear of the ship. There are a number of bunks and personal belongings scattered around.''&lt;br /&gt;
*'''Approx find rates (33%):''' (preliminary) first aid kit (11%), bottle of rum (11%), cutlass (6%), gold coin (6%).&lt;br /&gt;
&lt;br /&gt;
=== Crow's Nest ===&lt;br /&gt;
:''Up in the crow's nest you would be able to see quite a long way under normal circumstances. Unfortunately there's a lot of very low cloud obscuring your view right now.''&lt;br /&gt;
*'''Approx find rates (?%):''' ''unknown''&lt;br /&gt;
&lt;br /&gt;
==The Shipwreck:A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
The shipwreck is Shartak's most populous settlement.  However, it is more of a camp than a settlement, with Trader Sam occupying the only hut.  First aid kits are harder to find at the shipwreck, and they will usually bring a reasonable price at Trader Sam's.  Peaceful visitors should not sleep on shore, as any non-pirate is generally considered fair game.  The shipwreck is home to several pirate crews, with the Pirate Defense Force serving as the shipwreck's militia.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in the Shipwreck==&lt;br /&gt;
Being the only Pirate city, all Pirate gangs are based and/or operate at the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
*[[The Brotherhood Of The Coast]]&lt;br /&gt;
*[[Ghost Pirates]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[The Jolly Roger Gang]]&lt;br /&gt;
*[[Pastafarian Buccaneers]]&lt;br /&gt;
*[[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18518</id>
		<title>Rakmogak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18518"/>
		<updated>2008-08-24T02:25:17Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = N/A&lt;br /&gt;
| cx          = -70180&lt;br /&gt;
| cy          = 26559&lt;br /&gt;
| type        = Cannibal&lt;br /&gt;
| huts        = 4&lt;br /&gt;
| shaman      = Hodrali&lt;br /&gt;
| shaman_gps  = [-70.180,+26.559]&lt;br /&gt;
| shaman_loc  = (04,08)&lt;br /&gt;
| trader      = Gak&lt;br /&gt;
| trader_gps  = [-70.178,+26.558]&lt;br /&gt;
| trader_loc  = (06,09)&lt;br /&gt;
| banker      = Mans Laughter&lt;br /&gt;
| bank_gps    = [-70.178,+26.558]&lt;br /&gt;
| bank_loc    = (06,09)&lt;br /&gt;
| ammo_gps    = [-70.182,+26.558]&lt;br /&gt;
| ammo_loc    = (02,09)&lt;br /&gt;
| medical_gps = [-70.177,+26.561]&lt;br /&gt;
| medical_loc = (07,06)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Rakmogak''' is a unique native [[camp]] on Shartak. Its location is a secret guarded by the shamen due to the village's association with the forbidden arts of [[class#cannibal| cannibalism]]. Recent evidence indicates that Rakmogak may be on a moderately-sized island off the north-east coast of Shartak. Legends and speculation suggest that it may be shaped like a skull.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named '''Hodrali''' keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rakmogak territory map is currently incomplete as the cannibals insist on eating explorers who come to their village. One helpful cannibal has said that it includes only three huts (the normal resource ones) and has four caves, providing two entrances each to two small tunnels.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Rakmogak - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Village territory (&amp;quot;Rakmogak&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''W'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Ammunition Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Medical Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''C'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Cave&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a default territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Rakmogak&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Rakmogak==&lt;br /&gt;
&lt;br /&gt;
Rakmogak is not your typical tourist destination. The inhabitants are [[class#cannibal| cannibals]] who enjoy killing and eating other humans. Consequently the village is shunned by native and outsider alike.  Exploring the Island is a risky business.&lt;br /&gt;
&lt;br /&gt;
Smaller islets exist off the coast of the island and some are rumored to have tunnels running all the way to the mainland.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Rakmogak==&lt;br /&gt;
&lt;br /&gt;
At present there are a few groups active in Rakmogak:&lt;br /&gt;
&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Knights of the IRC Channel]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby&amp;diff=18517</id>
		<title>Derby</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby&amp;diff=18517"/>
		<updated>2008-08-24T01:30:52Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_derby.png&lt;br /&gt;
| cx          = -70095&lt;br /&gt;
| cy          = 26350&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 24&lt;br /&gt;
| shaman      = Balchig&lt;br /&gt;
| shaman_gps  = [-70.095,+26.350]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tom&lt;br /&gt;
| trader_gps  = [-70.092,+26.350]&lt;br /&gt;
| trader_loc  = (11,08)&lt;br /&gt;
| banker      = Janet Grey&lt;br /&gt;
| bank_gps    = [-70.092,+26.349]&lt;br /&gt;
| bank_loc    = (11,09)&lt;br /&gt;
| ammo_gps    = [-70.096,+26.356]&lt;br /&gt;
| ammo_loc    = (07,02)&lt;br /&gt;
| medical_gps = [-70.099,+26.353]&lt;br /&gt;
| medical_loc = (04,05)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Derby''' is one of the four outsider [[camp]]s on Shartak. Located on the far eastern side of the island's southern shore, it consists of twenty-four huts in a roughly circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Balchig is held captive in the centre of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''F'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Academy Fencing hall&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''L'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Academy Lecture hall&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the town of Derby will be displayed as &amp;quot;Derby&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
===Medical Hut===&lt;br /&gt;
This hut is the best place to search for healing items.&lt;br /&gt;
===Ammunition Hut===&lt;br /&gt;
This hut is the best place to search for weapons and ammunition.&lt;br /&gt;
&lt;br /&gt;
===Trading Post===&lt;br /&gt;
Each camp has a trading hut. Although items cannot be found by searches in the trading hut, any item can be sold here, and each trader sells from a stock that includes local goods as well as items traded in by other characters.&lt;br /&gt;
===Shaman===&lt;br /&gt;
Players from Derby can resurrect at the [[shaman]] when killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
[[The Hanged Misfit]] - If you're thirsty or need to somewhere safe to stay come and visit us 2E of the trader's hut.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
[[Derby/RoughGuide|Read the Rough Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
[[Derby/ImperialGuide|Read the Imperial Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Derby==&lt;br /&gt;
Although Derby may not be the most populous Outsider town, it has seen its fair share of activity in the past few months.  Several clans operate in Derby:&lt;br /&gt;
&lt;br /&gt;
*[[Eastern Federation]];&lt;br /&gt;
**[[1st Derby Privateers]] &lt;br /&gt;
**[[Derby Hospitallers]]&lt;br /&gt;
**[[Derby Rangers]]&lt;br /&gt;
**[[The Octavius Popebury Memorial Expedition of 1886]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=191 Dethklok]&lt;br /&gt;
*[[The Derby Protectors]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:Infobox_Home&amp;diff=18516</id>
		<title>Template:Infobox Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:Infobox_Home&amp;diff=18516"/>
		<updated>2008-08-24T01:27:12Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;margin: 0 0 1em 1em; border: solid 1px #ccc; border-collapse: collapse; background-color: #f9f9f9; float: right; font-size:95%;width:300px&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background-color:#ddd;text-align:center;font-size:110%;&amp;quot; | '''{{PAGENAME}}'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 style=&amp;quot;background-color:#22228f;text-align:center;font-size:90%;&amp;quot; | [[Image:{{{image}}}|288px]]&amp;lt;br /&amp;gt;[http://www.itechsc.com/misc/shartak/ubermap/mapposgen.php?cx={{{cx}}}&amp;amp;cy={{{cy}}} &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;Satellite map&amp;lt;/span&amp;gt;] &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp; [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx={{{cx}}}&amp;amp;cy={{{cy}}}&amp;amp;dn=1&amp;amp;zn=1&amp;amp;sd=1 &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;Local map&amp;lt;/span&amp;gt;]&lt;br /&gt;
|- style=&amp;quot;background-color:#f2f2f2;font-size:95%;&amp;quot;&lt;br /&gt;
| '''Type''':&lt;br /&gt;
| colspan=2 | {{{type}}}&lt;br /&gt;
|- style=&amp;quot;font-size:95%;&amp;quot;&lt;br /&gt;
| '''Huts''':&lt;br /&gt;
| colspan=2 | {{{huts}}}&lt;br /&gt;
|- style=&amp;quot;background-color:#f2f2f2;font-size:95%;&amp;quot;&lt;br /&gt;
| '''Shaman''': ({{{shaman}}})&lt;br /&gt;
| {{{shaman_gps}}}&lt;br /&gt;
| {{{shaman_loc}}}&lt;br /&gt;
|- style=&amp;quot;font-size:95%;&amp;quot;&lt;br /&gt;
| '''Trader''': ({{{trader}}})&lt;br /&gt;
| {{{trader_gps}}}&lt;br /&gt;
| {{{trader_loc}}}&lt;br /&gt;
|- style=&amp;quot;background-color:#f2f2f2;font-size:95%;&amp;quot;&lt;br /&gt;
| '''Utility Bank''': ({{{banker}}})&lt;br /&gt;
| {{{bank_gps}}}&lt;br /&gt;
| {{{bank_loc}}}&lt;br /&gt;
|- style=&amp;quot;font-size:95%;&amp;quot;&lt;br /&gt;
| '''Ammunition hut''':&lt;br /&gt;
| {{{ammo_gps}}}&lt;br /&gt;
| {{{ammo_loc}}}&lt;br /&gt;
|- style=&amp;quot;background-color:#f2f2f2;font-size:95%;&amp;quot;&lt;br /&gt;
| '''Medical hut''':&lt;br /&gt;
| {{{medical_gps}}}&lt;br /&gt;
| {{{medical_loc}}}&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates|Infobox Home]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby&amp;diff=18515</id>
		<title>Derby</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby&amp;diff=18515"/>
		<updated>2008-08-24T01:07:41Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_derby.png&lt;br /&gt;
| cx          = -70095&lt;br /&gt;
| cy          = 26350&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Balchig&lt;br /&gt;
| shaman_gps  = [-70.095,+26.350]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tom&lt;br /&gt;
| trader_gps  = [-70.092,+26.350]&lt;br /&gt;
| trader_loc  = (11,08)&lt;br /&gt;
| ammo_gps    = [-70.096,+26.356]&lt;br /&gt;
| ammo_loc    = (07,02)&lt;br /&gt;
| medical_gps = [-70.099,+26.353]&lt;br /&gt;
| medical_loc = (04,05)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Derby''' is one of the four outsider [[camp]]s on Shartak. Located on the far eastern side of the island's southern shore, it consists of twenty-four huts in a roughly circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Balchig is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''The Village of Derby - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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| bgcolor=#aa8866|'''A'''&lt;br /&gt;
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| bgcolor=#aa8866|'''M'''&lt;br /&gt;
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|-&lt;br /&gt;
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| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|'''F'''&lt;br /&gt;
| bgcolor=#aa8866|'''L'''&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
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| bgcolor=#aa8866|'''B'''&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Derby&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''F'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Academy Fencing hall&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''L'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Academy Lecture hall&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the town of Derby will be displayed as &amp;quot;Derby&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
===Medical Hut===&lt;br /&gt;
This hut is the best place to search for healing items.&lt;br /&gt;
===Ammunition Hut===&lt;br /&gt;
This hut is the best place to search for weapons and ammunition.&lt;br /&gt;
&lt;br /&gt;
===Trading Post===&lt;br /&gt;
Each camp has a trading hut. Although items cannot be found by searches in the trading hut, any item can be sold here, and each trader sells from a stock that includes local goods as well as items traded in by other characters.&lt;br /&gt;
===Shaman===&lt;br /&gt;
Players from Derby can resurrect at the [[shaman]] when killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
[[The Hanged Misfit]] - If you're thirsty or need to somewhere safe to stay come and visit us 2E of the trader's hut.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
[[Derby/RoughGuide|Read the Rough Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
[[Derby/ImperialGuide|Read the Imperial Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Derby==&lt;br /&gt;
Although Derby may not be the most populous Outsider town, it has seen its fair share of activity in the past few months.  Several clans operate in Derby:&lt;br /&gt;
&lt;br /&gt;
*[[Eastern Federation]];&lt;br /&gt;
**[[1st Derby Privateers]] &lt;br /&gt;
**[[Derby Hospitallers]]&lt;br /&gt;
**[[Derby Rangers]]&lt;br /&gt;
**[[The Octavius Popebury Memorial Expedition of 1886]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=191 Dethklok]&lt;br /&gt;
*[[The Derby Protectors]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby&amp;diff=18514</id>
		<title>Derby</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby&amp;diff=18514"/>
		<updated>2008-08-24T01:06:22Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_derby.png&lt;br /&gt;
| cx          = -70095&lt;br /&gt;
| cy          = 26350&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Balchig&lt;br /&gt;
| shaman_gps  = [-70.095,+26.350]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tom&lt;br /&gt;
| trader_gps  = [-70.092,+26.350]&lt;br /&gt;
| trader_loc  = (11,08)&lt;br /&gt;
| ammo_gps    = [-70.096,+26.356]&lt;br /&gt;
| ammo_loc    = (07,02)&lt;br /&gt;
| medical_gps = [-70.099,+26.353]&lt;br /&gt;
| medical_loc = (04,05)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Derby''' is one of the four outsider [[camp]]s on Shartak. Located on the far eastern side of the island's southern shore, it consists of twenty-four huts in a roughly circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Balchig is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
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| bgcolor=#aa8866|'''M'''&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Derby&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''F'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Academy Fencing hall&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''L'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Derby Academy Lecture hall&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the town of Derby will be displayed as &amp;quot;Derby&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
===Medical Hut===&lt;br /&gt;
This hut is the best place to search for healing items.&lt;br /&gt;
===Ammunition Hut===&lt;br /&gt;
This hut is the best place to search for weapons and ammunition.&lt;br /&gt;
&lt;br /&gt;
===Trading Post===&lt;br /&gt;
Each camp has a trading hut. Although items cannot be found by searches in the trading hut, any item can be sold here, and each trader sells from a stock that includes local goods as well as items traded in by other characters.&lt;br /&gt;
===Shaman===&lt;br /&gt;
Players from Derby can resurrect at the [[shaman]] when killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
[[The Hanged Misfit]] - If you're thirsty or need to somewhere safe to stay come and visit us 2E of the trader's hut.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
[[Derby/RoughGuide|Read the Rough Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
[[Derby/ImperialGuide|Read the Imperial Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Derby==&lt;br /&gt;
Although Derby may not be the most populous Outsider town, it has seen its fair share of activity in the past few months.  Several clans operate in Derby:&lt;br /&gt;
&lt;br /&gt;
*[[Eastern Federation]];&lt;br /&gt;
**[[1st Derby Privateers]] &lt;br /&gt;
**[[Derby Hospitallers]]&lt;br /&gt;
**[[Derby Rangers]]&lt;br /&gt;
**[[The Octavius Popebury Memorial Expedition of 1886]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=191 Dethklok]&lt;br /&gt;
*[[The Derby Protectors]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18513</id>
		<title>Rakmogak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18513"/>
		<updated>2008-08-24T00:54:07Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Rakmogak''' is a unique native [[camp]] on Shartak. Its location is a secret guarded by the shamen due to the village's association with the forbidden arts of [[class#cannibal| cannibalism]]. Recent evidence indicates that Rakmogak may be on a moderately-sized island off the north-east coast of Shartak. Legends and speculation suggest that it may be shaped like a skull.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named '''Hodrali''' keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rakmogak territory map is currently incomplete as the cannibals insist on eating explorers who come to their village. One helpful cannibal has said that it includes only three huts (the normal resource ones) and has four caves, providing two entrances each to two small tunnels. The map below was supplied by the cannibal [http://www.shartak.com/profile.cgi?id=15874 Gubgob]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Rakmogak - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=7 bgcolor=#f9f9f9 | Village territory (&amp;quot;Rakmogak&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=7 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=7 bgcolor=#f9f9f9 | Trading Post&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=7 bgcolor=#f9f9f9 | Weapons Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Medicine Hut&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=7 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''C'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Cave&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a default territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Rakmogak&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Rakmogak==&lt;br /&gt;
&lt;br /&gt;
Rakmogak is not your typical tourist destination. The inhabitants are [[class#cannibal| cannibals]] who enjoy killing and eating other humans. Consequently the village is shunned by native and outsider alike.  Exploring the Island is a risky business.&lt;br /&gt;
&lt;br /&gt;
Smaller islets exist off the coast of the island and some are rumored to have tunnels running all the way to the mainland.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Rakmogak==&lt;br /&gt;
&lt;br /&gt;
At present there are a few groups active in Rakmogak:&lt;br /&gt;
&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Knights of the IRC Channel]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Durham&amp;diff=18512</id>
		<title>Durham</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Durham&amp;diff=18512"/>
		<updated>2008-08-24T00:39:51Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_durham.png&lt;br /&gt;
| cx          = -70648&lt;br /&gt;
| cy          = 26343&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Kadmor&lt;br /&gt;
| shaman_gps  = [-70.648,+26.343]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Dick&lt;br /&gt;
| trader_gps  = [-70.649,+26.347]&lt;br /&gt;
| trader_loc  = (07,04)&lt;br /&gt;
| ammo_gps    = [-70.647,+26.349]&lt;br /&gt;
| ammo_loc    = (09,02)&lt;br /&gt;
| medical_gps = [-70.651,+26.344]&lt;br /&gt;
| medical_loc = (05,07)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kadmor is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Village territory (&amp;quot;Durham&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Census Office&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Durham Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Durham Police HQ&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''U&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Durham Utility Head Quarters&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Durham&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.&lt;br /&gt;
&lt;br /&gt;
===Census Office===&lt;br /&gt;
In the hut west of the Trader's hut is a census office where foreigners and Durhamites can apply to become Durham citizens. Durham Citizens have the right to vote, run for elected office, and receive protection from the government.&lt;br /&gt;
&lt;br /&gt;
==The Government==&lt;br /&gt;
The [[Durham government]] has its own page.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Durham==&lt;br /&gt;
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.&lt;br /&gt;
&lt;br /&gt;
*[[Durham Nationalists]]&lt;br /&gt;
*[[Durham Pistoleers]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Durham Police]]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=305 Durham Model Army]&lt;br /&gt;
*[[The Durham Tea Party]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18511</id>
		<title>Rakmogak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18511"/>
		<updated>2008-08-24T00:32:54Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Groups Operating In Rakmogak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Rakmogak''' is a unique native [[camp]] on Shartak. Its location is a secret guarded by the shamen due to the village's association with the forbidden arts of [[class#cannibal| cannibalism]]. Recent evidence indicates that Rakmogak may be on a moderately-sized island off the north-east coast of Shartak. Legends and speculation suggest that it may be shaped like a skull.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named '''Hodrali''' keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rakmogak territory map is currently incomplete as the cannibals insist on eating explorers who come to their village. One helpful cannibal has said that it includes only three huts (the normal resource ones) and has four caves, providing two entrances each to two small tunnels. The map below was supplied by the cannibal [http://www.shartak.com/profile.cgi?id=15874 Gubgob]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Rakmogak - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''C'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''C'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#aa8866|'''C'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|'''W'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''T'''H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|'''C'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
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| bgcolor=#33c033|&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=8 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Village territory (&amp;quot;Rakmogak&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''W'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Weapons Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Medicine Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''C'''&lt;br /&gt;
| colspan=7 bgcolor=#f9f9f9 | Cave&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a default territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Rakmogak&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Rakmogak==&lt;br /&gt;
&lt;br /&gt;
Rakmogak is not your typical tourist destination. The inhabitants are [[class#cannibal| cannibals]] who enjoy killing and eating other humans. Consequently the village is shunned by native and outsider alike.  Exploring the Island is a risky business.&lt;br /&gt;
&lt;br /&gt;
Smaller islets exist off the coast of the island and some are rumored to have tunnels running all the way to the mainland.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Rakmogak==&lt;br /&gt;
&lt;br /&gt;
At present there are a few groups active in Rakmogak:&lt;br /&gt;
&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Knights of the IRC Channel]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press&amp;diff=18185</id>
		<title>Derby Evening Press</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press&amp;diff=18185"/>
		<updated>2008-06-07T00:22:02Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby Evening Press==&lt;br /&gt;
 &lt;br /&gt;
As part of Derby's continuing attempts to civilize this savage land, the Derby Evening Press has been founded.  The goal of this publication is to focus on issues that matter to Derbians.  Guest submissions are welcomed. Contact us at [http://z3.invisionfree.com/Derby/index.php? the Derby Forums]. We hope you enjoy reading!&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
Most Recent:&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_16|Issue 16]]&lt;br /&gt;
 &lt;br /&gt;
Past issues:&lt;br /&gt;
  &lt;br /&gt;
[[Derby_Evening_Press/Issue_01|Issue 1]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_02|Issue 2]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_03|Issue 3]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_04|Issue 4]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_05|Issue 5]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_06|Issue 6]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_07|Issue 7]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_08|Issue 8]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_09|Issue 9]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_10|Issue 10]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_11|Issue 11]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_11|Issue 12]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_13|Issue 13]]&lt;br /&gt;
 &lt;br /&gt;
[[Derby_Evening_Press/Issue_14|Issue 14]]&lt;br /&gt;
&lt;br /&gt;
[[Derby_Evening_Press/Issue_15|Issue 15]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
In addition, the DEP News Team has the honor of wikifying and editing Michael Edward's novel, [[The Tower Of Death]].&lt;br /&gt;
 &lt;br /&gt;
The DEP News Team also has compiled a [[Guide to Towns]] to assist Shartakians looking for a home, and a [[Guide to Clans]] for those seeking membership with an organized body.&lt;br /&gt;
&lt;br /&gt;
==The News Team==&lt;br /&gt;
*[[User:RobZombie|RobZombie]] - Reporter/Rum Expert&lt;br /&gt;
*[[User:Mark D. Stroyer|Mark D. Stroyer]] - Reporter/Editor&lt;br /&gt;
*[[User:Elegost|Elegost]] - Reporter/Photographer&lt;br /&gt;
*Javier Sortani - Columnist/Reporter&lt;br /&gt;
*[[User:Wulla-mullung|Wulla-mullung]] - Ninja Copy Editor&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying| ]] [[Category:Newspaper]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_16&amp;diff=18183</id>
		<title>Derby Evening Press/Issue 16</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_16&amp;diff=18183"/>
		<updated>2008-06-06T23:42:25Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby News==&lt;br /&gt;
&lt;br /&gt;
===Eastern Federation Declares Operation: Rhino Drop Success===&lt;br /&gt;
&lt;br /&gt;
Forecasting a potential holy war between the Shartak Deforestation Movement and the Gospel of Simon over whether Shartak animals evolve or are created by the famous discoverer of the island, the Eastern Federation recently chartered 20 dirigibles and purchased numerous rhinoceroses from the Durham Utility. The Eastern Federation silently lifted the rhinos from the Utility's ship under the cover of night to the grasslands. There were a few unfortunate accidents as the hydrogen in the bladders vented and dragged the crates containing the rhinoceroses as well as from opening them. Despite the injuries (including impalement), no Federation deaths occurred.&lt;br /&gt;
&lt;br /&gt;
When the conflicting groups made inquiries into where the rhinos came from, the Eastern Federation revealed that they had brought them to Shartak and neither of them were right after all. Even before the inquiries were made, the Eastern Federation had already contracted the Durham Utility again for the delivery of goats and turtles (the turtles' resemblance to the Deforestation Movement's objective tortoise is believed to be a joke).&lt;br /&gt;
&lt;br /&gt;
The Eastern Federation had planned to contract a competitor of the Utility for the production and delivery of chimeras. Inadvertently, the Utility revealed the existence of the programme to the public before the shipment of chimeras could arrive. Operation: Chimera Drop was instantly aborted and the Utility implied that the revelation of don't-call-us-a-government secrets was just as much a ruthless corporate technique as a gesture of interest in public safety. The Eastern Federation's lack of non disclosure agreements left them unable to press charges. &lt;br /&gt;
&lt;br /&gt;
==International News==&lt;br /&gt;
&lt;br /&gt;
===The Great Shartak Race===&lt;br /&gt;
&lt;br /&gt;
A race competition was recently held. There were several stages, each including the completion of a set of objectives. Some were based on distance, others on accomplishments. Contestants scored a certain number of points based on how they placed in each stage.&lt;br /&gt;
&lt;br /&gt;
Ultimately, Oktavius was the winner. Sofaking, the King of Raktam, tied second place with Maxillion Pike. Infamous Wicksick Headhunter Lama took third.&lt;br /&gt;
&lt;br /&gt;
===Spring Games Begin===&lt;br /&gt;
&lt;br /&gt;
A new headhunt contest has begun in Durham, called the Spring X-Game One. This time, rather than being scored only on the number of kills, the contestants are being scored on the type and manner of the kills. As before, only targets of a single town (Durham) are valid. There are only a handful of contestants, but they include some of the most proven killers on the island; Tom Failur, the Butcher of York, and Jesus are both among the contestants. Contestants have often aimed for particular targets, most commonly members of the Durham Government. Ron Burgundy has been a popular choice of victim.&lt;br /&gt;
&lt;br /&gt;
Tomn's newly formed Durham Model Army, in particular, appears to regard this contest as a proving ground and a way to begin to test and codify tactics for use in future defence.&lt;br /&gt;
&lt;br /&gt;
At the time of this writing, Tom Failur is in the lead.&lt;br /&gt;
&lt;br /&gt;
===Creedy Disaster Stagnates===&lt;br /&gt;
&lt;br /&gt;
Last issue we reported on an emerging crisis between the 1st Colonial Militia and the inhabitants of Fort Creedy. The conflict has now degenerated into protracted war, with reports from the area few and mixed. The Viet Cong and Creedians report having inflicted far more casualties than they have suffered; Serious Sam, leader of the Militia, claims that he has forced Creedians out of their homes. Ultimately, the conflict appears to have become nothing more than another example of unproductive warfare.&lt;br /&gt;
&lt;br /&gt;
===Chaos in York===&lt;br /&gt;
&lt;br /&gt;
York, which had shown signs of becoming one of the most open and best-protected settlements, suffered a severe backslide recently. With the disappearance of Lexus, current leader of the Colonial Police, the absence of the Colonial Militia, and the dissolution of the York Coalition, law enforcement seems to have become an on-and-off matter.&lt;br /&gt;
&lt;br /&gt;
Killings in the medical hut are common and only occasionally avenged by anyone besides the victim. The Criminal Fraternity of Shartak, York Branch, has been running rampant over the town, killing nigh-indiscriminately. Shamans are able to last for a day if they are lucky; they are often prime targets, causing the populace to live in fear of spirits. (The DEP believes this fear to be unfounded, but many appear to have sadly died of it.) As reported elsewhere in this issue, Archbishop Blackburne, the administrator of the Templar Bank, fed up of dying daily, plans to move to Derby. An internal attack by a group of young individuals, known collectively as the &amp;quot;Pathetic Bills,&amp;quot; has raised cries of zerging, to which the Pathetic Bills have not responded.&lt;br /&gt;
&lt;br /&gt;
News coming out of York has also been limited; the DEP has heard of recent invasions by both the pirates and the Necromancers' Guild, but has been unable to confirm either. No York groups appear to have asked other factions for help, so it is possible that these invasions are indistinguishable from the rest of the anarchy in York.&lt;br /&gt;
&lt;br /&gt;
In the light of outside attack and xenophobia, pirates and natives have once again become unwelcome. The pirate Kutless, fed up with dying simply for his origin, has recently called for another mass pirate attack on York.&lt;br /&gt;
&lt;br /&gt;
However, things appear to be on the way to improving. Lexus has returned, and Serious Sam, leader of the Colonial Militia has announced plans to return to York. Sam has also mentioned instituting a system of licensed bounty hunters. Also, Mr. Bungle, an Order of Patriots member and a former member of the York Coalition, has created a new police group, the Defender Corps of York. The blend of Bungle's experience and moderation, Sam's hard-right conservatism, and Lexus's open-mindedness, will hopefully be exactly what York needs to return to more prosperous times.&lt;br /&gt;
&lt;br /&gt;
===Queen of Raktam Dies Permanently===&lt;br /&gt;
After a disappearance and long absence, Blue Hummingbird the queen of Raktam arrived in her palace to announce that she could no longer be revived if killed. She soon summoned members of the court to tie up loose ends. Reaffirming her last will and testament given shortly before her disappearance, the queen began referring to herself as 'I' and 'Goddess' and stated that she would soon be departing for 'the sunless lands of Valram'. Several members of the court responded with reverence or enthusiasm, a few offering gifts of gold coins, poetry, and crabs. The queen finally succumbed to slow acting poison from darts blown by Booble.&lt;br /&gt;
&lt;br /&gt;
Shortly after her death, many individuals came to desecrate the remains and her tomb as well as wreak havoc on the mourners. Large quantities of herbs were burned, dartberry juice was consumed, and several of the notoriously dangerous shargles were brought inside the tomb for sacrifice. Arriving from the amazingly great Shartak race, Sofaking began the queen's funeral and his coronation by killing a shargle presented by Pythagoras and painting himself and the tomb with its blood. Ezekiel Jones then proceeded to fashion a brush from the late queen's hair and paint the blood mixed with dartberry juice and herb ash on Sofaking, Achoo pichtu, and Dappled Shadow as he distributed their material inheritance. They cut their hands and rubbed their own blood on the tomb.&lt;br /&gt;
&lt;br /&gt;
Sofaking is now the King of Raktam (and probably still king of sofas) and will likely dedicate the former queen's palace as a tomb for Raktam monarchs and build a new palace for his court elsewhere. Achoo pichtu (known locally as 'The Fool of Raktam Court') has been designated to maintain the tomb and the village of Raktam. Dappled Shadow has started the Black Legion of the Commonwealth in the name of the 'Goddess', apparently with the purpose of conquering territory for Greater Raktam. Blue Hummingbird is reputably 'on the journey to Valram', a place vaguely resembling Hades with a Charon like figure who charges crabs instead of coins and requiring much magic imbued shargle blood for Valhalla numbers of battles to reach the throne of the skygods, the equivalent of Elysium. Her daughter Natalia Hummingbarne left the privacy of the Derby Academy and is now a prominent and influential court member.&lt;br /&gt;
&lt;br /&gt;
===Shartak Summer Camp to Enter Third Season===&lt;br /&gt;
&lt;br /&gt;
Edward Grey's notoriously dangerous summer romp through the jungle with students has returned for the third year in a row. So far the camp has injured, lost, and accidentally killed numerous children without changing a single safety policy, stating &amp;quot;This is a camp, not a penal colony. If children think prodding alligators and hugging tigers is entertaining and their parents are willing to spend money for 'alone time', then a summer camp on a wild tropical island is a viable enterprise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some native groups oppose the camp. One noted &amp;quot;These kids are worse than those blokes from York who fiddle with our owl statue. I may not be able to comfortably offer a sacrifice to one skygod, but all of the other temples are covered with crayon scribbles and various wooden dingus. Often, they break pieces hundreds of years old and defile everything in their path. Their taste and texture is horrible, even for outsiders, too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The decision to avoid York has prompted the attention of the York Tourism Board. The board issued that &amp;quot;Our Tiki putt is a safe family activity. York is not at all dangerous or obsessed with inanimate objects. Durham Utility has grossly overstated the recent York crime inconsistency, though we will not be filing an injunction or libel case.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The camp promises that it will be an educational experience, many activities featuring aspects of Shartak history and biology. One activity, made possible by the Eastern Federation's recent Operation: Rhino Drop and the proximity of grassland to Durham, demonstrates rhinoceros aggression and the camp's recklessness. It is difficult to speculate how a schedule of so many possibly terminal activities is expected to be completed. Some critics argue that it isn't, &amp;quot;Willy Wonka needs to find an heir to his chocolate factory sometime. There aren't many Charlies on Shartak.&amp;quot; By the time he was asked to clarify, Rob Zombie had already imbibed another pint and offered anecdotes about goblins.&lt;br /&gt;
&lt;br /&gt;
A new feature is the camp store. Utility Bank offers parents accounts for their children attending camp for the purchase of various supplies. Counsellors are expected to carry these supplies for the camp store. The prices of these supplies have not been specified, but the tuition for attendance is set at 10 gold coins.&lt;br /&gt;
&lt;br /&gt;
Princess Natalia Hummingbarne, daughter of the late Queen and the missing James Barnes, endorsed the camp and asked the Court of Raktam to sponsor local youth on the trip. King Sofaking and several senior court members approved the request, though it is unknown which children will benefit.&lt;br /&gt;
&lt;br /&gt;
==Interviews==&lt;br /&gt;
&lt;br /&gt;
===Interview with Kutless, Pirate Rights Activist===&lt;br /&gt;
DEP: Good evening Kutless.&lt;br /&gt;
&lt;br /&gt;
Kutless: Greetings Brother.&lt;br /&gt;
&lt;br /&gt;
DEP: What brings you way out here to Derby? This isn't really a popular place for pirates to hang around.&lt;br /&gt;
&lt;br /&gt;
K: I'm on a trading run. Have been for the past weeks. I must say its a very delightful job.&lt;br /&gt;
&lt;br /&gt;
DEP: I must agree. You get to see a lot of places and people don't you?&lt;br /&gt;
&lt;br /&gt;
K: Indeed I do. For the most part, people would ignore me since I cause no harm. Well, no harm when they're present. But there are still those who think that pirates are little scumbags who deserve to be killed when found.&lt;br /&gt;
&lt;br /&gt;
DEP: What makes you say that?&lt;br /&gt;
&lt;br /&gt;
K: For example, I was in Dalpok several months back. I got verbally assaulted by some wildly colored insect of a human. I talked back and left Dalpok the same day. I was then assaulted during the night by the same violent person. Of course, I never harmed the person. That would be sinking down to their level.&lt;br /&gt;
&lt;br /&gt;
DEP: I am amazed. You were already abused, yet you did not retaliate. How come?&lt;br /&gt;
&lt;br /&gt;
K: As I said, those kinds of people who assume pirates are barbaric and naive are greatly mistaken. They should be given time to learn. Now, a similar incident happened in York. Just recently. I was assaulted and gravely wounded in the York Medical Hut. Now, this is a different case. I had heard nothing verbal concerning me prior to the attack and only after the attacker had washed his weapon did he say &amp;quot;Filthy Pirate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DEP: Racial prejudice has done great harm to our island relations hasn't it?&lt;br /&gt;
&lt;br /&gt;
K: Yes. It has. And this is the basis for my plans to invade York.&lt;br /&gt;
&lt;br /&gt;
DEP: So, you issued this invitation to invade York because of this attack. What purpose do you hope to achieve?&lt;br /&gt;
&lt;br /&gt;
K: If my pirate brothers will stand with me, then I know that York can still learn what it was like to be invaded by pirates. I just need the media coverage and the funds necessary for a large event such as this.&lt;br /&gt;
&lt;br /&gt;
DEP: So, who would be targeted by this attack on York?&lt;br /&gt;
&lt;br /&gt;
K: I don't know yet. Probably Yorkmen only. But others who choose to side with York shall be taken into consideration as well. I'm considering asking the natives if they will join my crusade to end this silly discrimination spearheaded by the Yorkmen.&lt;br /&gt;
&lt;br /&gt;
DEP: How will you get the necessary support for this?&lt;br /&gt;
&lt;br /&gt;
K: I still don't know. I'm thinking about it. You're going to publish this right? Yeah, I thought so.&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak_Juice&amp;diff=17730</id>
		<title>Shartak Juice</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak_Juice&amp;diff=17730"/>
		<updated>2008-02-27T02:12:08Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect[[Shartak Juice]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak_Juice_Inc&amp;diff=17729</id>
		<title>Shartak Juice Inc</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak_Juice_Inc&amp;diff=17729"/>
		<updated>2008-02-27T02:11:50Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect[[Shartak Juice]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Lecture_Series&amp;diff=17416</id>
		<title>Derby Lecture Series</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Lecture_Series&amp;diff=17416"/>
		<updated>2008-01-27T04:45:56Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Transcripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby Lecture Series==&lt;br /&gt;
 &lt;br /&gt;
The Derby Lecture Series (DLS), sponsored by the [[Derby Hospitallers]], is part of the [[Eastern Federation]]'s ongoing effort to bring civilization to Shartak in general and Derby in particular.  The DLS brings speakers from across the island to speak on topics for the education of Derby's populace.  Should you wish to speak, contact Black Joe on the official forums, or James Barnes on any other forum.&lt;br /&gt;
 &lt;br /&gt;
===Schedule===&lt;br /&gt;
 &lt;br /&gt;
May 4&lt;br /&gt;
*&amp;quot;Law and Order: The Case for Codified Law in Derby&amp;quot;&lt;br /&gt;
**Speaker: Derby Hospitaller Tribune James Barnes&lt;br /&gt;
 &lt;br /&gt;
May 15&lt;br /&gt;
*&amp;quot;Every Town is an Island&amp;quot;&lt;br /&gt;
**Speaker: Captain Michael Edwards of [[The Jolly Roger Gang]]&lt;br /&gt;
&lt;br /&gt;
===Transcripts===&lt;br /&gt;
&lt;br /&gt;
Ladies and gentlemen,&lt;br /&gt;
&lt;br /&gt;
For far too long, Shartak has been a lawless land. Oh, certainly, there are vigilantes that patrol towns for signs of murder or other crimes, but there are persistent accusations of arbitrary enforcement and abuse of power. These accusations are correct.&lt;br /&gt;
&lt;br /&gt;
Why do I say this? I will cover both accusations in detail, and then I will detail the solution I propose.&lt;br /&gt;
&lt;br /&gt;
First, there is the problem of arbitrary enforcement. Law enforcement requires that the norms of society be codified and that they be enforced in a fair and unbiased manner. Good people of Shartak, we have no laws! Oh, certainly, we have standards regarding certain things. The dark art of zerging is frowned upon, and outsiders killing outsiders in anything but self-defense is similarly frowned upon.&lt;br /&gt;
&lt;br /&gt;
However, in practice, these definitions are far less clear than they seem. If two clans are at war, and the war ends, is interclan killing still acceptable? If someone is fomenting unrest, and that person is killed, is it justified? Each clan has different standards on this, and disagreements are a frequent cause of discord.&lt;br /&gt;
&lt;br /&gt;
The other problem is abuse of power. Is murder still murder if it is committed by a policeman? Who decides what proper punishment is?&lt;br /&gt;
&lt;br /&gt;
The solution to the second is easy enough. We Derbians already have a court system in place. However, for the first problem, that of arbitrary enforcement, I propose that we, as Derbians formulate our own code of laws. Those laws will be advertised to Derby, and then they will be voted on. If they pass, we will consider them the laws of Derby. If they fail, then it is back to the drawing board.&lt;br /&gt;
&lt;br /&gt;
Perhaps you are asking what justification I have for suggesting a code of laws. I would like to point out several philosophers who would support this.&lt;br /&gt;
&lt;br /&gt;
Isidore is quoted in the Decretum as saying, &amp;quot;Law is an ordination of the people which is sanctioned by the elders and approved by the people.&amp;quot; People of Derby, WE are the elders of this community! By being present, you have shown your interest in this, and that makes your input worthy of attention.&lt;br /&gt;
&lt;br /&gt;
Similarly, Isidore said that it must be approved by the people. Therefore, I suggest that we put this to a vote. We will post our suggested laws in a public place, so that all can see them.&lt;br /&gt;
&lt;br /&gt;
Then, the people of Derby can choose for themselves how they feel. We will advertise it in the medical, trader, and ammo huts to encourage voter participation.&lt;br /&gt;
&lt;br /&gt;
However, there is more support. St. Thomas Aquinas, in his work &amp;quot;Politics and Law&amp;quot; stated that there are two entities with the power to make law. Those with the power to punish, and the community as a whole. By involving the Eastern Federation, the only body organized adequately to punish criminals, we fulfill the former requirement. By involving the people of Derby, we fulfill the requirement for the community as a whole to participate.&lt;br /&gt;
&lt;br /&gt;
By publicizing it, we will fulfill another of Aquinas' requirements of law: that of promulgation. If the people are not made aware of Derby's laws, they cannot be expected to follow them. By codifying and promulgating the laws, we both remove the arbitrary nature of the enforcement, and we remove the excuse of ignorance.&lt;br /&gt;
&lt;br /&gt;
This still leaves the question of what we will outlaw. Again, I return to Aquinas. He said that the law should not cover all evils for, by doing so, it will forbid much good. Additionally, we can not know the internal workings of men's minds. We must therefore pursue only the worst criminals guilty of the worst crimes.&lt;br /&gt;
&lt;br /&gt;
However, I disagree with Aquinas on one point. He was of the opinion that the ruler is above the law. I disagree. No one can be above Derby's law. Not its police force, not its defenders, not me, not you.&lt;br /&gt;
&lt;br /&gt;
People of Derby, what do you say?&lt;br /&gt;
&lt;br /&gt;
====Le Penseur's Lecture on Settlement Conduct====&lt;br /&gt;
I beg your collective pardons for the wait. I hope we haven't lost anyone...Although I see we have gained a famous personage! Welcome, sir. ''Le Penseur rearranges notes, noticing that some are missing.''&lt;br /&gt;
&lt;br /&gt;
This following lecture is on the new modes of settlement and colonization of new and dangerous lands. It has been compiled by the collective efforts of the Philosophe Knights, and the European Scientific Community. As well as some commoners and assistants, but they matter little.&lt;br /&gt;
&lt;br /&gt;
In this day and age, expansion and settlement, for profit or for survival is on the minds of men like monkeys on a mango tree. It has become all the rage - the fashion of the day - for nations to send out their best and their brightest to travel across the ocean, enduring storms and braving the most treacherous of seas to land upon an uninviting, unknown land, throw together a few shacks, and declare it new civilization. Many expeditions have set out, found land, stuck their flags in the ground, and after a month or two set sail for home having lost 50 pounds, 50 men, and 50 thousand gold in investments.&lt;br /&gt;
&lt;br /&gt;
Therefore, the Philosophe Knights travelled the countries of the old world, seeking out sailors, settlers, adventurers, and business men in order to discover the reason for this rash of failures. What we found was shocking - most of the sailors could not swim, spoke a language saltier than the sea and sounded like it had been crushed beneath a small mountain, and almost all of them had little to no opinion as to the reasons for these settlements’ decay. The settlers were narrow-minded, had tried planting crops unsuited to the alien climates, shot any animal they saw, including their own dogs, and chewed cheap tobacco which they spit out on our nice shoes. The adventurers were mostly racists, regaled us with tales of pointless, wasteful, and ultimately tragic battles with otherwise benign natives, and showed us collections of ears, shrunken heads, and fingers they’d collected as trophies of war. The businessmen were greedy, cared little for farming or living conditions, and had done more golfing than work on their expeditions.&lt;br /&gt;
&lt;br /&gt;
We asked pirates and privateers, tyrants and kings, missionaries and gold-seekers, and collected their stories. We found a common trend in all of these. The attempts at settlement had all been doomed by Ignorance of the task ahead of them, shortsightedness on the part of the planners, and the belief that the native peoples were inferior, and could in no way aid them.&lt;br /&gt;
&lt;br /&gt;
We have worked with the top scientists (Theoretical Settlers), the top philosophers (Theoretical Scientists), and the top settlement planning engineers (Theoretical Philosophers), and have come up with a new strategy for the settlement of new lands. Instead of the imperialistic view of colonialism, which is to conquer all that meets the eye, rake up as much wealth as one can lay his or her hands upon, and declare it was in the name of King and Country Estates, or for God, Gold, and Great Tracts of Land, we have come upon - quite by accident - the best possible way of settling an unknown land.&lt;br /&gt;
&lt;br /&gt;
First, one must explore the coast of this land to its entirety. Chances are, the first spot of beach you hauled your brig onto is not the ideal spot for settlement. There must be a river nearby your settlement - but not too near. Swamps and wetlands will be thick with insects carrying diseases as of yet unknown to the Old World. Arable land, an accessible source of timber, and a defensible location are best, though a defensible location is least important, and may be ignored if one cannot find all three of these near a source of fresh water. ‘Why?’ you ask, would one not need to care as much about defence from natives than farm land? Why, because unless one is very foolish, very rash, or very unlucky, any natives present will be friendly(which I will get to in a moment) and a reliable source of food and wood to build shelter with are key to a month of survival. &lt;br /&gt;
&lt;br /&gt;
On the subject of food, one must first be prepared to bring crops suitable for the climate one is to settle in. Tropical climes are suitable for crops which need humidity, heat and sun, rather than shade, while colder climes will not be kind to citrus. Better yet, the use of crops native to this land is better, as plants introduced to a country by man have a tendency to run wild, strangling native plants and taking over entire stretches of land. Animals are even worse, especially those bred for their fast reproductive habits and meat, as a certain penal colony discovered not long ago. If you are to bring animals of plants, let them be easy to control, and not the type to stray afar. Chickens are good, as are roots and tubers, though it must be stressed that edible plants native to the land are the best choice for any new farmer.&lt;br /&gt;
&lt;br /&gt;
If one encounters natives, do not threaten them, shout at them, approach them at high speeds or make threatening gestures. Shows of force are tempting, but probably not the right idea. More than one expedition has been destroyed due to posturing, however peaceful their actual intents were. A settler must gain the natives trust. Trust between invader and native is key to a successful colony. If you do not have the trust, you will have the trouble. No matter how contemptible these natives may be - wearing rude animal skins, reed skirts, or - shockingly - nothing at all, they are probably quite capable of surviving off this land far longer than you are, and thus are a resource to be valued as much as food and water.&lt;br /&gt;
&lt;br /&gt;
Trade is one of the best methods of gaining early trust. Doubtless, you will have objects utterly foreign to the natives, such as coloured jewellery, dogs, and shoe buckles, but no matter how valuable you find your offers, and how low and pathetic their items are, respect their offers, and Do Not push your limits. What they deem to be valuable may easily be far different than what you treasure.&lt;br /&gt;
&lt;br /&gt;
Once you have established friendly ties, invite their elders or representatives to your settlement, feed them, and give them a good place to sleep. A show of hospitality has been found in nine out of ten cases to cement an earlier friendship, and further pollsters have discovered that many cultures see this sort of invitation as an indication that you are not about to attack them. If you are invited to the natives’ village, accept. Cannibals are rarer than many sailors would have you believe, and refusal to accept may be interpreted as a declaration of war, or something very similar.&lt;br /&gt;
&lt;br /&gt;
Once you have established these friendly ties, make sure you remain in contact with these natives. Encourage further trade, allow them to show you how to live in this new world, and do not try to force your way of life upon them, especially not in terms of religion, women's clothing, or hygiene, as these tend to be sensitive subjects capable of creating ill-will in the natives. Remember to see these natives as people on an equal status as you, and do not, whatever you do, try to become their god. This has been known to result in the ‘god’ uttering the words “The Horror, The Horror”, followed closely by said deities' untimely death, although more likely, the natives will realize you are having them on, and will toss you off the nearest cliff, possibly by cutting the rope bridge you are crossing, and mutilating your companions limbs. Playing God is dangerous work, and requires more theatre than the Globe in London.&lt;br /&gt;
&lt;br /&gt;
Once you are assured of a safe environment to live in, begin establishing the traditional image of a village. Build a school, a church(or other centre of worship), a house of government, and - the hallmark of every civilized town - a pub with an adjacent brewery. These are important, as it marks the time when your settlement ceases to be a settlement, and becomes a town of cultured people in its own right. It allows the mind to forget that you are located on an isolated part of the world, surrounded by thick jungle, endless salt water, and thousands of miles from the next village that knows what a tea cosy is.&lt;br /&gt;
&lt;br /&gt;
Now, as I stated before, contact with your neighbours is very important. However, this contact will lead to problems out of your control. Disease is a good example. You and your fellows, having arrived, no doubt, on a filthy, rat-ridden tub, are loaded with all sorts of diseases, like the flu, smallpox, and all sorts of diseases which are located in the intimate areas of the body. The natives, and the land as well, will be equally equipped, with malaria, dysentery, syphilis, and all sorts of other delightfully disgusting afflictions. So, it pays to be prepared to combat both of these. First, make sure that your doctors and the native doctors, shaman, witch doctors, or witches collaborate. Diseases contracted on your new home will probably be well known to the natives, and they very likely have a cure for it, so don’t bother wearing out your medical textbooks in search of an answer, you Oxford-Educated twit.&lt;br /&gt;
&lt;br /&gt;
However, when the natives begin to succumb to the bad humours you brought them, you are obligated to help them as well. Unused to even a cold, they are vulnerable to the least significant maladies of Europe, and must be seen to. If their people are killed by your diseases, you'll have no help with their diseases, so it's in your best interests to help them, and see that they survive.&lt;br /&gt;
&lt;br /&gt;
And now, the exciting bits! Well, if your tastes run that way...War, Politics, Alliances, Mutually - Beneficial Arranged Marriages, and You! If there are more than one native tribal groups on the land you have inhabited, they may feel less than friendly to one another. If they go to war, prepare to be launched into the world of tricky politics. Both tribes will likely want you on their side, and if the natives are of a war-tempered tradition, your refusal to enter into battle on their side may be seen as a betrayal, cowardice of the worst kind, or an alliance with the other tribe. Wriggling out of that sort of situation is tricky, and one way to get out of it is to stop the violence through negotiation. Some people, of course, are terrible in the diplomatic field, but will blunder very Seriously through it. War is something to be avoided, as it alienates one population, and sticks with a group of people you may later regret being allied with. Supplying both sides with weaponry is an equally bad idea, as whichever side wins will have those weapons you gave them, and if they have not annihilated the other tribe, the defeated will also have guns, and may see you as the reason for their loss.&lt;br /&gt;
&lt;br /&gt;
''Le Penseur adjusts his mask, wiping away some perspiration, and takes a sip of water.'' My, I've talked up a storm, haven't I? And look, I'm still not yet finished! I do hope you understood the jokes...&lt;br /&gt;
&lt;br /&gt;
''Le Penseur clears his throat, and prepares to continue.'' Also in the realm of politics comes women. And I don’t mean territorial Warrior Queens either. I mean the daughters of powerful chieftains, and the like. Strong bonds can be created by means of marriage, but also shattered if you are less than kind to your spouse, or refuse the offer without tact. Note that women may be faced with the sons of powerful chieftains as well, and the same things apply. The best thing to do is either make the best of it(And it might not be all bad, either), or politely refuse on the grounds that you already have a significant other if you feel the alliance it would create is not so important.&lt;br /&gt;
&lt;br /&gt;
...And... that’s were an alligator chewed on my notes. If you really need to know more about politics, I’m sure there are places to found on the island where that knowledge can be obtained to the point of exhaustion. And Dramatic theatrics, I should imagine. Thank you all for attending, and having the patience to wait for my delays. I say, is that chap asleep? I thought there something chewing at the walls, but I believe its his snoring...&lt;br /&gt;
&lt;br /&gt;
Mark D. Stroyer said “The topic is colonization of foreign lands. And I certainly can sympathize, there. At least you merely have to project. In the military, yelling is the key. Does wonders to the voice.”&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Durham&amp;diff=17405</id>
		<title>Durham</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Durham&amp;diff=17405"/>
		<updated>2008-01-26T12:10:50Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Census Office */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_durham.png&lt;br /&gt;
| cx          = -70648&lt;br /&gt;
| cy          = 26343&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Kadmor&lt;br /&gt;
| shaman_gps  = [-70.648,+26.343]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Dick&lt;br /&gt;
| trader_gps  = [-70.649,+26.347]&lt;br /&gt;
| trader_loc  = (07,04)&lt;br /&gt;
| ammo_gps    = [-70.647,+26.349]&lt;br /&gt;
| ammo_loc    = (09,02)&lt;br /&gt;
| medical_gps = [-70.651,+26.344]&lt;br /&gt;
| medical_loc = (05,07)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kadmor is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Durham - Territory Map'''&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Durham&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.&lt;br /&gt;
&lt;br /&gt;
===Durham Theatre===&lt;br /&gt;
West of the Trader's hut is the [[Durham Theatre]]. Radically refurbished from an old bureaucratic building, the theatre is the deepest surface structure on Shartak, its orchestral alcove being nearly 10 metres underground. [[Durham Utility]] regularly hosts productions by Shartak inhabitants, notorious or not, at the theatre in a new culture effort.&lt;br /&gt;
&lt;br /&gt;
==The Government==&lt;br /&gt;
The [[Durham government]] has its own page.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Durham==&lt;br /&gt;
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.&lt;br /&gt;
&lt;br /&gt;
*[[Durham Nationalists]]&lt;br /&gt;
*[[Durham Pistoleers]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Durham&amp;diff=17404</id>
		<title>Durham</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Durham&amp;diff=17404"/>
		<updated>2008-01-26T11:48:09Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_durham.png&lt;br /&gt;
| cx          = -70648&lt;br /&gt;
| cy          = 26343&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Kadmor&lt;br /&gt;
| shaman_gps  = [-70.648,+26.343]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Dick&lt;br /&gt;
| trader_gps  = [-70.649,+26.347]&lt;br /&gt;
| trader_loc  = (07,04)&lt;br /&gt;
| ammo_gps    = [-70.647,+26.349]&lt;br /&gt;
| ammo_loc    = (09,02)&lt;br /&gt;
| medical_gps = [-70.651,+26.344]&lt;br /&gt;
| medical_loc = (05,07)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kadmor is held captive in the center of the clearing.&lt;br /&gt;
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== Map ==&lt;br /&gt;
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| colspan=16 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
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| bgcolor=#33c033|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Village territory (&amp;quot;Durham&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
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| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
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| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''Th'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Theatre&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''U&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Durham Utility Head Quarters&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Water&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Durham&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.&lt;br /&gt;
&lt;br /&gt;
===Census Office===&lt;br /&gt;
In the hut west of the Trader's hut is a census office where foreigners can apply to become Durham citizens. These new citizens enjoy the same rights as regular Durhamites.&lt;br /&gt;
&lt;br /&gt;
==The Government==&lt;br /&gt;
The [[Durham government]] has its own page.&lt;br /&gt;
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==Groups Operating in Durham==&lt;br /&gt;
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.&lt;br /&gt;
&lt;br /&gt;
*[[Durham Nationalists]]&lt;br /&gt;
*[[Durham Pistoleers]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=17236</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=17236"/>
		<updated>2008-01-21T01:34:07Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Poltergeist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
 &lt;br /&gt;
''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
:::There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - [[FirstAmongstDaves]]&lt;br /&gt;
::::Just for the lulz, it should be allowed to plant bushes or trees which only grows poisonous fruits, one for natives and one for outsiders, unidentifiable without native/outsider knowledge respectively. Otherwise, to add a little twist, maybe for plants with real poisonous parts (potatoes anyone) might confuse the other faction (here: natives) and trick them into harvesting those unless they have outsider knowledge. --[[User:Baliame|Baliame]] 15:44, 26 December 2007 (UTC)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
***See the Meat and Pelts discussion in Skills. -[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms.  Initially, at least, it would be probably be best if the stockades acted like UD barricades.  Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)&lt;br /&gt;
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=== Build - BOATS ===&lt;br /&gt;
'''''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''''' so basically this patch of beach screams out &amp;quot;search for driftwood and build a boat&amp;quot;, so that is what i hhave been doing but i do not have the tools to build a boat or the skill to do so. so yeah. &lt;br /&gt;
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we need new skills. and pirates need boats for safe travel. i'm not saying a boat as big as the wreck. maybe a canoe, rowboat, or something that would take up a lot of inventory slots.--[[User:Badhammer|Badhammer]] 02:39, 21 September 2006 (UTC)&lt;br /&gt;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
::It would be harder to abuse if it takes something like 50 AP to put down a trap. If you think about it, making traps large enough to hurt humans will take a long time. Since there aren't readymade bear traps these traps would have to be DIY traps made of the enviroment.&lt;br /&gt;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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: In a way, this has been implemented through http://wiki.shartak.com/index.php/Suggestions:Implemented#Locations_List - would others agree? --[[User:Johan Crichton|Johan Crichton]] 02:05, 1 July 2007 (UTC)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Well, being able to go out into the jungle and making a little camp would be very interesting. With a clan feature you could set up small clan camps as Gandhi said as small towns perhaps. But one way to assure that it's not spammed is one per person not really clan needed. That way someone could have a small home if they wanted and people couldnt spam them but it would encourage clan building to have a variety of buildings. Of course the problem with a limit is dying then beiong far from your home and then a problem with replacing. But if its as an item in inventory when you die maybe that would work? Use to set up on a square. I personally am setting myself up in the jungle in an area clearing paths and what not but theres really not much for me to do. Construction would be wonderfull if a way is found ot properly manage it.--[[User:Dracul|Dracul]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
&lt;br /&gt;
[x] 3. Pirate lingo&lt;br /&gt;
&lt;br /&gt;
[x] 4. Murder&lt;br /&gt;
&lt;br /&gt;
[ ] 5. Plunder&lt;br /&gt;
&lt;br /&gt;
Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
&lt;br /&gt;
Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
&lt;br /&gt;
So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim?  That way we have the benefits of the skill, without the annoyance of losing your gold.  And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much.  --Gitboy 17:26, 3 July 2006&lt;br /&gt;
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yarrr, I not be in favor of this one, here. I'll list me reasons why.&lt;br /&gt;
#The pirate kills and robs you, stealing the money that would have gone to pay someone to take revenge on him.&lt;br /&gt;
#There's no limit on how often (different) pirates can steal from you. You could end up dirt broke AND having to be revived from a shaman every day just because 10 pirates thought you were the guy to steal gold from.&lt;br /&gt;
#If it isn't already, being on the list of wealthiest Shartakians will become a death sentence.&lt;br /&gt;
#I can understand a pirate killing someone for insulting his mother, but to rob some pauper's pockets? That's not being piratey, that's more like being a common thug.&lt;br /&gt;
#Pirates don't go after pennies, they go after great riches. CHESTS of gold and jewels. They plunder the king's vaults or the entire contents of a ship at sea, REAL bounty!&lt;br /&gt;
--[[User:Buttercup|Buttercup]] 18:26, 9 January 2008 (UTC)&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
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This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
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suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
I was thinking the same idea-Like full inventory of 70 driftwood, if you have a backapack,theres your cargo to trade--[[User:Bloodclott|Bloodclott]] 04:48, 19 December 2007 (UTC)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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A side idea, that probably doesn't deserve a complete new suggestion. It would be interesting to have huts or lean-to shelter structures perhaps providing an extra 0.1 or 0.2 AP per an hour spent after the character has perhaps been idle for an hour or two. It would be something neat, not imbalancing, and wouldn't take away from player interaction with hp regeneration. [[User:Lexus|Lexus]] 01:06, 26 May 2007 (UTC)}}&lt;br /&gt;
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My full &amp;quot;hut&amp;quot; idea was just as some above. A simple lean to that protects you from animals over night.People can still come in and kill you, just not animals.(Why?Because i always die from an animal-rarely am i Pked)&lt;br /&gt;
10 pieces of driftwood makes a lean-to. Something simple&lt;br /&gt;
NOW- CLAN LEADERS can build &amp;quot;guild houses,or clan houses where items can be found and traded.Items should be on a daily limit of spawning to prevent clan abuse-and once the limit is found, you can trade to the clan trader for what others didnt want that day.&lt;br /&gt;
Clan members can then build there lean-to's around and near the Clan House-And no, HELLO-were Settlers, Lets do what we do best-Rape the land of its rescources,convert the locals and build where we see fit--[[User:Bloodclott|Bloodclott]] 04:49, 19 December 2007 (UTC)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)&lt;br /&gt;
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===Melee buffs for intoxicated pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates under the influence|&lt;br /&gt;
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).&lt;br /&gt;
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Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).&lt;br /&gt;
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I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|&lt;br /&gt;
suggest_time=06:24, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with &amp;quot;flavor text&amp;quot; to let him know he is getting a boost, e.g. &amp;quot;In a drunken rage you inflict more damage on your target&amp;quot;), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)&lt;br /&gt;
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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*This doesn't make sense to me.  When your drunk, your hand eye coordination GETS WORSE, not better!  The only way I could see the idea working is if accuracy decreased as damage increased.  Rewarding pirates for getting sloshed makes about as much sense as drunk driving.  Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.)  Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)&lt;br /&gt;
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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===Technical “spell” skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist/Shaman|&lt;br /&gt;
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|&lt;br /&gt;
suggest_time=09:33, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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&amp;quot;curse&amp;quot; might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)&lt;br /&gt;
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them &amp;quot;tech&amp;quot; skills but have them named within a scientific context, for instance the above &amp;quot;wounding&amp;quot; spell could be named &amp;quot;drug&amp;quot; or &amp;quot;poison&amp;quot; instead of say &amp;quot;curse&amp;quot; or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)&lt;br /&gt;
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===FAK/Healing Herb Manufacturing Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists and Shamans|&lt;br /&gt;
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely.  This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs).  Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman.  Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs.  Additionally, these two classes are the most likely to know how to do this.  &lt;br /&gt;
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As for how the skill would work, I would recommend having a &amp;quot;Make FAK&amp;quot; button. They would then have a chance of successfully producing an FAK.  These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a &amp;quot;healer&amp;quot; class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|&lt;br /&gt;
suggest_time=14:28 31 July 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one &amp;quot;Diagnosis&amp;quot; skill that would give these two classes a useful (if minor) healing edge over the others. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)&lt;br /&gt;
**First, let me thank you for responding.  I appreciate any and all input.  I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this &amp;quot;Make FAK&amp;quot; button would (as far as the programming is concerned) serve as a second &amp;quot;search area&amp;quot; button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's &amp;quot;shopping&amp;quot; and &amp;quot;bargain hunting&amp;quot; skills, in that it lets you search for a specific item and gives a boost to the probability of success.  Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)&lt;br /&gt;
**How about having the skill function in a similar manner to the &amp;quot;Manufacture Syringe&amp;quot; skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)&lt;br /&gt;
***I haven't played UD since that was added; that being said, it certainly sounds good to me.  Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations.  As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer.  Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)&lt;br /&gt;
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)&lt;br /&gt;
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go.  With that out of the way, on to business.  You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's.  Your suggestion would somewhat reduce the demand, which would have essentially the same effect.&lt;br /&gt;
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As for the inconsistency, that's part of why I suggested calling it &amp;quot;Make FAK.&amp;quot;  If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance.  That means there's going to be a lot of unused medical material around.  Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it &amp;quot;make FAK,&amp;quot; you can get a message saying, &amp;quot;Using spare supplies, you cobble together a first aid kit.&amp;quot;  Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry.  The shaman could get a message saying, &amp;quot;After looking through the herbs in the hut, you find a healing herb that is ready for use.&amp;quot; &lt;br /&gt;
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Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing.  I definitely agree that it's more realistic to have a healer be better at healing others than themselves.  I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006&lt;br /&gt;
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===Require Help===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=''Allow you to scream to require help when you are in danger.''&lt;br /&gt;
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Cost 5APs to prevent your &amp;quot;race&amp;quot; (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|&lt;br /&gt;
suggest_time=17:17, 8 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Ownslaught|Ownslaught]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Forensic Analysis/Advanced Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists, Shamans, Warriors, Soldiers, Pirates|&lt;br /&gt;
suggest_description=Allows the character to determine whose body is lying on the ground and the cause of death.  Would require 1 or .5 AP to use, similar to tracking, and would say something like &amp;quot;It looks like Dim Mak is lying on the ground, clawed to death by a parrot.&amp;quot; or &amp;quot;Barbarossa is dead on the ground, seems he ate the wrong berries.&amp;quot;&lt;br /&gt;
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Soldiers, Warriors and Pirates would understand forensics as they are used to seeing dead bodies, Scientists because they can think critically to determine the cause of death, and Shamans would hold an advanced seance with the spirits in the area to ask what happened (and perhaps get different flavour text).&lt;br /&gt;
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There may also be an advanced form of this skill (Advanced Forensic Analysis/Expert Seance) which would indicate approximate time as well as the direction the culprit left, if a PC/NPC did the killing and the character also has the tracking skill - &amp;quot;frisco is shot dead on the ground, his body dead for a while. Tracks show the shooter went southwest recently.&amp;quot;&lt;br /&gt;
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A further advanced form (Expert Forensic Analysis/Seance Mastery) would provide info about who did other actions, like note writing/signposting - &amp;quot;Scribbled in the sand is 'Arrrgh!!!'.  It looks like Barbarossa's handwriting.&amp;quot;&lt;br /&gt;
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This skill may help bounty hunters, pk hunters, clan warfare, provide warning information for everyone, and help combat note spamming.&lt;br /&gt;
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suggest_time=16:50, 11 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good suggestion! I support this idea, I think the skill would be a good addition to the game. I can't really see anything wrong with this skill unless theres a technical reason why it can't be implemented. Seems like a good way to combat spammers as well... [[User:Zeff|Zeff]] 10:06, 12 September 2006 (UTC)&lt;br /&gt;
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I support this idea to ! [[User:Ownslaught|Ownslaught]] 00:30, 13 September 2006 (Paris)&lt;br /&gt;
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I always wanted to know how those people died. Perhaps this should be part of the tracking skill tree.[[User:Darkferret|Darkferret]] 11:02, 17 September 2006 (UTC)&lt;br /&gt;
: Yes, this would be ultimate scout explorer skill. I like it a lot [[User:Lama|Lama]]&lt;br /&gt;
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===Fishing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skills|&lt;br /&gt;
suggest_scope=Evreyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
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With the ''Fishing'' skill, you can catch fish and use them to heal yourself. There are thee types of fish you can catch: '''Minnows''', '''Bass''', and '''Large Catfish''', each with diffrent dificulty levels and skills required to catch them. Here are the skills:&lt;br /&gt;
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*'''Basic Fishing'''- ''Able to catch Minnows''&lt;br /&gt;
**'''Intermediate Fishing'''- ''Able to catch Bass''&lt;br /&gt;
***'''Advanced Fishing'''- ''Able to catch Large Catfish''&lt;br /&gt;
*'''Fisherman's Luck'''- ''Better chance of cating a fish''&lt;br /&gt;
*'''Fisherman's Lure'''- ''EXP gained is doubled while catching fish''&lt;br /&gt;
''(also see belong for precentages on catcing fish)''&lt;br /&gt;
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If you wanted to fish, you would have to have a '''fishing pole''' ''(new item)'' that could easily be bought at the trading post for 1-5 gold. You would then head out to a body of water (river, lake, ocean) and cast your line. Depending on if you have &amp;quot;Patience&amp;quot; or not and what Fishing skill you had, you'll have the chance of catching a fish. If you've only got '''Basic Fishing''', you can catch Minnows, if you have '''Internediate Fishing''' you have an equal shot at catching Bass or Minnows, and if you have '''Advanced Fishing''' you have an equal chance of catching Minnows, Bass, or L. Catfish. &lt;br /&gt;
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The fish will also be able to heal a certain number of HP. Here is what the fish will heal:&lt;br /&gt;
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*'''Minnows'''- ''2 HP''&lt;br /&gt;
**'''Bass'''- ''5 HP''&lt;br /&gt;
***'''Large Catfish'''- ''7 HP''&lt;br /&gt;
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Also, when you catch a fish, you will gain EXP. Here is what each fish will earn EXP-wise:&lt;br /&gt;
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*'''Minnows'''- ''2 EXP''&lt;br /&gt;
**'''Bass'''- ''5 EXP''&lt;br /&gt;
***'''Large Catfish'''- ''12 EXP''&lt;br /&gt;
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As with evreything in Shartak, when you do something, the action has a description. Here are the discriptions for catching fish:&lt;br /&gt;
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*You cast your line... but don't get even a nibble.&lt;br /&gt;
*You cast your line... and catch a Minnow!&lt;br /&gt;
*You cast your line... and catch a Bass!&lt;br /&gt;
*You cast your line... and catch a Large Catfish!&lt;br /&gt;
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Percentages to catch fish:&lt;br /&gt;
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*With '''Beginner Fishing'''- 10% chance to catch fish&lt;br /&gt;
**With '''Intermediate Fishing'''- 25% to catch fish&lt;br /&gt;
***With '''Expert Fishing'''- 40% to catch fish&lt;br /&gt;
****With '''Fisherman's Luck'''- +25% to catch fish|&lt;br /&gt;
suggest_time=01:54, 24 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Che|Che]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* How about the &amp;quot;patience&amp;quot; aspect being the maximum number of AP you're willing to 'wait' after casting your line... eg [Fish for] &amp;lt;1/2/5/10&amp;gt; minutes. where each minute is the number of AP that you expend. The number of minutes would be a dropdown list, just like targets for attacks. Every minute that you fish for is a separate roll of the dice so you might fish for 10 minutes and not catch anything, or you could fish for 10 minutes and catch something after just 3 minutes. I'm not into fishing so perhaps someone who is can say if those times are wildly inaccurate or not. --[[User:Simon|Simon]] 10:21, 24 September 2006 (UTC)&lt;br /&gt;
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I really don't know myself. I've fished once before in my life. All the ideas I got from the Wikipedia article on [http://en.wikipedia.org/wiki/Fishing fishing]. -[[User:Che|Che]] 06:46, 31 December 2006 (UTC)&lt;br /&gt;
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I think this is a brilliant idea. Perhaps some parts of the ocean or sections of rivers and lakes have a higher yield rate. - [[FirstAmongstDaves]]&lt;br /&gt;
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Whenever I go fishing it takes a while to get something. On good days I can get a fish once every 30 minutes. It should take AP to cast your line and reel in the fish but it shouldn't cost AP to wait for a bite.&lt;br /&gt;
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=== Cutlass mastery ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= a skill to add 10% to any player who uses a cutlass|&lt;br /&gt;
suggest_scope= Pirates mostly but any native or outsider group.|&lt;br /&gt;
suggest_description= at the end of the close quarters combat tree this skill would appear. Buy it and the character gains an extra 10% when attackin with a cutlass, Short simple and sweet. Helps out all non-marksman classes have an edge in dishing out damage.|&lt;br /&gt;
suggest_time=23:56, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think it's brilliant, because we could (i know i keep going on about them) still get flintlocks and nobody would be able to complain because they can master cutlasses too. We'd have nobody whining that pirates could now 'own' anyone. [[User:Rozen|Rozen]]&lt;br /&gt;
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*I'm all for it, except it should be something more piratey- like Bellyslitting or Gutwrenching or something. Perhaps apply the bonus to knives too (but not other swords). --[[User:Odysseus|Odysseus]] 22:14, 18 February 2007 (UTC)&lt;br /&gt;
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=== First Aid tweak ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= A tweak to First Aid, the skill that follows from Triage|&lt;br /&gt;
suggest_scope= All classes|&lt;br /&gt;
suggest_description= When you have the First Aid skill and you hover your curser over a guy in the distance (to see their name) you will also see a summary of their HP. Either healthy, injured, or dying. This would save you some AP whilst looking for people to patch up.|&lt;br /&gt;
suggest_time=00:50, 04 December 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Aco|Aco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Make it for Advanced Triage. Good, though. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:14, 23 February 2007 (UTC)&lt;br /&gt;
:What Mark said.--[[User:Skull Face|Skull Face]] 22:50, 13 September 2007 (UTC)&lt;br /&gt;
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===Triage Change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Triage Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently, the triage skill works by giving you the lowest HP of an injured person in the room. For example, if there were two people in a space, one who's HP is 49 out of 50, another 50 out of 80, you will only be able to see the HP of the first. This is rather unrealistic and annoying. For the guy with 50 max HP, the 1 damage that took him to 49 is just a scratch, while for the guy with 80 max HP, him being at 50 is a very critical wound. The end result is that you waste a FAK on the 49 HP guy, when it could have done much more good for the 50 HP guy.&lt;br /&gt;
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So, I would suggest that the system be revised, and instead of working on lowest HP number, work on a fractional basis. So now, some one with 60 out of 80 HP is at 3/4 health, and so you would see his HP rather than the guy who is at 49 out of 50 HP, which is only 98%.|&lt;br /&gt;
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suggest_time=15:41, 19 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tintin|Tintin]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As a healer, i wholeheartedly support this idea, and can't think of anything that could make it better. [[User:Rozen|Rozen]]&lt;br /&gt;
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Same here. Very idea :) [[User:Lama|Lama]]&lt;br /&gt;
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Yup, very good idea --[[User:Htkl|Htkl]] 00:09, 24 April 2007 (UTC)&lt;br /&gt;
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: Sounds ok, but why not just show the person needing the most healing by calculating (max hp - current hp) instead of a percentage? --[[User:Johan Crichton|Johan Crichton]] 04:45, 24 April 2007 (UTC)&lt;br /&gt;
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===Mining.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Mining for multiple resources depending upon skill and location. Ie: Stone for walls, roads.  Metal ore for weapons and equipment. Gold is also possible, but might make more sense in panning on the rivers.|&lt;br /&gt;
suggest_description=I first thought of this when I saw the mountain and was getting tired of the jungle growing back in areas.  I wondered if it might be possible to mine for rock to build roads in the jungle.  These roads would naturally last longer than ordinarily cleared jungle but would eventually be reclaimed by it if not maintained.  Mining could be its own skill tree with multiple types of mining yielding different resources.  Similarly, only certain areas on the map could be mined and not all types of mining could be done at the same location.  Tools of various sorts would probably also be required which would eventually break and need to be replaced.|&lt;br /&gt;
suggest_time=14:51, 26 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:GreyA2|Grey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:07, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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===Yelling===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=This was a random idea, but it might work. This skill allows a person to project their voice over several squares, at the expense of additional AP. Now, for specifics.&lt;br /&gt;
&lt;br /&gt;
This skill creates a new button next to the Talk button, labeled &amp;quot;Yell&amp;quot;. For 3 AP, a person can yell something with a length equivalent to normal speech, with a range of seven squares. However, as distance increases, so does difficulty hearing it.&lt;br /&gt;
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1 block away has hearing similar to normal. 2-3 blocks away has hearing similar to having Advanced Language. 4-5 blocks away has hearing similar to Basic Language. 6-7 blocks away has hearing similar to having no language skills. Also, each block away adds a 5% chance for a word not to be heard.&lt;br /&gt;
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The hearer would receive a message similar to this: You hear a voice coming from 1 block to the East, &amp;quot;This is Mark D. Stroyer. Can you hear ... now? Good!&amp;quot; The ... indicates a word that isn't heard.&lt;br /&gt;
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Also, if you're inside a building, you would simply see, &amp;quot;You hear someone yelling off to the (insert compass direction here, such as East).&amp;quot; Also, if you are between 7-9 squares away, there is a 40% chance that &amp;quot;You hear someone yelling off to the (compass direction).&amp;quot;&lt;br /&gt;
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suggest_time=16:09, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Taxidermy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description= The taxidermy skill could possibly be followed by advanced taxidermy. The skill involves taking corpses (animal, human, etc) and stuffing them. This may require some form of filling and would create stuffed corpse items, which could be used for decoration. Obviously, larger animals such as elephants would take more AP to stuff than a parrot. Small items could be carried and added to the description but larger animals would not be easy to carry and therefore would be set up at a location and the head could be cut off as a trophy which might be placed in an empty hut. All of the animals could be decapitated, with a knife or dagger for small ones and a machete or cutlass for larger ones. Removing the head would create two items: '''Head of a/n &amp;lt;animal&amp;gt;''' and '''Headless &amp;lt;animal&amp;gt;'''. In areas with a corpse there could be an option reading &amp;quot;''stuff corpse''&amp;quot; and a dropdown menu with &amp;quot;''place on floor''&amp;quot;, &amp;quot;''mount on wall''&amp;quot;(only available in locations inside or directly outside a hut) and &amp;quot;''seperate head''&amp;quot; could appear once it is in the inventory. |&lt;br /&gt;
suggest_time=01:35, 9 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Jenerix|Jenerix]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I'd like to see this implemented, we often stuff corpses in York, it'd be nice to see it added properly, maybe with some XP given for successful completion? --[[User:Htkl|Htkl]] 02:34, 9 June 2007 (UTC)&lt;br /&gt;
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===Skills for Pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirate|&lt;br /&gt;
suggest_description= Piratesare the hack and slash characters of Shartak.  Pirates need to reinforce this image. I propose three ideas.&lt;br /&gt;
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1. Pirates love their melee weapons so they must always be cleaning them and keeping them battle ready.  So why not include a skill to decrease the chance of their weapons breaking or becoming blunt.  Skill name: Weapon Upkeep.  Re: Weapon maintenance ( thanks Johan Crichton)  &lt;br /&gt;
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2. Pirates are fueled by rum and that makes them unpredictable.  Adding a temporary 5%- 10% attack increase whan a pirate has consumed a bottle of beer or rum. After 10 to 15 attacks the effects wears off and attack goes back to normal. This could also increase the chance of dealing an extra point damage. Skill name: Battle Craze (or Bottle Craze).&lt;br /&gt;
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3. Pirates are .  They could duel wield melee weapons dealing one point less damage with the off hand. Of course you need Also you would have to decrease both weapons chance to hit. 10% with average hand and 20% with the other hand. You could add another skill that lets you increase the chance to hit with both hands. 5% on average hand and 10% on the off hand.  This would only be used with a machete or cutlass just to keep things clear.  Skill name: Duel wield and Advance Duel Wield.&lt;br /&gt;
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These skills could make pirates more interesting, without destroying fair gameplay or filling the land with pirates.  Of course you could just make a skill that gives pirates a 10% increase in attack.|&lt;br /&gt;
suggest_time= 0:17 EST July 5, 2007|&lt;br /&gt;
suggest_author=[[USER:Crazy Ian|Crazy Ian]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As a long-time campaigner for new pirate skills or bonuses, I'm interested in these. Dual wielding and rum, not so much, but weapon upkeep is great, and historically accurate. --[[User:Rozen|Rozen]] 23:41, 5 July 2007 (UTC)&lt;br /&gt;
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Thanks for the input and maybe we should look into the history of pirates for inspiration. --[[User:Crazy Ian|Crazy Ian]] 00:57, 6 July 2007 (UTC)&lt;br /&gt;
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A couple of comments:&lt;br /&gt;
* Could you provide an argument for pirates being the 'hack and slash' characters of Shartak?&lt;br /&gt;
* I'd suggest 'Weapon maintenance' might be a better name that 'Weapon upkeep' - and it should be a skill open to Warriors and Soldiers as well&lt;br /&gt;
* Alcohol isn't likely to make you hit things more accurately - it's more likely to allow you to take more damage (you don't notice it due to the inebriation) or do more (the sugar gets burnt to energy) - I don't like the idea of alcohol giving a % increase in this way.&lt;br /&gt;
* Dual wielding - again, this is a skill that should be available (if introduced) to all martial characters (and it's dual wield, not duel wield).  Can you provide the maths on expected damage from having this as an option/skill?&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 01:22, 6 July 2007 (UTC)&lt;br /&gt;
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Yeah good point about the alcohol I should have though that through a bit more. Also Thanks for pointing out that grammatical error.  I don't have the formula on the ratio, I'll add it in once I get the formula and figure it out.  Pirates are the hack and slash characters because they don't have any special skill just for them.  It's pretty much grab a cutlass or a machete and get at it.  Of you could also look at like there beginners class for people to get a hold of game and learn it's mechanics (of course experienced players can be pirates too). --[[User:Crazy Ian|Crazy Ian]] 04:01, 6 July 2007 (UTC)  &lt;br /&gt;
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I think pirates need something that's just for pirates, Johan. Currently, they're unbalanced. Everyone's got a skill of thier own, soldiers have the rifle and warriors have a blowpipe, but pirates only have 5 more HP. Some minor skill that benefits them, even if it benefits other people, but benefits pirates more...i just forgot what i was going to say. Screw it. --[[User:Rozen|Rozen]] 08:36, 6 July 2007 (UTC)&lt;br /&gt;
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===Brute strength===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=An offshoot of Body building, Brute strength adds 1 extra damage for attacks under 3HP. This eliminates the need for cutlasses (other than deforestation) except when combined with Balanced stance for a 2HP glancing blow.|&lt;br /&gt;
suggest_time=00:44, 17 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:This does seem a little excessive, effectively doubling the effect of blows via Balanced Stance. Why would this apply only to Pirates? Wouldn't it also be appropriate for well-fed Warriors and hulking Soldiers? --[[User:Skull Face|Skull Face]] 16:05, 14 September 2007 (UTC)&lt;br /&gt;
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===Iron Constitution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill / balance change|&lt;br /&gt;
suggest_scope=Pirate Class|&lt;br /&gt;
suggest_description=Why do pirates have access to the First Aid skill? Medicine of the pirate era was notoriously dodgy and ship's carpenters, cooks and barbers often doubled as the ship's surgeon. This is why pirates are so often depicted as scarred and missing limbs, teeth, eyes et al.&lt;br /&gt;
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This suggestion is for a unique skill called ''Iron Constitution'' which allows pirates to gain extra HP from all sources (beer, rum, water, fruit, herbs and FAKs) over and above the base HP gain rate for the item. A pirate with ''Iron Constitution'' will gain +1 HP for consuming fruit, water, and fruit juices, +2 HP for consuming rum and beer, and +2 HP for using FAKs or Herbs on himself. The skill does not affect FAKs or Herbs applied to others.&lt;br /&gt;
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This skill is intended to provide a touch of character and make things a little easier around the resource-scarce shipwreck. My suggestion (possibly controversial) is that pirates be allowed to choose either Iron Constitution or First Aid but not both. Hard men would take Iron Constitution as their defining skill whilst wussy gentrified pirates would take First Aid. If implemented, existing players of pirates would be given a one-time opportunity to trade their First Aid skill for Iron Constitution.&lt;br /&gt;
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suggest_time=22:33, 13 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Man, for a second there I thought you said Iron ''Construction.'' Holds promise methinks. --[[User:Wulla-mullung|Wulla-mullung]] 23:39, 13 September 2007 (UTC)&lt;br /&gt;
:Woops! Edited to categorize beer and rum together, originally had beer in the +1 HP category with water! --[[User:Skull Face|Skull Face]] 10:29, 14 September 2007 (UTC)&lt;br /&gt;
:: the FAK/herb effect should work for FAKs and Herbs used on others, but based on the person healed and not on the healer, and it should only give the healer one additional XP instead of two. --[[User:AlexanderRM|AlexanderRM]] 01:58, 13 October 2007 (UTC)&lt;br /&gt;
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===Spirit Usage Skills===&lt;br /&gt;
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This suggestion has several skills that are usable by natives that use spirits in some way.  Some are benign and do not effect the spirits in any way others exorcise the spirit as well as the skills other effects.&lt;br /&gt;
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'''War Prayer''' {Warrior Only}&amp;lt;br&amp;gt;&lt;br /&gt;
Requires sixth sense.  When used on a tile with spirits present gives a 5% bonus to hit with blowpipe attacks, the duration is 1 attack per native spirit present.  This skill does not effect the spirits in any way.  It costs 5 ap to use.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
:'''Ancestral Chant''' {Warrior Only}&lt;br /&gt;
:Requires War Prayer.  Increases the duration to 2 attacks per native spirit and reduces the ap cost to 3.  This skill does not effect the spirits in any way.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
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'''Spirit Strike''' {Shaman Only}&amp;lt;br&amp;gt;&lt;br /&gt;
Requires Exorcism.  When used on a tile with spirits present uses a spirit as a weapon, dealing 6 damage with a 40% accuracy.  This skill costs 3 ap to use and exorcises the spirit but the spirit also gains exp for the damage done.  Can only use native spirits&lt;br /&gt;
:'''Necromancy/Voodoo''' {Shaman Only}&lt;br /&gt;
:Requires Spirit Strike.  Increases the accuracy by 20% (so overall the accuracy is 60%) and increases the damage done by 2 (so 8 damage).  Can use all spirits&lt;br /&gt;
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'''Fertility Ritual''' {Villager Only}&amp;lt;br&amp;gt;&lt;br /&gt;
When used on a tile with spirits present this skill gives a 10% bonus to finding any food item for 3 searches per native spirit present.  Does not harm the spirits in any way.  Costs 3 ap to use.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
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'''Spirit Guide''' {Scout Only}&amp;lt;br&amp;gt;&lt;br /&gt;
When used on a tile with spirits present the scout gains 3 free moves per native spirit present.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
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That's about it really.  What do you think?--[[User:Etherdrifter|Etherdrifter]] 14:02, 20 September 2007 (UTC)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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No. Some are overpowered, others are useless. And also, there's not very much reasoning or sense for them. And furthermore, it's unbalanced. Outsiders get absolutely nothing concerned with spirits. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 16:12, 20 September 2007 (UTC)&lt;br /&gt;
:Stick to established chronology? Older suggestions at top, new suggestions to the bottom? I've corrected that for you. Regards the actual skills I think they are unbalancing as they affect only natives and give nothing to outsiders. Don't get me wrong, killing outsiders makes me happy but there has to be something for everyone. Sadly I don't think they fit with outsiders. And as per previous comments some seem overpowered (e.g. Spirit Guide) whilst others seem underpowered (e.g. Fertility Ritual)--[[User:Skull Face|Skull Face]] 16:58, 20 September 2007 (UTC).&lt;br /&gt;
::Well originally only the shaman skills were presant but I thought that would overpower the shaman class by quite alot.  Still I can see what you mean by overpowered, why if for some odd reason tribal shamans did not exorcise spirits on sight and there was a build up of spirits in one location the amount of power available would be phenominal...--[[User:Etherdrifter|Etherdrifter]] 20:22, 30 September 2007 (UTC)&lt;br /&gt;
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=== Shallow Diving ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill / additional mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=The new ability to shallow dive in [[Water]] locations would be made available to all classes for free. It would permit characters to dive to seabed ([[Water]]) or riverbed ([[Water#River|River]], [[Water#Lake|Lake]], [[Water#Pool|Pool]] or [[Water#Waterfall|Waterfall]]) locations only. This ability would not apply to [[Water (deep)#Water_.28deep.29|Deep Water]], that would require a separate skill.&lt;br /&gt;
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Diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 120 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 14 APs. Shallow diving in [[Water]] carries no risks at this time.&lt;br /&gt;
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Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.&lt;br /&gt;
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suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't quite get the dive time idea tbh. Maybe underwater search should take more ap (similar to searching in the swamps) and if you ap-out underwater, you simply drown? Apart from that I love both your diving skills suggestions. Support! --[[User:Lama|Lama]] 21:16, 27 September 2007 (UTC)&lt;br /&gt;
:I'll try to clarify dive times. Before diving you decide how many searches you want to conduct i.e. how many APs you will spend on the dive. If you want to do 10 searches you have to dive for 10 x 10 = 100 seconds. And a 100 second dive will require 12 APs (1 to dive, 10 to search, 1 to surface). The idea of 1 search per 1 AP = 10 seconds is descriptive only, based on real world breath-holding being around 2 minutes maximum for most people. After you press 'Dive' you are presented with the results of your searches, you are not moved into an underwater realm. This mechanism of selecting dive times is based on Simon's suggestion of simplifing diving into APs spent underwater rather than programming a whole new underwater environment. --[[User:Skull Face|Skull Face]] 12:15, 28 September 2007 (UTC)&lt;br /&gt;
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:...which would be truly awesome; anyway, I think it could be achieved by hitting &amp;quot;dive&amp;quot; button and then &amp;quot;search&amp;quot;. After each search you would get the info - you can hold up your breath for ''some time'' more, where ''some time'' would be a measure similar to the one you get using saved map locations. To surface, simply hit the button &amp;quot;surface&amp;quot; (it could be the same one with changed text or maybe just marked &amp;quot;dive/surface&amp;quot;). The point I am trying to make is that we don't have time in Shartak, and these seconds things are a bit out of place in my opinion.--[[User:Lama|Lama]] 12:29, 30 September 2007 (UTC)&lt;br /&gt;
::I'm not proposing that the player actually sits at the keyboard waiting for 100 seconds if he does a 100 second / 10 search dive. How about if the button said 'Dive for' and then had a pull-down menu of dive times expressed in number of searches (1 search to 12 searches)? --[[User:Skull Face|Skull Face]] 22:14, 30 September 2007 (UTC)&lt;br /&gt;
:::that sounds totally reasonable --[[User:Lama|Lama]] 00:00, 1 October 2007 (UTC)&lt;br /&gt;
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=== Free Diving ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=The new Free Diving skill would be a sub-skill of Swimming. It would permit characters to dive to seabed locations in [[Water (deep)#Water_.28deep.29|Deep Water]] as well as increasing maximum bottom time for shallow dives.&lt;br /&gt;
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Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] would require 2 APs to get down, 2 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 160 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] carries a similar risk of shark attacks as swimming there i.e. XX% chance of a bite assessed per AP spent on a dive.&lt;br /&gt;
&lt;br /&gt;
Improved diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 180 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Shallow diving in [[Water]] carries no risks at this time.&lt;br /&gt;
&lt;br /&gt;
Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]], [[Suggestions:Game_mechanics#Submerged_Ruins|submerged ruins]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.&lt;br /&gt;
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suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Hide in Like, You Know, Trees and Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Most non combat centric classes|&lt;br /&gt;
suggest_description=*'''basic camouflage''' (scouts, explorers, villagers, settlers, scientists, shaman, pirates):&lt;br /&gt;
**allows player to 'hide' in jungle squares such that they cannot be seen from two squares away.&lt;br /&gt;
*'''advanced camouflage''' (scouts, explorers, villagers, settlers):&lt;br /&gt;
**allows player to 'hide' in jungle squares such that they cannot be seen from adjacent squares or farther.&lt;br /&gt;
*'''masterful camouflage''' (scouts, explorers):&lt;br /&gt;
**allows player to 'hide' in jungle squares such that they cannot be seen at all until their 'hidden' status is revoked&lt;br /&gt;
&lt;br /&gt;
'''notes''': &lt;br /&gt;
*chance of successful 'hiding' is based on jungle density: d0=0%, d10=10%, d20=20%, ect. &lt;br /&gt;
*character's 'hidden' status is revoked if they preform any action or are attacked. and may be revoked if the jungle is cleared, or searched. &lt;br /&gt;
*character has a chance of remaining 'hidden' if the jungle is searched, based on it's level: d10=100%, d9=90%, d8=80%, ect. &lt;br /&gt;
*character has a chance of remaining 'hidden' if the jungle is cleared, based on how much is left: d9=90%, d8=80%, d7=70%, ect. &lt;br /&gt;
*character can be seen/smelled by animals regardless of 'hidden' status. &lt;br /&gt;
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suggest_time=22:30, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Psychic Link===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All classes (spirits)|&lt;br /&gt;
suggest_description=This suggestion is for a new ability that aids a spirit in haunting the last person who murderered him or her. With this ability the spirit of the recently deceased gets a compass that points in the direction of the person who killed them. The compass would work in the same manner as the current [[Exploration]] and [[Cartography]] locations ability that points a traveller towards a target location. Spirits with this ability also get a 'Haunt' button which teleports them to the current location of their murderer at a cost of 25 APs.&lt;br /&gt;
&lt;br /&gt;
The haunting ability remains in effect until either the spirit chooses to be revived by a shaman (the ability does not carry over into life) or the spirit is exorcised by a shaman (exorcism breaks the bond between murderer and victim). If a character dies at the hands of an NPC (e.g. squid, shark, wandering shaman) or by suicide then the haunting features remain inactive when the dead character assumes spirit form.&lt;br /&gt;
&lt;br /&gt;
Relative placement on the spirit skill tree is suggested at the same level as [[Shocking shriek]] (i.e. [[Haunting scream]] is a prerequisite). This placement is open for debate, as is the actal name of the ability e.g. psychic link, haunt, curse etc.&lt;br /&gt;
&lt;br /&gt;
I make this suggestion even though my main character is a confirmed headhunter. This skill is intended to improve roleplaying / gameplay by giving spirits a reason (a slim one granted) to be in places other than the medical hut. And it would result in killers being haunted by their victims. Those who police the settlements against murderers might themselves be haunted in turn but other innocents would be safe from the murderers... for a while at least... --[[User:Skull Face|Skull Face]] 21:41, 1 October 2007 (UTC)&lt;br /&gt;
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suggest_time=21:41, 1 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Don't destory the naturally occouring necromantic system that is the spirit hut!  On a less self centered note it is a good idea though I would say death should remove the haunting status, you got your vengence now leave the poor git alone.--[[User:Etherdrifter|Etherdrifter]] 14:31, 2 October 2007 (UTC)&lt;br /&gt;
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===Fireball casting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Shamanic offensive skill|&lt;br /&gt;
suggest_scope=Shamans|&lt;br /&gt;
suggest_description=Idea of fireball is simple. You cast a hot fiery projectile at your enemy, doing some damage. At doubled attack AP cost fireball would do from 1 to 10 damage, with the highest chance in the mid range (4-6 dmg), diminishing when going to the both ends of the scale (for example, 5% for 1 or 10 dmg, 10% for 2 or 9 dmg, 15% for 3 or 6 dmg, 25% for 5 dmg and 45% for 4 dmg). If you feel the idea of fireballs is out of place on Shartak, name it &amp;quot;using tiny little blowpipes with shamanic mixture of poisonous powder made of berries and herbs&amp;quot; or anything more fitting the game set-up. I mean - this mechanics for ranged attack is serious. Not as serious as Sam, but still serious. I would love to see some comments on this.|&lt;br /&gt;
suggest_time=00:05, 4 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lama|Lama]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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OK I'll go first. I dislike the idea of fireballs as it sounds too much like D&amp;amp;D. I have questions. Is the range the same range as a blowpipe or rifle? If so, what would the %age hit chances be and what makes this different from using a blowgun or rifle (or even better than whacking someone with a machete)? Do we want shamen to replace warriors? What is the ammunition for a fireaball? As suggested on the forums, I do like the idea of a shamanic curse and the voodoo dolls idea seems to fit the character class. Maybe I'll work something up... --[[User:Skull Face|Skull Face]] 14:01, 4 October 2007 (UTC)&lt;br /&gt;
*Here go answers:&lt;br /&gt;
- let's call it touch of curse then.&lt;br /&gt;
&lt;br /&gt;
- range is the same as with any other weapon in-game.&lt;br /&gt;
&lt;br /&gt;
- for percentages, read it once again :) the difference is you can wield 10 dmg for 2 AP if you are lucky. Which, in terms of statistics is not really useful (most chances are you get 1 dmg for 1 AP spent), but it adds nice offensive skill for not so offensive class, definitely not replacing warriors or soldiers. &lt;br /&gt;
&lt;br /&gt;
- Shamans would be much better to role-play, if they could use some sort of magic to hurt peoples (refer to any kind of literature, I visualized this myself after last reading R.E.Howard's short novels about Conan.)&lt;br /&gt;
&lt;br /&gt;
- there's no ammunition for psychic-power skills other than AP.&lt;br /&gt;
&lt;br /&gt;
- and thanks for commenting, I hope I made it clearer --[[User:Lama|Lama]] 09:17, 8 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'll add my comments on this suggestion that I have made on the forum. This suggestion could be utilized in a Staff. A Staff of Firebolts that has a limited amount of charges, similar to how the current GPS has a limited amount of battery life. Let's say, each Staff has 20 charges and takes up more room in your inventory than what a rifle or a blowpipe would. This suggestion doesn't change anything you've already suggested lama, just the delivery via a Staff. Other classes can use the Staff as a melee weapon, but not the Firebolts feature. Lets see, Shaman would initially hit on 45% and then the percentages that you suggested lama, kick in for damage amounts.&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
&lt;br /&gt;
'''Shaman Firebolt Staff'''&lt;br /&gt;
*45% to Hit[br]&lt;br /&gt;
*Staff contains limited charge (10-20 charges)&lt;br /&gt;
*Staff takes up a lot more inventory space than rifle and blowpipe (Double?)&lt;br /&gt;
*Only Shamans can utilize Firebolts, whereas other classes can wield it as a melee weapon&lt;br /&gt;
*Damage variance (See lama's figures)&lt;br /&gt;
&lt;br /&gt;
That's it for now :D --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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===Bodyguard===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new skill called Bodyguard, to be placed on the Close Quarter Combat skill tree at the same level as Balanced Stance. When in the presence of another player or an NPC, characters with his skill would have access to a 'Guard' button with two adjacent pull-down menus. The first would be a pull-down menu of APs to be used, minimum of 1, maximum of 10. The second would be a pull-down menu of the current characters (AKA victims) at the location (c.f. the 'Attack' menu). The player would thus spend 1 to 10 APs to act as a bodyguard for a chosen victim. For each AP thus spent the player would automatically be the target of one attack directed at the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have been a hit with a ranged weapon, i.e. blowpipe or rifle, the bodyguard takes the hit instead of the victim only 50% of the time (the other 50% of the time the victim is still hit). Bullets and blowpipes fired by trained soldiers and warriors are much harder to defend against than melee attacks. Flavour text would be as follows:&lt;br /&gt;
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 4 HP damage.''&lt;br /&gt;
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 4 HP damage.'' &lt;br /&gt;
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 4 HP damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have been a hit, the bodyguard takes the hit instead of the victim. Flavour text would be as follows:&lt;br /&gt;
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 3 HP damage.''&lt;br /&gt;
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 3 HP damage.'' &lt;br /&gt;
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 3 HP damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have resulted in a glancing blow with a melee weapon, the target is hit as normal. Flavour text would be as follows:&lt;br /&gt;
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You recover your balance and hit Blue Hummingbird for 3 HP damage.''&lt;br /&gt;
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. The attacker slips past your guard and hits Blue Hummingbird for 3 HP damage.'' &lt;br /&gt;
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. The attacker slips past Raffles and you take 3 HP damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have been a miss, the bodyguard is missed rather than the target. Flavour text would be as follows:&lt;br /&gt;
:''Attacker text - You attack Blue Hummingbird. Raffles interposes himself. Your attack misses.''&lt;br /&gt;
:''Bodyguard text - A Rat attacks Blue Hummingbird. You interpose yourself. The attack misses.'' &lt;br /&gt;
:''Victim text - A Rat attacks you. Raffles bravely interposes himself. The attack misses.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players using the Bodyguard ability must have sufficient unused APs to allocate towards the defence of the target i.e. they cannot deliberately go into negative APs when setting out to bodyguard. In the event that multiple players choose to bodyguard the same victim at a location, one of the bodyguards is selected randomly for each attack before the results are calculated. In the event that the nominated victim leaves the location before bodyguard APs are used up, any unused APs are lost and not returned to the bodyguard.&lt;br /&gt;
&lt;br /&gt;
This skill would permit a group of players to defend a potential victim. Examples would be villagers defending a [[shaman]] who is exorcising a healer's hut, or an [[SPF]] activist attempting to save an elephant from a hunter's rifle.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]] 14:58, 9 October 2007 (UTC)|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment:  &lt;br /&gt;
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Zergers could abuse this horribly. Beyond that, I think it's overpowered. It would make it impossible to kill someone being bodyguarded. Maybe instead of an automatic success it would only have like a 10-15% chance, and a character can only be bodyguarded by 1 player at a time.&lt;br /&gt;
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I assume while bodyguarding it would be impossible to perform any other actions (since all your focus would have to be on who you're bodyguarding).&lt;br /&gt;
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But I like the idea! It would open up a lot of new avenues for play (Bodygaurd companies/clans, loyal friends, your example in the Court of Raktam, etc.) [[User:Blahmicho|Blahmicho]] 19:05, 9 October 2007 (UTC)&lt;br /&gt;
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:I'm not sure that we could do anything against zergers that the game engine doesn't already do. Bodyguarding your own alt should theoretically have the same result as attacking or healing your alt i.e. the Curse of Shartak gets you. It wouldn't be impossible to kill someone unless multiple people were bodyguarding the intended victim. The maximum spend of 10 AP means that a bodyguard can only get in the way of 10 attacks, everything thereafter automatically targets the victim as normal unless there are more bodyguards. That figure of 10 could be altered. I guess that a limit could also be placed on the number of active bodyguards for one character. Any bodyguard who took an action before his 10 APs were used would automatically cancel the bodyguard effect and lose any APs spent. --[[User:Skull Face|Skull Face]] 22:04, 9 October 2007 (UTC)&lt;br /&gt;
::First, why is the bodyguard spending the AP before he does anything? The AP should be spent when you block an attack, so if the guarded person moves or dies or you die or decide to do something else, the AP aren't wasted. Second, there should be a skill like &amp;quot;assassin&amp;quot; that both increases chance to get past a bodyguard and means that you can avoid being noticed... until you attack the bodyguard or the person they're guarding, of course. Maybe make a &amp;quot;hiding&amp;quot; skill and have assassin as a sub-skill, letting you attack while hidden though you'd have a chance to be found out and be prevented from hiding again while the person you attacked is still alive and being bodyguarded in that square. --[[User:AlexanderRM|AlexanderRM]] 00:06, 16 October 2007 (UTC)&lt;br /&gt;
:::The server has no way to tell if you are logged out, asleep or simply inactive for a few moments. Requiring the bodyguard to actively spend APs gets around this problem (and prevents some exploits), provides a potential AP cap on the ability and provides a mechanism for checking for zerging. I dislike the idea of attacking from hiding but if you think that it has merit then write it up for discussion. --[[User:Skull Face|Skull Face]] 10:41, 16 October 2007 (UTC)&lt;br /&gt;
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===Curse===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill/mechanic|&lt;br /&gt;
suggest_scope=Shaman|&lt;br /&gt;
suggest_description=This suggestion is for a new shaman skill called ''Curse'' placed on the psychic skills tree at the same level as [[Exorcism]]. A curse would be called down upon a specific map square (indoor or outdoor) via a blood ritual costing 5 AP and 5 HP. Cursing a location requires a dagger or knife to draw blood but grants no XP. Spirits in a cursed area would benefit from a reduced AP cost for Shrieking, Wailing and Possession (-1 AP) and would deliver 50% more damage (and thus gain 50% more XP) when Shrieking and Wailing. Furthermore, it is suggested that spirits in a cursed area would be YY% more resistant to [[Exorcism]].&lt;br /&gt;
&lt;br /&gt;
Cursed locations would be detected by anyone with [[Sixth Sense]]. For those people the location description would include text along the lines of:&lt;br /&gt;
&lt;br /&gt;
:''This place makes the hair on the back of your neck stand up.''&lt;br /&gt;
:''You feel an otherworldy chill in this area.'' &lt;br /&gt;
:''You sense an inimical presence nearby.''&lt;br /&gt;
&lt;br /&gt;
Temporarily cursed areas may be cleansed by any Shaman who performs an [[Exorcism]] once the area is free of spirits. Successfully exorcising the spirits grants XP as normal and cleansing the area would grant a further 5 XP. It is suggested that permanently cursed locations (e.g. battlefields, ruins) also be created.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 14:46, 18 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Not a bad idea but I would suggest giving outsiders a skill to negate curses as outsiders already have a hard time with ghosts as it is.--[[User:Etherdrifter|Etherdrifter]] 19:14, 27 October 2007 (UTC)&lt;br /&gt;
:Possibly a scientist-based skill called &amp;quot;Skepticism&amp;quot;?--[[User:Black Joe|Black Joe]] 00:15, 28 October 2007 (UTC)&lt;br /&gt;
::Joking aside, yes, I agree that there is a need for an additional Scientist skill of some sort.--[[User:Skull Face|Skull Face]] 12:34, 9 November 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I should check the wiki more often :D Anyways, I like this suggestion a lot, especially the blood sacrifice ritual. Really adds flavour that one. I've nothing to add to it though as I think you guys have covered it really. Actually, maybe the curse is embedded within a item (Voodoo Fetish, Gris Gris Bag...) and then placed at a location that is to be cursed. Scientists then get a skill enabling them to recognize these cursed items and destroy them. Cal the skill &amp;quot;Understanding The Black Arts&amp;quot; or such. Hmmmmmm... this could be extended further by enabling Shamans to give cursed items to players, cursing them. Scientists, once again can cure this by destroying the item and thus, lifting the curse. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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===Black Powder Proficiency===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill|&lt;br /&gt;
suggest_scope=Pirate|&lt;br /&gt;
suggest_description=This suggestion is for a new skill, Black Powder Proficiency, that would be available only to pirates. The skill would cover both the preparation and firing of black powder weapons using [[Suggestions:Items#Flintlock|Flintlock]], [[Suggestions:Items#Blunderbuss|Blunderbuss]]. [[Suggestions:Items#Powder_Flask|Powder Flask]] and [[Suggestions:Items#Lead_Ball|Lead Ball]] items. This skill would confer a +25% hit chance for black powder weapons only and would also reduce the by 1 the APs required to prime such weapons with a charge of powder.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Dowsing/Treasure Hunting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill and items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Since we have digging, I am aware that there are buried treasures over much of the island.  Dowsing would be available to natives - they would need two sticks in their inventory to be able to dowse a square.  Treasure Hunting would be available to outsiders - they would need some sort of equipment - suggestions please.  Basic dowsing/treasure hunting (for 2AP) would give a 20% chance of showing if anything was buried in that square, but not the depth - Advanced (2AP) would give 40% but no depth - Expert would give 60% and depth.  No skill would show what items were, just that there were things buried.|&lt;br /&gt;
suggest_time=[Spookey] 18:12, 10 November, 2007 (GMT)|&lt;br /&gt;
suggest_author=[Spookey]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Not a bad idea, though an alteration you might consider is to have dowsing cover the surrounding squares and tell you the direction if it picks up anything. --[[User:Zeek|Zeek]] 18:20, 10 November 2007 (UTC)&lt;br /&gt;
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===Bounty Placing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=&lt;br /&gt;
There is a bounty placing skill in jailriot so I said to myself &amp;quot;Self, you should suggest this for shartak.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This skill would allow players to place bounties on players in their enemy contact list. The reward for killing the hunted player would be a small award like twenty experience or less or a small amount of gold coins like four and any player with this skill could collect it. If someone without the skill kills the target then the bounty still goes away but nobody gets the award. I thought about any amount of gold but that would basically be a mailing system for zergers. Each character can only set one bounty out at a time and it never expires until the target dies. The bounty would appear next to the targets name whenever any player would be able to identify them. Bounties can stack and everyone will be able to see who placed which bounty if they go to the target's character page. It would require a payment of twice the reward to place the bounty. I haven't thought of a reason why anyone's place of origin would have any affect on this skill but if someone has an idea then by all means.|&lt;br /&gt;
suggest_time=[[User:Edwardel|Edwardel]] 19:50, 24 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Edwardel|Edwardel]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Weapon Upkeep===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Weapon upkeep, put simply, means that whoever takes the skill knows how to look after the weapons they carry and get the best out of them. It would be part of the Combat Skill tree, on the same level as Balanced Combat, and would halve the chance of your machete/cutlass/dagger/knife breaking whilst you're attacking with it. Heavy swords take a bit more work to look after them, so a further skill branched out from this one (Advanced Weapon Upkeep or something) would halve the chance of the Heavy Sword breaking.|&lt;br /&gt;
suggest_time=15:32, 28 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Broderick|Broderick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I frankly don't think that weapons break often enough. It's already .1% chance. If it were a .05% chance, that would be insane in the longevity of weapons. Besides, weapons are both cheap and small, so it's not hard to just keep a small cache. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:17, 28 November 2007 (UTC)&lt;br /&gt;
:I believe they break quite often even with the .1% chance. My pirate is level 4 and had already broken 4-5 cutlasses and a machete. (No, not bluntened) --[[User:Baliame|Baliame]] 15:47, 26 December 2007 (UTC)&lt;br /&gt;
::Cutlasses are notorious for breaking frequently. But really, considering most weapons are about 1 GC each, and only take up 1/100 of your inventory (okay, 70 for some, but who doesn't have a backpack nowadays?), and everyone carries multiples anyway. Plus, it's still .1%. Which is tiny. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 15:25, 27 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Life Sense===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill/mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new spirit skill called ''Life Sense''. This skill would allow a spirit in an occupied area to see the HP and name(s) of the living person(s) closest to death. It does act a little like [[Triage]] but it does not require that skill nor does it require that the spirit be of the same origin (outsider / native) to reveal the name / profile.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 00:01, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I'd sooner not see it indicate the exact HP - perhaps a 'near death' label instead for those nearing death, and the spirit world? --[[User:Johan Crichton|Johan Crichton]] 01:19, 21 January 2008 (UTC)&lt;br /&gt;
::(NEGATIVE VOTE) And actually, thinking about it, no.  This will simply encourage people to grind their characters XP by XP farming in medical huts with spirits who don't kill anyone. --[[User:Johan Crichton|Johan Crichton]] 01:20, 21 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ghostly Touch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill/mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new spirit skill called ''Ghostly Touch''. This skill would allow a spirit in an occupied area to touch a living person and thus reveal the person's name and profile.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 00:01, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
===Poltergeist===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill/mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new spirit skill called ''Poltergeist''. The new skill ''Ghostly Touch'' would be a prerequisite. This skill would allow a spirit in an occupied area to attack a living person using the spirit character's fist %age hit chance and delivering 1 HP damage on a successful attack.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 00:01, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Doesn't poltergeist mean noisy ghost? [[User:Darkferret|Edward Grey]] 01:34, 21 January 2008 (UTC)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Raktam&amp;diff=17147</id>
		<title>Raktam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Raktam&amp;diff=17147"/>
		<updated>2008-01-15T01:13:49Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Groups Operating in Raktam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_raktam.png&lt;br /&gt;
| cx          = -70322&lt;br /&gt;
| cy          = 26469&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Najdam&lt;br /&gt;
| shaman_gps  = [-70.322,+26.469]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tik&lt;br /&gt;
| trader_gps  = [-70.319,+26.472]&lt;br /&gt;
| trader_loc  = (11,05)&lt;br /&gt;
| ammo_gps    = [-70.324,+26.474]&lt;br /&gt;
| ammo_loc    = (06,03)&lt;br /&gt;
| medical_gps = [-70.323,+26.473]&lt;br /&gt;
| medical_loc = (07,04)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Raktam''' is one of the three native settlements on Shartak, and the only one with an established kingdom. Located in the island's northern interior, it consists of twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Najdam keeps watch in the center of the village.&lt;br /&gt;
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== Map ==&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Raktam&amp;quot;)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
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| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Raktam&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest within Raktam ==&lt;br /&gt;
:''(xx,yy) coordinates refer to the territory map above, while [xx.xxx,yy.yyy] are GPS coordinates.''&lt;br /&gt;
&lt;br /&gt;
*The Summer Palace of the Queen of the [[Royal Court of Greater Raktam]] at (4,10) is often filled with members of the Court, visiting foreign dignatories, mercenaries, traders and tourists. From here the Queen directs life of the Court, conducting diplomacy, dispatching military and trade missions, and healing Raktam natives. Proceedings of the Court are published in the Natives forum at the Official Forums site. &lt;br /&gt;
&lt;br /&gt;
*[[Azguz]]'s Hut at (7,10) is occupied by Azguz, Protector of Raktam. Half-man, half-wolf, Azguz is Raktam's staunchest defender.&lt;br /&gt;
&lt;br /&gt;
*Crowjane's Bank, located at (5,10), is the leading financial institution within Raktam following the demise of the [[Imperial Bank of Shartak]], and has an affiliation with the [[Templar Bank]] based in [[York]]. &lt;br /&gt;
&lt;br /&gt;
*The [[Grand Vizier's Markets]] are located at (11,10), (13.8), (12,9), and (13,10). The markets are a cluster of huts in the south of Raktam which may be used by any peaceful trader of any nation. One hut is a double hut. Traders may place whatever advertising they wish on the huts, and whatever signs they wish adjacent to their hut. Trade in the markets is tariff free - no outsiders trading there will be subject to any levies or taxes, and will remain a free trade zone in perpetuity. Members of the Court will be patrolling the Grand Vizier's Markets to keep the peace, and outsider traders should identify themselves to the authorities through the use of advertising. Traders are not to harbour enemies of the State, and should immediately alert the authorities if any known hostiles are sighted by any trader. Reformed native killers should notify the authorities of their presence and reformed status prior to trading.&lt;br /&gt;
&lt;br /&gt;
* Wurzug's healing hut is at (07,04) or [-70.323,+26.473] in the northern part of the village. Wurzug &amp;quot;has been busy preparing healing herbs and has left plenty of small bundles of herbs hanging from the ceiling whilst they dry out.&amp;quot; His hut is the spiritual headquarters of the [[Raktamites]]. Healing and the means to carry it out are offered here.&lt;br /&gt;
&lt;br /&gt;
* [[The Raktam Tavern]] is at (09,04) or [-70.321,+26.473] in the northern part of the village, offering shelter and murky brown liquids to natives and friendly outsiders alike.&lt;br /&gt;
&lt;br /&gt;
==Greater Raktam==&lt;br /&gt;
&lt;br /&gt;
Greater Raktam is the extended area of Raktam sovereign dominion.&lt;br /&gt;
&lt;br /&gt;
The main feature is the Winter Palace ([[Chikram]]), slightly to the north of Raktam. Once a safe haven for pirates, the Winter Palace is now the alternate home of the Queen and is a strategic northern outpost. &lt;br /&gt;
&lt;br /&gt;
Greater Raktam consists of the Province of Babuwabia extending to the northern shore, the Province of Umslopogaasia (containing [[Santa's Grotto]], or Grottoram) extending to the southern shore with its western boundary at the [[Margaret River]], the Province of the [[Pirates' Graveyard]] (west of Raktam to the mountain), and the Province of the [[Empty Quarter]] (north-east of Raktam).&lt;br /&gt;
&lt;br /&gt;
==Commonwealth of Greater Raktam and the Creedy Republic==&lt;br /&gt;
&lt;br /&gt;
In December '07 Greater Raktam and the [[Independent Republic of Fort Creedy]], north of Durham, entered into a commonwealth. A Raktam garrison consisting of outsider mercenaries and Raktami regulars is based within the armoury of the Creedy Republic. Citizens of the Creedy Republic are welcome in Raktam, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Raktam==&lt;br /&gt;
Raktam has the following groups operating in it:&lt;br /&gt;
&lt;br /&gt;
*[[Royal Court of Greater Raktam]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Bear Warriors of the Mountain]]&lt;br /&gt;
*[[Scavengers]]&lt;br /&gt;
*[[Raktamites]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=17146</id>
		<title>Wiksik</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=17146"/>
		<updated>2008-01-15T01:10:55Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: /* Groups Operating in Wiksik */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_wiksik.png&lt;br /&gt;
| cx          = -70239&lt;br /&gt;
| cy          = 26405&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Tapran&lt;br /&gt;
| shaman_gps  = [-70.239,+26.405]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Toe&lt;br /&gt;
| trader_gps  = [-70.235,+26.405]&lt;br /&gt;
| trader_loc  = (12,08)&lt;br /&gt;
| ammo_gps    = [-70.239,+26.411]&lt;br /&gt;
| ammo_loc    = (08,02)&lt;br /&gt;
| medical_gps = [-70.240,+26.410]&lt;br /&gt;
| medical_loc = (07,03)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wiksik''' is one of the three native [[camp]]s on Shartak. Located in the interior of the island's eastern half, it contains twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Tapran keeps watch in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Wiksik&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Wiksik&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Wiksik==&lt;br /&gt;
There are currently several groups in Wiksik currently.&lt;br /&gt;
&lt;br /&gt;
*[[Native Resistance Front]]&lt;br /&gt;
*[[The WickSick Headhunters]]&lt;br /&gt;
*[[The_Wiksik_Tribe|The Wiksik Tribe]]&lt;br /&gt;
*[[The_Necromancers_Guild|The Necromancer's Guild]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
==Wiksik Pkers==&lt;br /&gt;
&lt;br /&gt;
On the [[Wiksik PKers]] list you can find almost all local player killers (mostly reffered to as PKers) - in other words, people who kill others from the same camp.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=16984</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=16984"/>
		<updated>2008-01-05T05:47:46Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: You forgot to remove the comma.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main Page Announcements|&lt;br /&gt;
&amp;lt;!-- Intro --&amp;gt;           &lt;br /&gt;
       &lt;br /&gt;
mainpage_intro=This is an information hub for '''[http://www.shartak.com/ Shartak]''', a browser-based massively-multiplayer online role-playing game (MMORPG).&lt;br /&gt;
New players should read the '''[[Gameplay]]''' guide and perhaps the '''[[Tips and tricks]]''' and '''[[Requests for information]]''' pages.&lt;br /&gt;
       &lt;br /&gt;
The island of Shartak has been inhabited for several hundred years by native tribes from the villages of '''[[Dalpok]]''', '''[[Raktam]]''' and '''[[Wiksik]]'''. In recent months, strangers to the island have appeared wearing strange clothes and carrying loud sticks. These outsiders have formed camps known as '''[[Derby]]''', '''[[Durham]]''' and '''[[York]]''' and have been joined by pirates whose '''[[shipwreck]]''' lies on the island's north shore.  &lt;br /&gt;
       &lt;br /&gt;
The strangers once stayed on the coast, away from the jungle, but some are traveling inland in search of knowledge and plunder. It won't be long before they stumble across the villages and learn of the treasures of the tribal ancestors.|&lt;br /&gt;
       &lt;br /&gt;
&amp;lt;!-- Alert --&amp;gt;   &lt;br /&gt;
       &lt;br /&gt;
mainpage_alert=''No messages.''|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Wiki activities --&amp;gt;         &lt;br /&gt;
       &lt;br /&gt;
mainpage_activities='''Current wiki activities'''        &lt;br /&gt;
* [[The Shartak Wiki:Policies and guidelines|Policies and guidelines]] for the wiki are being [[The Shartak Wiki talk:Policies and guidelines|proposed and discussed]].&lt;br /&gt;
* The [[Identify Friend or Foe]] initiative has been launched.   &lt;br /&gt;
* [[Special weapon event odds]] are being researched.          &lt;br /&gt;
* [[Shaman|NPC shamans]] are being tracked.   &lt;br /&gt;
* [[Search odds condensed|Search odds]] are being researched and [[Search odds condensed (results)|summarized]].                     &lt;br /&gt;
* [[Trading hut stock reports|Trader stocks]] are being reported.        &lt;br /&gt;
* [[Talk:Character classes|Class-specific skills]] are being charted. &lt;br /&gt;
* Important locations are being logged in the [[Parchment Pages]]. &lt;br /&gt;
* Get an overview of towns with the Derby Evening Press's [[Guide to Towns]].&lt;br /&gt;
* [[:Category:Newspaper|Read up]] on in-game news and gossip in the [[Derby Evening Press]] and [[Jungle Drums]].&lt;br /&gt;
&lt;br /&gt;
'''Current projects'''&lt;br /&gt;
* [http://www.blackant.net/other/shartak/ Shartak MetaMap]: Creates a map of the island from user input.         &lt;br /&gt;
* [http://www.itechsc.com/misc/shartak/ubermap/ Shartak UBER MAP project]: Creates a detailed map from user input.       &lt;br /&gt;
* [http://www.philosoph.us/misc/shartak/underworld Shartak Underworld]: Permanently logs kills and deaths.       &lt;br /&gt;
}}&lt;br /&gt;
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{{Main Page Navigation|  &lt;br /&gt;
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mainpage_navi1a=Basics|  &lt;br /&gt;
mainpage_navi1b= &lt;br /&gt;
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mainpage_navi2a=Game information|        &lt;br /&gt;
mainpage_navi2b=                &lt;br /&gt;
* [[:Category:Glossary|Glossary]]        &lt;br /&gt;
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|&lt;br /&gt;
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mainpage_navi3a=Feedback|&lt;br /&gt;
mainpage_navi3b=&lt;br /&gt;
* [[Requests for information]]&lt;br /&gt;
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* [[Bugs]]&lt;br /&gt;
* [[Suggestions]]&lt;br /&gt;
* [http://forum.shartak.com Official forum]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi4a=Site information|&lt;br /&gt;
mainpage_navi4b=&lt;br /&gt;
* [http://www.shartak.com/faq.html FAQ]&lt;br /&gt;
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mainpage_navi5a=Clans|&lt;br /&gt;
mainpage_navi5b=&lt;br /&gt;
* [[:Category:Clans|Clan pages]]&lt;br /&gt;
** [[:Category:Clans for natives|Clans for natives]]&lt;br /&gt;
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|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi6a=Wiki information|&lt;br /&gt;
mainpage_navi6b=&lt;br /&gt;
* [[Project:Help|Editing and Help]]&lt;br /&gt;
* [[Project:Community Portal|Community portal]]&lt;br /&gt;
* [[:Category:Delete|Delete]]&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_13&amp;diff=16983</id>
		<title>Derby Evening Press/Issue 13</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_13&amp;diff=16983"/>
		<updated>2008-01-05T05:41:22Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Derby News==&lt;br /&gt;
 &lt;br /&gt;
===Derby-Raktam Relations Expand===&lt;br /&gt;
 &lt;br /&gt;
Not long ago, James Barnes of the Derby Hospitallers journeyed to Raktam to visit the Queen of Raktam, Blue Hummingbird. Acting as official emissary of the Eastern Federation, James Barnes acknowledged her widespread support in Raktam, noticing the leaps and bounds the village had made since her ascension. As a result, Barnes conveyed to Hummingbird the Eastern Federation's decision to recognize her court as the official government of Raktam, a first in EF history. The EF has yet to recognize the Durham government, or even open up contacts with it, possibly out of loyalty to their long-time allies, the [[Durham Pistoleers]].&lt;br /&gt;
 &lt;br /&gt;
The Queen of Raktam returned the favour recently by visiting Derby and meeting with Barnes in the Hotel De Derby. Also attending were her ambassador to Derby, Tik Tok, and the Derbian Lardman, famed for being the most frequently taken head in the [[Derby Derby]]. The Queen, while somewhat suspicious of outsiders west of Mt. Shartak, expressed a desire to work with the Eastern Federation to benefit both Raktam and Derby. She offered two suggestions:&lt;br /&gt;
 &lt;br /&gt;
1. The EF would pay a single lump sum to provide free passage for Derbians through Greater Raktam. Innocent Derbians killed by Raktamites would be reimbursed by the court.&lt;br /&gt;
2. Derby would be added to Greater Raktam as a completely autonomous territory, providing free passage to Derbians and Raktamites through each other's land without a fee.&lt;br /&gt;
 &lt;br /&gt;
The Federation apparently had no intention of agreeing to the second. Derby Ranger commander and senior Federation member Mark D. Stroyer had this to say:&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;To put itself under the name of another who has done nothing for the town of Derby would be to completely disregard the sacrifices given by Derbymen in making it the place it is today.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Stroyer also commented:&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I have always been outspoken in stating that the Eastern Federation is not the ruling force in Derby, but simply an force rotating around the well-being of Derby, enforcing and protecting, and providing other services as we see fit. As such, we have no authority to make such a decision that would affect the entirety of Derby in such a way. That would be a matter for the entire people.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
The counter-proposal the Federation finally offered was an alliance between Raktam and the EF, a proposal Stroyer reportedly supported. The Queen politely but firmly rejected this option, returning immediately to Raktam without further attempts at negotiation. The Federation has not publicly commented on the Queen's actions.&lt;br /&gt;
 &lt;br /&gt;
===New Clan Joins Eastern Federation===&lt;br /&gt;
 &lt;br /&gt;
The Eastern Federation continues to grow in size. Another clan has joined the Federation, the EF's fifth. The new clan, the Greenwolves, is unique in the EF for not being a Derby-based clan, instead spreading throughout Shartak. While Greenwolves founder Mill Wilkinson assures his members that they will retain the trademark independence of the Greenwolves, the Federation does ask that those joining their ranks abide by its moderate ideals.&lt;br /&gt;
 &lt;br /&gt;
==New Facilities In Derby==&lt;br /&gt;
 &lt;br /&gt;
===Derby Library Announced===&lt;br /&gt;
 &lt;br /&gt;
On the island of Shartak there are few luxuries, save for mangos, artfully ragged clothing and the occasional native lady running through the forest. But enough of Queen Hummingbird. A new service has been announced within the town of Derby, one which builds on the reputation of culture and sophistication the town has basked in lately.&lt;br /&gt;
 &lt;br /&gt;
As pseudo-governments, would-be governments, sort-of governments and actual governments spring up around the island, the don't-call-us-a-government known as the [[Eastern Federation]] has established a home for literature.&lt;br /&gt;
 &lt;br /&gt;
The Library of Derby will host works of fiction and non-fiction for not just the common man to enjoy.  It is possible that private areas for political recordings and other private memoirs will be established, but no comment as of now, has been given on this by the EF. Mill Wilkinson's unofficial standpoint is &amp;quot;I love this idea. Finally I can unleash my skillz with keyboard!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===Derby Pharmacy Opens===&lt;br /&gt;
 &lt;br /&gt;
The Eastern Federation, in its effort to continue providing more services to Derbians, has announced the foundation of a new institution: the Derby Pharmacy. This unique establishment is the first of its kind on Shartak. Located at the Derby Hospital, the Pharmacy is run by the [[Derby Hospitallers]]. The Hospitaller on duty will keep a supply of first aid kits on hand for anyone who needs it. Anyone not hostile to the Eastern Federation will be able to purchase up to 10 first aid kits per visit for the price of two gold coins per kit. Eastern Federation members and allies will receive a 50% discount, with forum-active Federation members receiving the medical supplies free of charge.&lt;br /&gt;
 &lt;br /&gt;
Hospitaller Tribune James Barnes points out that this will allow Derbians and visitors a second option for purchasing first aid kits, should the notoriously finicky Trader Tom raise his prices due to shortages. The Hospitallers caution that the pharmacy guarantees only its prices, and cannot guarantee that it will have enough to meet demand at all times.&lt;br /&gt;
 &lt;br /&gt;
To request supplies, simply visit the Pharmacy, and ask the Hospitaller on duty for the desired number of first aid kits, then wait there. The Hospitallers will not track people down to provide them with their medical supplies. As Barnes said, &amp;quot;We're pharmacists and doctors, not deliverymen.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Healing will still be available for the wounded, free of charge, in the hospital.&lt;br /&gt;
 &lt;br /&gt;
===Derby Tavern Reopens===&lt;br /&gt;
 &lt;br /&gt;
The Derby Tavern was first founded by the Derby Privateers. However, the bar foundered from lack of use. Now, since the inhabitants of the island have mysteriously realized that they can hand things to each other, rather than going through a trader or dropping things in holes, an ambitious member of the Eastern Federation has decided to reopen it.&lt;br /&gt;
 &lt;br /&gt;
RoadWorkBob has recently begun accumulating drinks for his new venture, and the EF has suggested several huts for him to use.&lt;br /&gt;
 &lt;br /&gt;
The tavern, renamed the Hanged Misfit, will be set up near the beachfront for many reasons quite obvious to drinkers (e.g. Drunken swims under the moon), also to mention that saltwater is a very good cure for hangovers.&lt;br /&gt;
 &lt;br /&gt;
The bar will serve a variety of drinks, but right now it only has beer, rum and water. For food, a number fruits will be provided. Poisons will be available for retail just for that special someone that you want to bump off.&lt;br /&gt;
 &lt;br /&gt;
Accommodation is provided in the form of table with a pillow thrown on it for that weary traveller or trader. Gag buckets are held in the store room. Feel free to take one, but the tavern staff insists they be returned.&lt;br /&gt;
 &lt;br /&gt;
No killing, bounty collecting or fighting (except for the occasional fistfight) will be permitted. The sole exception is a recognised law enforcement agency (the EF) hunting down wanted criminals. The bartender and owner (RoadWorkBob) is part of the EF; if any aggressive behaviour takes place RWB will take note of the events for the EF or take action on behalf of the EF.&lt;br /&gt;
 &lt;br /&gt;
==International News==&lt;br /&gt;
 &lt;br /&gt;
===Native Newspaper Enters Circulation===&lt;br /&gt;
 &lt;br /&gt;
Natives have long been Shartak's most neglected group, with few clans and fewer active programs. Some natives have tired of this, and they have stepped forward to print a native newspaper. This newspaper, known as [[Jungle Drums]], was long in coming.&lt;br /&gt;
 &lt;br /&gt;
After reading the articles, this reviewer is somewhat concerned by the tone taken by the journalists involved. While the DEP is delighted to see natives taking an increasingly active role, we wonder if perhaps the paper's editors are observing journalistic objectivity.&lt;br /&gt;
 &lt;br /&gt;
Hatred and contempt for outsiders in general drip from most of the articles, whereas many outsider publications differentiate between hostile natives, such as the WickSick Headhunters, and most peaceful natives. The Derby Evening Press hopes such bigotry is limited to the natives' newspaper, and not shared by natives as a whole.&lt;br /&gt;
&lt;br /&gt;
===Spotlight: Durham Utility===&lt;br /&gt;
 &lt;br /&gt;
The [[Durham Utility]] has been quietly developing for months now. Founded after Derby's own Hospitallers, the Utility followed a similar, but independent, path by providing services to the people of Durham.&lt;br /&gt;
 &lt;br /&gt;
The Utility has founded the Durham Academe, with Edward Grey acting as headmaster. Interestingly, his sister, Janet Grey, founded the Derby Academy, and retains the position of headmistress there.&lt;br /&gt;
 &lt;br /&gt;
In addition, the Utility provides financial services via its banking arm. [[Utility Bank]] has recently begun negotiating with the wealthier Templar Bank to provide unified financial capabilities to all of Shartak.&lt;br /&gt;
 &lt;br /&gt;
The profits reaped from the bank finance the academy and one of the Utility's other projects: road building. The Utility is working to connect Durham to its southern sister cities via a trans-jungle roadway. The Utility also probes the market with several minor projects, such as delivery, brought on by &amp;quot;the eradication of finger sickness on Shartak&amp;quot; (Editor's note: The DEP is not entirely sure where this Durhamite phrase comes from, but it appears to be a reference to the sudden Shartakian ability to hand over possessions to others).&lt;br /&gt;
 &lt;br /&gt;
If the Utility succeeds, Durham might take its place among its more powerful sister cities, Derby and York.&lt;br /&gt;
 &lt;br /&gt;
===French Casino Opens===&lt;br /&gt;
 &lt;br /&gt;
[[The French]] have landed on Shartak. Almost immediately, the French began claiming territories, most of which has been ignored by the larger Shartak community. The only significant land grab was the island of Midway, the scene of the bloody battle between the WickSick Headhunters and a Derby-York alliance. The French claimed the island, converting its ruined tower into a casino.&lt;br /&gt;
 &lt;br /&gt;
While the wisdom of using a crumbling tower to host a casino is questionable, the French seem to have had success. They offer a game called &amp;quot;Two-Up.&amp;quot; Involving coin tosses, participants can gamble their money for a chance to multiply it...or lose it.&lt;br /&gt;
 &lt;br /&gt;
[[1st Colonial Militia]] leader Serious Sam initially opposed the casino's location, considering the island York territory. In the wake of the Eastern Federation's reminder that Derby had helped liberate the island, and an announcement that the Federation supported the island's use, Sam backed off from his claims.&lt;br /&gt;
 &lt;br /&gt;
===Santa Claus Visits Shartak===&lt;br /&gt;
 &lt;br /&gt;
The jolly old elf known as Santa Claus visited Shartak recently. Mr. Claus, alias Kris Kringle, Saint Nicholas, Papa Noel, and Father Christmas, came to Shartak with two elves to keep him company. Our reports indicate he arrived in the company of flying reindeer (Editor's note: the Derby Evening Press believes the witnesses were smoking the natives' dried herbs at the time).&lt;br /&gt;
 &lt;br /&gt;
Claus provided gifts to any who asked for them, the amount varying on his opinion of whether they had been good that year. Over sixty people gathered to receive these gifts, with pirates, natives, and outsiders largely co-existing in a Christmas truce.&lt;br /&gt;
 &lt;br /&gt;
However, it was not a merry Christmas for all. Several people killed Santa, the first being the notorious Tom Failur. Those interested in preserving the peace collected a donation to place bounties on the killers' heads, with the Durham Utility volunteering to act as broker for the bounties.&lt;br /&gt;
 &lt;br /&gt;
Queen Blue Hummingbird of the Royal Court of Greater Raktam attempted to tax those present, claiming Santa's Grotto (as the hut hosting Santa is known) as part of Raktam's territory. In this, the otherwise popular and successful monarch seems to have overreached, as a few disputed her claim, and the rest of those present simply ignored her.&lt;br /&gt;
 &lt;br /&gt;
Shortly before Christmas, the informal truce broke down, with countless people dying for little or no provocation. Observers were generally only surprised that it lasted as long as it did.&lt;br /&gt;
 &lt;br /&gt;
===Creedy-Raktam Merger===&lt;br /&gt;
 &lt;br /&gt;
In the wake of her failed bid to incorporate Derby into her dominion, the Queen of Raktam, Blue Hummingbird, negotiated with the Independent Republic of Fort Creedy. Unlike Derby, which rejected annexation immediately, the Creedists accepted her proposal. Outsider mercenaries on the Queen's payroll and native warriors in her service have moved to garrison Creedy.&lt;br /&gt;
 &lt;br /&gt;
Meanwhile, ominous rumours within the court have been circulating about Durham's intentions to conquer Creedy. Such rumours have been circulating since shortly after Creedy's foundation, when a miscommunication between Durhamite Tomn and Creedist leader Eptavian led to similar accusations. Now, however, Creedy has the backing of the island's most powerful clan.&lt;br /&gt;
 &lt;br /&gt;
Oddly, nothing has been heard from Durham. No public declarations of hostility have been made. Is the Durham government using an insidious plot to take over its neighbour? Or is the Queen of Raktam looking for an excuse to attack the weakest of the outsider towns? Only time will tell.&lt;br /&gt;
 &lt;br /&gt;
Durham Consul Matt Wilkinson vigorously denied any knowledge of any of these accusations. He claimed he had no hostile intentions whatsoever towards Creedy, saying, &amp;quot;Durham has zero military strength.&amp;quot;  He attributed this quote to a senior Derbian, but the DEP was unable to confirm whether or not said Derbian ever made this comment.&lt;br /&gt;
 &lt;br /&gt;
Ron Burgundy disputed the accusations as well.  He alleged that, rather than Creedy being afraid of Durham, Durham needed to defend itself from Creedy. Apparently concerned by the rising number of mercenaries taking up residence in Creedy, Burgundy wishes to either negotiate a cap on their numbers or set up a Durhamite defence.&lt;br /&gt;
 &lt;br /&gt;
Burgundy did acknowledge suggesting taking out contracts on unspecified targets, but he said that the idea received no support in Durham.  Thus, it, as he put it, &amp;quot;never got off the drawing board.&amp;quot; Burgundy added, &amp;quot;That's how our system works, one of us says an idea and if it gets enough support we do it. This idea received no support so we aren't doing it.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===Durham to Hold Elections===&lt;br /&gt;
 &lt;br /&gt;
The city of Durham will apparently be holding its third set of elections. Edward &amp;quot;Darkferret&amp;quot; Grey (Editor's note: don't ask us about the nickname, we don't know where it came from, neither does he), leader of the Durham Utility, announced the election.&lt;br /&gt;
 &lt;br /&gt;
In his announcement, Grey accused the current government of &amp;quot;barbershop policy&amp;quot;, saying that the Durham Consulature has suffocated the Durham Pistoleers, Durham's long-time protectors, while doing nothing to actually govern the town.&lt;br /&gt;
 &lt;br /&gt;
The current [[Durham Government]] did not object to the election, Consul Matt Wilkinson replying, &amp;quot;I happily give up my consulature. I know I sucked at it, but you'll never know when I'm coming back! Just kidding. I think we consuls agreed to release the handle when a new election is called. Just do it proper this time, okay?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
A date has not been set, but Grey's target is some time in January. Currently, discussions are being held to decide who will count the votes.&lt;br /&gt;
 &lt;br /&gt;
===York Coalition Suffers Losses===&lt;br /&gt;
 &lt;br /&gt;
The York Coalition, the elite group of York protectors founded on the ashes of the [[CCTU]], Kjendlie's [[Colonial Police]], and the [[Order of Patriots]], has recently suffered the loss of two key personnel.&lt;br /&gt;
 &lt;br /&gt;
Nighter, the group's founder, spokesperson, and semi-official leader, has left the Coalition. His reasons were not publicly posted, but we do know that relations between the Coalition and the Colonial Police (reviving under its latest leader Lexus) have been increasingly tense, represented by several arguments between Nighter and Lexus.&lt;br /&gt;
 &lt;br /&gt;
The other loss is Javier Sortani. A pirate and former Colonial Policeman, Sortani left York in disgust at former CP leader Kjendlie's policies. Sortani joined the [[Derby Hospitallers]] and the [[Eastern Federation]], occassionally writing articles for this newspaper. With the foundation of the York Coalition, Sortani returned to York, though he retained his Derbian affiliations.&lt;br /&gt;
 &lt;br /&gt;
Sortani, like Nighter, did not publicize his reasons for leaving. However, he had been acting as mediator in the tense CP-Coalition relationship.&lt;br /&gt;
 &lt;br /&gt;
It is unclear what, if any, effects these departures will have on the Coalition and York in general.&lt;br /&gt;
 &lt;br /&gt;
===Scavengers Contest Ends===&lt;br /&gt;
 &lt;br /&gt;
The Scavengers, Shartak's most violent group of psychopaths, finished its first contest: The Trial of the Seven Swords. This contest asked participants to amass as many shargle kills as possible. Shargles, for those unfamiliar with them, are the notoriously foul-tempered, flightless birds that live atop Mt. Shartak.&lt;br /&gt;
 &lt;br /&gt;
The heavy sword given to the winner was once the possession of a great warrior, according to Scavenger lore (the existence of this lore is news to the rest of the island's inhabitants, who typically consider Scavengers to simply be crazy).&lt;br /&gt;
 &lt;br /&gt;
The top contestants are as follows:&lt;br /&gt;
 &lt;br /&gt;
Jesus 32&lt;br /&gt;
Leaky Bocks 24&lt;br /&gt;
Star god Tinxiweewee 22&lt;br /&gt;
 &lt;br /&gt;
Congratulations to all who participated. Kudos also go to the Scavengers, for doing something that didn't involve widespread death and mutilation.&lt;br /&gt;
 &lt;br /&gt;
===In Memory of a Hero===&lt;br /&gt;
 &lt;br /&gt;
By Javier Sortani&lt;br /&gt;
 &lt;br /&gt;
I miss Kjendlie.&lt;br /&gt;
 &lt;br /&gt;
Now, say what you will. Inflexible? Always. Xenophobic? Yeah. Irrational? Usually. Mildly deranged? More often than not. But, as I’ve thought about this, he actually became one of the greatest forces for good on all of Shartak.&lt;br /&gt;
 &lt;br /&gt;
Let’s look at this. From a personal standpoint, he brought me, a lonely wandering pirate, into politics, and I owe him one for that. Heck, I wouldn’t be writing this column if not for him.&lt;br /&gt;
 &lt;br /&gt;
Of more general interest, he’s really half the reason the York Coalition was established. After all, if not for his insane hatred for Bauer and, well, general insanity, Nighter and Broderick would never have left the Colonial Police in disgust, and the CCTU might not have disbanded. There would have been no need for the York Coalition; everybody would’ve gotten along fine in the first place, but probably would’ve stayed a bit on the ineffective side, like we were in the Fourth Invasion. Instead, we have the York Coalition, which is probably the most successful and veteran groups of Shartakian soldiers. Let’s look at the list: the Coalition has (with allies) repelled a pirate invasion, taken Midway, and proportionately given pretty much as good as it got in the Dork Cup.&lt;br /&gt;
 &lt;br /&gt;
It’s a little-known fact that when the Coalition was founded, Kjendlie was supposed to be one of the four executive members. But, great guy that he is, he decided to stay out of it and leave the politics to the competent.&lt;br /&gt;
 &lt;br /&gt;
Also, Hospitallers recruiting has never been so good as during the death throes of Kjendlie’s reign. Norris, Broderick, and I all became Hospitallers members in the midst of Kjendlie’s burgeoning madness.&lt;br /&gt;
 &lt;br /&gt;
Back to the Coalition for a moment. My live-and-let-live style of politics hadn’t usually played well in York; advocating that the Malice or Endzone be given a green card, as it were, got me shot down immediately as a weak trusting pacifist or an anti-York activist. However, after the fall of Kjendlie’s Colonial Police, most of the Coalition was so sick of the era of McKjendlieism that things played out precisely how I wanted them to.&lt;br /&gt;
 &lt;br /&gt;
He also contributed to Shartak culture; for example, thanks to him, the word “Soral” is now synonymous in the Shartak edition of Merriam-Webster with “traitor.” Additionally, that fine establishment, the Waugh Arms, formed more than anything else to annoy him. Two more pieces of Shartak history, both attributable to Kjendlie.&lt;br /&gt;
 &lt;br /&gt;
Let’s not let the man’s glory obscure the bad parts of his era. He was a pathologically illogical madman who managed to make the Malice’s brand of obnoxious jokesterism look good by comparison. He alienated every one of his closest allies; he even managed to alienate Sammo. He supported Nathan Hale. (These days, does anyone not laugh when that name is mentioned? Anyone? I thought not.)&lt;br /&gt;
 &lt;br /&gt;
I believe that Kjendlie is in a better place now. He’s off in some perfect York, where the Mercenary’s Guild never was and the First Imperial Privateers are laughable. Well, more laughable. But in any case, I hope that, some day, he’ll come back to say hello and do something absurd.&lt;br /&gt;
 &lt;br /&gt;
Really. Could ya, buddy? Hospitaller recruiting hasn’t been so hot lately.&lt;br /&gt;
 &lt;br /&gt;
==ANNOUNCEMENT==&lt;br /&gt;
 &lt;br /&gt;
Have you ever wished to contact the members of your clan?  Did you want to give someone a message, but you don't know where they are?  Do you want to find a buyer for a heavy sword, but no one in your town can meet your price?  Visionaries have long sought ways to contact others on the island.  Beginning next issue, the Derby Evening Press will help by offering classified ad space for purchase. &lt;br /&gt;
&lt;br /&gt;
The cost is one gold coin for 50 words.  To pay, simply go to any bank and explain that the money is pay for a classified ad. Then contact James Barnes or Black Joe in-game, at the official forums, or at the Derby forums, and give him the text of your message.&lt;br /&gt;
&lt;br /&gt;
There are certain exceptions.  The Derby Evening Press is a family newspaper, and will not publish any obscene or otherwise controversial material.  Similarly, we will not publish diatribes, provocations, insults, or propanda. &lt;br /&gt;
 &lt;br /&gt;
The Derby Evening Press has partnered with the following banks:&lt;br /&gt;
&lt;br /&gt;
Durham Utility Bank - Durham: [-70.650,+26.346]&lt;br /&gt;
 &lt;br /&gt;
Durham Utility Bank - Derby: [-70.092,+26.349]&lt;br /&gt;
 &lt;br /&gt;
Durham Utility Bank - Shipwreck: Shipwreck Galley&lt;br /&gt;
 &lt;br /&gt;
Durham Utility Bank - Dalpok: [-70.436,+26.441] (Currently absent)&lt;br /&gt;
 &lt;br /&gt;
Raktam Bank: [-70.319,+26.473]&lt;br /&gt;
 &lt;br /&gt;
Templar Bank - York: [-70.319,+26.473]&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=16977</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=16977"/>
		<updated>2008-01-05T04:26:18Z</updated>

		<summary type="html">&lt;p&gt;Darkferret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main Page Announcements|&lt;br /&gt;
&amp;lt;!-- Intro --&amp;gt;           &lt;br /&gt;
       &lt;br /&gt;
mainpage_intro=This is an information hub for '''[http://www.shartak.com/ Shartak]''', a browser-based massively-multiplayer online role-playing game (MMORPG).&lt;br /&gt;
New players should read the '''[[Gameplay]]''' guide and perhaps the '''[[Tips and tricks]]''' and '''[[Requests for information]]''' pages.&lt;br /&gt;
       &lt;br /&gt;
The island of Shartak has been inhabited for several hundred years by native tribes from the villages of '''[[Dalpok]]''', '''[[Raktam]]''' and '''[[Wiksik]]'''. In recent months, strangers to the island have appeared wearing strange clothes and carrying loud sticks. These outsiders have formed camps known as '''[[Derby]]''', '''[[Durham]]''' and '''[[York]]''' and have been joined by pirates whose '''[[shipwreck]]''' lies on the island's north shore.  &lt;br /&gt;
       &lt;br /&gt;
The strangers once stayed on the coast, away from the jungle, but some are traveling inland in search of knowledge and plunder. It won't be long before they stumble across the villages and learn of the treasures of the tribal ancestors.|&lt;br /&gt;
       &lt;br /&gt;
&amp;lt;!-- Alert --&amp;gt;   &lt;br /&gt;
       &lt;br /&gt;
mainpage_alert=''No messages.''|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Wiki activities --&amp;gt;         &lt;br /&gt;
       &lt;br /&gt;
mainpage_activities='''Current wiki activities'''        &lt;br /&gt;
* [[The Shartak Wiki:Policies and guidelines|Policies and guidelines]] for the wiki are being [[The Shartak Wiki talk:Policies and guidelines|proposed and discussed]].&lt;br /&gt;
* The [[Identify Friend or Foe]] initiative has been launched.   &lt;br /&gt;
* [[Special weapon event odds]] are being researched.          &lt;br /&gt;
* [[Shaman|NPC shamans]] are being tracked.   &lt;br /&gt;
* [[Search odds condensed|Search odds]] are being researched and [[Search odds condensed (results)|summarized]].                     &lt;br /&gt;
* [[Trading hut stock reports|Trader stocks]] are being reported.        &lt;br /&gt;
* [[Talk:Character classes|Class-specific skills]] are being charted. &lt;br /&gt;
* Important locations are being logged in the [[Parchment Pages]]. &lt;br /&gt;
* Get an overview of towns with the Derby Evening Press's [[Guide to Towns]].&lt;br /&gt;
* Read up on in-game news and gossip in [[The Yorkman]], the [[Derby Evening Press]], and [[Jungle Drums]].&lt;br /&gt;
&lt;br /&gt;
'''Current projects'''&lt;br /&gt;
* [http://www.blackant.net/other/shartak/ Shartak MetaMap]: Creates a map of the island from user input.         &lt;br /&gt;
* [http://www.itechsc.com/misc/shartak/ubermap/ Shartak UBER MAP project]: Creates a detailed map from user input.       &lt;br /&gt;
* [http://www.philosoph.us/misc/shartak/underworld Shartak Underworld]: Permanently logs kills and deaths.       &lt;br /&gt;
}}&lt;br /&gt;
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{{Main Page Navigation|  &lt;br /&gt;
&lt;br /&gt;
mainpage_navi1a=Basics|  &lt;br /&gt;
mainpage_navi1b= &lt;br /&gt;
* [[Newcomers Guide]]        &lt;br /&gt;
* [[Gameplay]]         &lt;br /&gt;
* [[Tips and tricks]]    &lt;br /&gt;
* [[User interface]]     &lt;br /&gt;
* [[:Category:Roleplaying|Roleplaying]]  &lt;br /&gt;
* [[:Category:Statistics|Statistics]]    &lt;br /&gt;
|              &lt;br /&gt;
&lt;br /&gt;
mainpage_navi2a=Game information|        &lt;br /&gt;
mainpage_navi2b=                &lt;br /&gt;
* [[:Category:Glossary|Glossary]]        &lt;br /&gt;
** [[Class]]es         &lt;br /&gt;
** [[Skills]]          &lt;br /&gt;
** [[Items]]     &lt;br /&gt;
** [[NPC]]s      &lt;br /&gt;
* [[:Category:Locations|Locations]]      &lt;br /&gt;
** [[Terrain]]&lt;br /&gt;
** [[Camp]]s&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi3a=Feedback|&lt;br /&gt;
mainpage_navi3b=&lt;br /&gt;
* [[Requests for information]]&lt;br /&gt;
* [[Game design]]&lt;br /&gt;
* [[Bugs]]&lt;br /&gt;
* [[Suggestions]]&lt;br /&gt;
* [http://forum.shartak.com Official forum]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi4a=Site information|&lt;br /&gt;
mainpage_navi4b=&lt;br /&gt;
* [http://www.shartak.com/faq.html FAQ]&lt;br /&gt;
* [http://www.shartak.com/news.html News]&lt;br /&gt;
* [http://www.shartak.com/stats.html Statistics]&lt;br /&gt;
* [http://www.shartak.com/donate.html Donate]&lt;br /&gt;
* [http://www.shartak.com/advertising.html Advertising]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi5a=Clans|&lt;br /&gt;
mainpage_navi5b=&lt;br /&gt;
* [[:Category:Clans|Clan pages]]&lt;br /&gt;
** [[:Category:Clans for natives|Clans for natives]]&lt;br /&gt;
** [[:Category:Clans for outsiders|Clans for outsiders]]&lt;br /&gt;
** [[:Category:Clans for everyone|Clans for everyone]]&lt;br /&gt;
** [[:Category:Officially recognized clans|Officially recognized clans]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi6a=Wiki information|&lt;br /&gt;
mainpage_navi6b=&lt;br /&gt;
* [[Project:Help|Editing and Help]]&lt;br /&gt;
* [[Project:Community Portal|Community portal]]&lt;br /&gt;
* [[:Category:Delete|Delete]]&lt;br /&gt;
* [[:Category:Redirects|Redirects]]&lt;br /&gt;
* [[:Category:Templates|Templates]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Darkferret</name></author>
		
	</entry>
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