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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Independent_Republic_of_Fort_Creedy&amp;diff=13813</id>
		<title>Talk:Independent Republic of Fort Creedy</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Independent_Republic_of_Fort_Creedy&amp;diff=13813"/>
		<updated>2007-04-21T15:21:33Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: &lt;/p&gt;
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&lt;div&gt;Does Fort Creedy have a GPS location?--[[User:Johan Crichton|Johan Crichton]] 05:03, 18 April 2007 (UTC)&lt;br /&gt;
: I added it. Thanks for the reminder and the fix. --[[User:Oktavius|Oktavius]] 04:22, 19 April 2007 (UTC)&lt;br /&gt;
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Good work President Eptavian - Hart&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13719</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13719"/>
		<updated>2007-04-15T06:30:22Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Additional Ships */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
&lt;br /&gt;
1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
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Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
&lt;br /&gt;
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
&lt;br /&gt;
A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
&lt;br /&gt;
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
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Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
&lt;br /&gt;
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
&lt;br /&gt;
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
&lt;br /&gt;
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&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=13:04, 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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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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===Increased Animal Population===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=The number of animals on the Island, where they can be found|&lt;br /&gt;
suggest_description=The game has grown to include a large element of PvP which has an impact on those who don't want PvP. It's an easy way to gain XP, and you don't have to go looking for animals to find.&lt;br /&gt;
&lt;br /&gt;
As a way to perhaps tweak the balance somewhat, this suggestion is relatively simple: Increase the population of animals on the Island, and increase the locations where they can be found.  This doesn't stop PvP play, but it does make the alternatives a stronger option.&lt;br /&gt;
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Increasing the number of animals in the wilderness would mean more animal encounters for those exploring the wilderness - making it more difficult, and perhaps encouraging those who've stayed in town to perhaps get out and explore.&lt;br /&gt;
&lt;br /&gt;
Increasing the locations where animals can be found is a simple modification - wild animals should be seen in town more often, given the lack of any fences to keep them out.  With a lack of any rubbish handling in both outsider and native settlements, rats should also be a common feature of life in the settlements.&lt;br /&gt;
&lt;br /&gt;
As a simple suggestion, rats should appear in any huts that have dead bodies within or that are empty (no one is resting within).&lt;br /&gt;
|&lt;br /&gt;
suggest_time=21:44, 4 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
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1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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&lt;br /&gt;
1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
&lt;br /&gt;
3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
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Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
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::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
::::Simon, how does Shartak handle multiple huts in the same square?  If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)&lt;br /&gt;
:::::Yes, exactly the same sort of thing. - Dave&lt;br /&gt;
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===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
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That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
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He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13709</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13709"/>
		<updated>2007-04-14T05:57:47Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Additional Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
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*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
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*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
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*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
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The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
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Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
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The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
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A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
&lt;br /&gt;
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
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Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
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B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&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=13:04, 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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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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===Increased Animal Population===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=The number of animals on the Island, where they can be found|&lt;br /&gt;
suggest_description=The game has grown to include a large element of PvP which has an impact on those who don't want PvP. It's an easy way to gain XP, and you don't have to go looking for animals to find.&lt;br /&gt;
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As a way to perhaps tweak the balance somewhat, this suggestion is relatively simple: Increase the population of animals on the Island, and increase the locations where they can be found.  This doesn't stop PvP play, but it does make the alternatives a stronger option.&lt;br /&gt;
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Increasing the number of animals in the wilderness would mean more animal encounters for those exploring the wilderness - making it more difficult, and perhaps encouraging those who've stayed in town to perhaps get out and explore.&lt;br /&gt;
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Increasing the locations where animals can be found is a simple modification - wild animals should be seen in town more often, given the lack of any fences to keep them out.  With a lack of any rubbish handling in both outsider and native settlements, rats should also be a common feature of life in the settlements.&lt;br /&gt;
&lt;br /&gt;
As a simple suggestion, rats should appear in any huts that have dead bodies within or that are empty (no one is resting within).&lt;br /&gt;
|&lt;br /&gt;
suggest_time=21:44, 4 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
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1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
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3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
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Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
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::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
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===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
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That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
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He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
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		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13688</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13688"/>
		<updated>2007-04-13T04:04:11Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Huts: Body Dumping */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
&lt;br /&gt;
this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
&lt;br /&gt;
''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
&lt;br /&gt;
1 person: Raft&lt;br /&gt;
&lt;br /&gt;
2 people: Large raft&lt;br /&gt;
&lt;br /&gt;
3-4: Small boat&lt;br /&gt;
&lt;br /&gt;
5-6: Boat&lt;br /&gt;
&lt;br /&gt;
7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
&lt;br /&gt;
25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
&lt;br /&gt;
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
&lt;br /&gt;
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
&lt;br /&gt;
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
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*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
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The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
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Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
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The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
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Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
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A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
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Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
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Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
&lt;br /&gt;
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
&lt;br /&gt;
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
&lt;br /&gt;
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
&lt;br /&gt;
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
&lt;br /&gt;
4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&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=13:04, 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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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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===Increased Animal Population===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=The number of animals on the Island, where they can be found|&lt;br /&gt;
suggest_description=The game has grown to include a large element of PvP which has an impact on those who don't want PvP. It's an easy way to gain XP, and you don't have to go looking for animals to find.&lt;br /&gt;
&lt;br /&gt;
As a way to perhaps tweak the balance somewhat, this suggestion is relatively simple: Increase the population of animals on the Island, and increase the locations where they can be found.  This doesn't stop PvP play, but it does make the alternatives a stronger option.&lt;br /&gt;
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Increasing the number of animals in the wilderness would mean more animal encounters for those exploring the wilderness - making it more difficult, and perhaps encouraging those who've stayed in town to perhaps get out and explore.&lt;br /&gt;
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Increasing the locations where animals can be found is a simple modification - wild animals should be seen in town more often, given the lack of any fences to keep them out.  With a lack of any rubbish handling in both outsider and native settlements, rats should also be a common feature of life in the settlements.&lt;br /&gt;
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As a simple suggestion, rats should appear in any huts that have dead bodies within or that are empty (no one is resting within).&lt;br /&gt;
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suggest_time=21:44, 4 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
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As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
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1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
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3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.&lt;br /&gt;
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[[User:FirstAmongstDaves|FirstAmongstDaves]]| 15 April 2007&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13687</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13687"/>
		<updated>2007-04-13T04:02:12Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Snakes */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
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*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
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*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
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*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
&lt;br /&gt;
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
&lt;br /&gt;
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
&lt;br /&gt;
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
&lt;br /&gt;
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
&lt;br /&gt;
This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
&lt;br /&gt;
*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
&lt;br /&gt;
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
&lt;br /&gt;
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
&lt;br /&gt;
A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
&lt;br /&gt;
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
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Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
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B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&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=13:04, 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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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&lt;br /&gt;
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===Increased Animal Population===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=The number of animals on the Island, where they can be found|&lt;br /&gt;
suggest_description=The game has grown to include a large element of PvP which has an impact on those who don't want PvP. It's an easy way to gain XP, and you don't have to go looking for animals to find.&lt;br /&gt;
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As a way to perhaps tweak the balance somewhat, this suggestion is relatively simple: Increase the population of animals on the Island, and increase the locations where they can be found.  This doesn't stop PvP play, but it does make the alternatives a stronger option.&lt;br /&gt;
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Increasing the number of animals in the wilderness would mean more animal encounters for those exploring the wilderness - making it more difficult, and perhaps encouraging those who've stayed in town to perhaps get out and explore.&lt;br /&gt;
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Increasing the locations where animals can be found is a simple modification - wild animals should be seen in town more often, given the lack of any fences to keep them out.  With a lack of any rubbish handling in both outsider and native settlements, rats should also be a common feature of life in the settlements.&lt;br /&gt;
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As a simple suggestion, rats should appear in any huts that have dead bodies within or that are empty (no one is resting within).&lt;br /&gt;
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suggest_time=21:44, 4 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
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As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
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1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
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2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
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3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.&lt;br /&gt;
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[[User:FirstAmongstDaves|FirstAmongstDaves]]| 15 April 2007&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13686</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13686"/>
		<updated>2007-04-13T04:00:54Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Additional Ships */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
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*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
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*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
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*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
&lt;br /&gt;
*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
&lt;br /&gt;
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
&lt;br /&gt;
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
&lt;br /&gt;
A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
&lt;br /&gt;
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
 &lt;br /&gt;
Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
&lt;br /&gt;
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
&lt;br /&gt;
5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
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In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
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I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&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=13:04, 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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===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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===Increased Animal Population===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=The number of animals on the Island, where they can be found|&lt;br /&gt;
suggest_description=The game has grown to include a large element of PvP which has an impact on those who don't want PvP. It's an easy way to gain XP, and you don't have to go looking for animals to find.&lt;br /&gt;
&lt;br /&gt;
As a way to perhaps tweak the balance somewhat, this suggestion is relatively simple: Increase the population of animals on the Island, and increase the locations where they can be found.  This doesn't stop PvP play, but it does make the alternatives a stronger option.&lt;br /&gt;
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Increasing the number of animals in the wilderness would mean more animal encounters for those exploring the wilderness - making it more difficult, and perhaps encouraging those who've stayed in town to perhaps get out and explore.&lt;br /&gt;
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Increasing the locations where animals can be found is a simple modification - wild animals should be seen in town more often, given the lack of any fences to keep them out.  With a lack of any rubbish handling in both outsider and native settlements, rats should also be a common feature of life in the settlements.&lt;br /&gt;
&lt;br /&gt;
As a simple suggestion, rats should appear in any huts that have dead bodies within or that are empty (no one is resting within).&lt;br /&gt;
|&lt;br /&gt;
suggest_time=21:44, 4 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
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===Additional Ships===&lt;br /&gt;
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As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
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A few benefits:&lt;br /&gt;
&lt;br /&gt;
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
&lt;br /&gt;
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
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3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
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Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
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This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
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So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
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1. one ship in Unity Bay near the island&lt;br /&gt;
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2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
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in addition to:&lt;br /&gt;
&lt;br /&gt;
3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
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4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
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and of course:&lt;br /&gt;
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5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
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6. a ship in the water at each settlement.&lt;br /&gt;
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Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.&lt;br /&gt;
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[[User:FirstAmongstDaves|FirstAmongstDaves]]| 15 April 2007&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13685</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13685"/>
		<updated>2007-04-13T03:53:20Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: Additional ships - new suggestion&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
&lt;br /&gt;
''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
&lt;br /&gt;
7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
&lt;br /&gt;
25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
&lt;br /&gt;
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
&lt;br /&gt;
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
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*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
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The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
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Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
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The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
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A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
&lt;br /&gt;
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
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Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
&lt;br /&gt;
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
&lt;br /&gt;
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
&lt;br /&gt;
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
&lt;br /&gt;
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
&lt;br /&gt;
4) Maxed-out players might find it more interesting.&lt;br /&gt;
&lt;br /&gt;
5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
&lt;br /&gt;
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
&lt;br /&gt;
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
&lt;br /&gt;
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
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===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&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=13:04, 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;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
===Increased Animal Population===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=The number of animals on the Island, where they can be found|&lt;br /&gt;
suggest_description=The game has grown to include a large element of PvP which has an impact on those who don't want PvP. It's an easy way to gain XP, and you don't have to go looking for animals to find.&lt;br /&gt;
&lt;br /&gt;
As a way to perhaps tweak the balance somewhat, this suggestion is relatively simple: Increase the population of animals on the Island, and increase the locations where they can be found.  This doesn't stop PvP play, but it does make the alternatives a stronger option.&lt;br /&gt;
&lt;br /&gt;
Increasing the number of animals in the wilderness would mean more animal encounters for those exploring the wilderness - making it more difficult, and perhaps encouraging those who've stayed in town to perhaps get out and explore.&lt;br /&gt;
&lt;br /&gt;
Increasing the locations where animals can be found is a simple modification - wild animals should be seen in town more often, given the lack of any fences to keep them out.  With a lack of any rubbish handling in both outsider and native settlements, rats should also be a common feature of life in the settlements.&lt;br /&gt;
&lt;br /&gt;
As a simple suggestion, rats should appear in any huts that have dead bodies within or that are empty (no one is resting within).&lt;br /&gt;
|&lt;br /&gt;
suggest_time=21:44, 4 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===Additional Ships===&lt;br /&gt;
&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
&lt;br /&gt;
A few benefits:&lt;br /&gt;
&lt;br /&gt;
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
&lt;br /&gt;
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm sugesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
&lt;br /&gt;
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
&lt;br /&gt;
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
&lt;br /&gt;
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
&lt;br /&gt;
So, in summary with some suggestions on locations for tother ships:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. one ship in Unity Bay near the island&lt;br /&gt;
2. one ship in the Long Fin River delta for use by the River Born Fury clan and others in the locality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
in addition to:&lt;br /&gt;
&lt;br /&gt;
3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
&lt;br /&gt;
and of course:&lt;br /&gt;
&lt;br /&gt;
5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
6. a ship in the water at each settlement.&lt;br /&gt;
&lt;br /&gt;
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikley choice fo  pirate ship. corvettes and frigates had three masts. I am gussing it would be possible to easily create three masted ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:FirstAmongstDaves|FirstAmongstDaves]]| 15 April 2007&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Fourth_Battle_of_York&amp;diff=13683</id>
		<title>Fourth Battle of York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Fourth_Battle_of_York&amp;diff=13683"/>
		<updated>2007-04-13T03:38:29Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* The 1st Imperial Privateers Regiment's Version of Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Historical Article}}&lt;br /&gt;
[[Image:Colonial_milita_troops.jpg|thumb|250px|right|Local soldiers resting in-between skirmishes.]]&lt;br /&gt;
&lt;br /&gt;
==Hostilities Begin==&lt;br /&gt;
 &lt;br /&gt;
The '''Fourth Battle of [[York]]''' started in early-to-mid-February 2007 when {{profile|6206|Keiichi}} hired the [[Mercenary's Guild]] to seige York. Upon being tipped off that the Mercenaries Guild where planning something in York, several Colonial Police officers surrounded a hut where mercenary leader The Malice was sleeping. Upon discovering he was surrounded, he tried to escape but was shot dead by Colonial Officers. Swearing revenge, the Guild found that an invasion was needed. Saying they would only attack the Colonial Police and the York Protestant League, the Guild rushed into York and killed several officers and citizens who had voiced their dislike of the Guild. &lt;br /&gt;
 &lt;br /&gt;
==York's Defenders==&lt;br /&gt;
 &lt;br /&gt;
Though the CP and the Mercernary's Guild were the most prominent combatants in the Fourth Battle of York, neither side was without allies.  The Colonial Police received substantial assistance from the [[Order of Patriots]], the [[1st Colonial Militia]], [[Colonial Counter-Terrorist Unit]] and  the [[Derby Hospitallers]].  The [[1st Derby Privateers]], annoyed with what they considered the unacceptable behavior of the Colonial Police, renounced their alliance with the CP at the invasion's outset.  The 1DP sat out the remainder of the battle.&lt;br /&gt;
 &lt;br /&gt;
==The Invaders== &lt;br /&gt;
 &lt;br /&gt;
Like the CP, the mercenaries were not alone in their war against York.  The [[Jolly Roger Gang]], having long declared its hostility to York, chose this opportunity to put its words into action and joined the MG's assault.  Also joining the assault was the [[1st Imperial Privateers Regiment]]. 1IPR announced its intention to withdraw from its raid on the native town of Wiksik to help the mercenaries in their invasion. &lt;br /&gt;
&lt;br /&gt;
==The Battle==&lt;br /&gt;
&lt;br /&gt;
Although weakened, the Colonial Police did not stop fighting.  They soon launched a powerful counter-attack that killed nine mercenaries, among them 'The Butcher of York' himself- Tom Failur. The Order of Patriots, in addition to inflicting casualties on the invaders, hunted down and killed the nearest roaming shaman, forcing the invaders to revive much farther away.  York's defenders coordinated their efforts, putting together patrols to sniff out and eliminate hostiles. The Guild, out of arms and men, vowed to return with more soldiers. &lt;br /&gt;
 &lt;br /&gt;
A few days later, the Mercenary's Guild returned, and averaged &amp;quot;five kills a day,&amp;quot; according to the Guild's spokesman.  The war moved from downtown York to the surrounding jungle, as the two sides pursued a two-sided guerrilla warfare campaign against one another.  According to the [[Yorkman]] newspaper, the Fourth Battle resulted in just over 200 deaths.  The vast majority of these casualties were borne by the Mercenary's Guild, the Colonial Police, and the 1st Imperial Privateers. It should be noted that these are only kills logged in the Shartak Underworld, so these figures are probably a tad low.&lt;br /&gt;
&lt;br /&gt;
==The Effects==&lt;br /&gt;
 &lt;br /&gt;
The Fourth Invasion had little effect on the long-standing grudge between the Mercenary's Guild and the Colonial Police.  If anything, the positions were only hardened.  However, the particularly poor performance of the Imperial Privateers (suffering a 2:1 casualty to kill ratio) resulted in a distinct loss of prestige for that clan. The Imperials' version of events is detailed below.  The 1st Imperial Bank left York, headed for the shipwreck, but CP leader Kjendlie publicly requested its return, apparently trusting the Bank's claims of neutrality.&lt;br /&gt;
 &lt;br /&gt;
On the York side, frictions developed between several of the defenders in the wake of the battle.  First the Colonial Militia withdrew from the Alliance of York, and the Derby Hospitallers soon followed.  This is ironic, given that the two clans agreed on virtually nothing.  Long-time Colonial Policeman Nighter also departed the CP. Meanwhile, politically-motivated hostilities between CM member Arminius and CP officer Che threaten to drive the CM and CP further apart.&lt;br /&gt;
 &lt;br /&gt;
The primary effect of the Fourth Invasion seems to be a hardening of the stances of the two major combatants.  A fifth invasion would surprise few.&lt;br /&gt;
&lt;br /&gt;
== The 1st Imperial Privateers Regiment's Version of Events ==&lt;br /&gt;
&lt;br /&gt;
The following represents one perspective of the events, and is definitely not held in universal regard. &lt;br /&gt;
&lt;br /&gt;
At the invitation of their allies the Mercenaries Guild, the Imperials broke off their siege of Wiksik and attacked York, approximately one week after the Guild's hostilities in York commenced. The attack by the Imperials was publicly condemned by both the 1st Colonial Militia, who were under the misapprehension they had brokered a truce with the Imperials, and by the Colonial Police, who had established communications through their diplomat-at-large, Nighter.&lt;br /&gt;
&lt;br /&gt;
The Imperials offensive met with fierce resistence from York's defenders, notably the Order of Patriots and their littoral patrols along the northern York coastline. Other York tactics included use of messenger to coordinate attacks on enemy positions, and the assassination by Mr Bungle of the nearest roaming shaman which caused Imperial soldiers to be revived in the locality of Dalpok well out of the York theatre. This very capable defence effectively neutralised the Imperials in the first stage of the war.&lt;br /&gt;
&lt;br /&gt;
The Imperials however never lost resolve in what they consider to be a current invasion, which they call The Keiichi Incident.  Following the Mercenary Guild withdrawal from York, on 27 February '07 Nighter attempted to broker a peace, assisted by Imperial recruit Master Lucky, effectively an advocate for Colonial Police views within the Imperials. This peace offering was rejected by the Imperials, and Master Lucky resigned his commission from the Imperials when 4 Colonial Policemen coerced him to kill a fellow Imperial soldier, Rotten Balls.&lt;br /&gt;
&lt;br /&gt;
Learning of the Mercenary Guild withdrawal from York from Nighter, the Imperials on 27 February '07 commissioned the assassination of the local York shaman by Mercenary Guildsmen for the sum of 250 gold coins. This assassination attempt was unsuccessful. The assassination was to serve as the trigger for an invasion of York on 1 March by the bulk of the regiment. Imperials fighters dispersed once it became apparent the assassination had been repelled by York fighters.&lt;br /&gt;
&lt;br /&gt;
From 1 March '07, the Imperials then moved their theatre of operations from within York proper to a land blockade of the York peninsula, killing Yorkmen who travelled beyond York's borders without the benefit of the local shaman to revive them immediately back into action. Imperial-related deaths of York fighters and non-combatants dramatically surged during this new strategic phase of the war, despite highly co-ordinated patrols by York's defenders. Ella Chen, a colonel of the Imperials, was the leading campaigner during this period, successfully inhibiting York movements in the north-west through concerted guerilla attacks. The Colonial Police headquarters was the target of repeated Imperial sorties during this period as Kjendlie became the main target of attacks, with politically-motivated propaganda raining thick from both sides.&lt;br /&gt;
&lt;br /&gt;
On 21 March '07 the Imperials received Kjendlie's appeal to offer terms leading to withdrawal, which was rejected out of hand.&lt;br /&gt;
&lt;br /&gt;
The Imperials consider the following outcomes have emerged to date from the Keiichi Incident: first, a depleted, weak and discredited Colonial Police whose headquarters have been converted to a tavern: second, a disbanded CCTU, whose leadership by the effective general but inexperienced politician Bauer had only temporary results due to his inability to keep his subordinate confederates in line, and the dissolution of York's alliance with Derby: and, following from that, emerging and deep factional divisions within York's defenders particularly with the 1st Colonial Militia. &lt;br /&gt;
&lt;br /&gt;
On 10 April '07 the Imperials declared a signal victory, sighting the pirate Raffles safely sleeping within York's confines. The Imperials' political objectives in this offensive were to open trade by pirates into York, and avenge Imperial deaths at the hands of York's anti-pirate forces. Those goals were declared by the Imperials to be almost both achieved.&lt;br /&gt;
&lt;br /&gt;
Hostilities continue into the lead-up to the [[Wicksick]] [[Dork Cup]], although on 11 April the Imperials offered the Colonial Police a cessation of hostilites in exchange for uninhibited trading rights for pirates in York, and the trial of Kjendlie in the [[Derby Courts]].&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
[[First Battle of York]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Battle of York]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Third Battle of York]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13661</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13661"/>
		<updated>2007-04-11T14:51:46Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Mt. Shartak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Observatory=====&lt;br /&gt;
&lt;br /&gt;
Run by Ibn al Xuffasch, the [[York Observatory]] is dedicated to identifying life beyond the skies. The Observatory welcomes visiting academics.&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula, known as Piketown.&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak (or Mt Eramus) looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449] (there's a [[map of caves near Dalpok]])&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from [[Mt Shartak]]. The clan [[River Born Fury]] have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone except against those wanted by the Colonial Police.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====The Waugh Arms=====&lt;br /&gt;
The newest tavern on this island, found in the former Colonial Police headquarters and run by the [[Colon Police]] and 5punk, and is also a non-violence zone. The Waugh Arms generally has several staff members on call to dispense food, drinks and healing.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Waugh Arms|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
Congregation Tafas Shalva, a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions. Derby is the only town with a working judicial system, a hospital, and a duelling academy.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. Durham is the only town on Shartak with a democratically elected leader, Governor Jacobi. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. This internicine conflict ended with the reform of the [[Scavengers]] clan in February '07. Frequent attacks on visiting outsiders deter most trade with the village. In March '07, Raktam was the starting point of the inaugural [[Raktam Race]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13660</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13660"/>
		<updated>2007-04-11T14:50:10Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Imperial Bank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Observatory=====&lt;br /&gt;
&lt;br /&gt;
Run by Ibn al Xuffasch, the [[York Observatory]] is dedicated to identifying life beyond the skies. The Observatory welcomes visiting academics.&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula, known as Piketown.&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449] (there's a [[map of caves near Dalpok]])&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from [[Mt Shartak]]. The clan [[River Born Fury]] have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone except against those wanted by the Colonial Police.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====The Waugh Arms=====&lt;br /&gt;
The newest tavern on this island, found in the former Colonial Police headquarters and run by the [[Colon Police]] and 5punk, and is also a non-violence zone. The Waugh Arms generally has several staff members on call to dispense food, drinks and healing.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Waugh Arms|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
Congregation Tafas Shalva, a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions. Derby is the only town with a working judicial system, a hospital, and a duelling academy.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. Durham is the only town on Shartak with a democratically elected leader, Governor Jacobi. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. This internicine conflict ended with the reform of the [[Scavengers]] clan in February '07. Frequent attacks on visiting outsiders deter most trade with the village. In March '07, Raktam was the starting point of the inaugural [[Raktam Race]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13659</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13659"/>
		<updated>2007-04-11T14:48:36Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Shartak Crytozoological Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Observatory=====&lt;br /&gt;
&lt;br /&gt;
Run by Ibn al Xuffasch, the [[York Observatory]] is dedicated to identifying life beyond the skies. The Observatory welcomes visiting academics.&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula, known as Piketown.&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449] (there's a [[map of caves near Dalpok]])&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from [[Mt Shartak]]. The clan [[River Born Fury]] have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone except against those wanted by the Colonial Police.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====The Waugh Arms=====&lt;br /&gt;
The newest tavern on this island, found in the former Colonial Police headquarters and run by the [[Colon Police]] and 5punk, and is also a non-violence zone. The Waugh Arms generally has several staff members on call to dispense food, drinks and healing.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Waugh Arms|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
Congregation Tafas Shalva, a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions. Derby is the only town with a working judicial system, a hospital, and a duelling academy.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. Durham is the only town on Shartak with a democratically elected leader, Governor Jacobi. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. This internicine conflict ended with the reform of the [[Scavengers]] clan in February '07. Frequent attacks on visiting outsiders deter most trade with the village. In March '07, Raktam was the starting point of the inaugural [[Raktam Race]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13658</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13658"/>
		<updated>2007-04-11T14:45:46Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Durham */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula, known as Piketown.&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449] (there's a [[map of caves near Dalpok]])&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from [[Mt Shartak]]. The clan [[River Born Fury]] have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone except against those wanted by the Colonial Police.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====The Waugh Arms=====&lt;br /&gt;
The newest tavern on this island, found in the former Colonial Police headquarters and run by the [[Colon Police]] and 5punk, and is also a non-violence zone. The Waugh Arms generally has several staff members on call to dispense food, drinks and healing.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Waugh Arms|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
Congregation Tafas Shalva, a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions. Derby is the only town with a working judicial system, a hospital, and a duelling academy.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. Durham is the only town on Shartak with a democratically elected leader, Governor Jacobi. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. This internicine conflict ended with the reform of the [[Scavengers]] clan in February '07. Frequent attacks on visiting outsiders deter most trade with the village. In March '07, Raktam was the starting point of the inaugural [[Raktam Race]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13657</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13657"/>
		<updated>2007-04-11T14:43:41Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Derby */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula, known as Piketown.&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449] (there's a [[map of caves near Dalpok]])&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from [[Mt Shartak]]. The clan [[River Born Fury]] have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone except against those wanted by the Colonial Police.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====The Waugh Arms=====&lt;br /&gt;
The newest tavern on this island, found in the former Colonial Police headquarters and run by the [[Colon Police]] and 5punk, and is also a non-violence zone. The Waugh Arms generally has several staff members on call to dispense food, drinks and healing.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Waugh Arms|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
Congregation Tafas Shalva, a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions. Derby is the only town with a working judicial system, a hospital, and a duelling academy.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. This internicine conflict ended with the reform of the [[Scavengers]] clan in February '07. Frequent attacks on visiting outsiders deter most trade with the village. In March '07, Raktam was the starting point of the inaugural [[Raktam Race]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13656</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13656"/>
		<updated>2007-04-11T14:38:49Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Southern Coastal Boulevard Ruins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula, known as Piketown.&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449] (there's a [[map of caves near Dalpok]])&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from [[Mt Shartak]]. The clan [[River Born Fury]] have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone except against those wanted by the Colonial Police.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====The Waugh Arms=====&lt;br /&gt;
The newest tavern on this island, found in the former Colonial Police headquarters and run by the [[Colon Police]] and 5punk, and is also a non-violence zone. The Waugh Arms generally has several staff members on call to dispense food, drinks and healing.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Waugh Arms|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
Congregation Tafas Shalva, a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. This internicine conflict ended with the reform of the [[Scavengers]] clan in February '07. Frequent attacks on visiting outsiders deter most trade with the village. In March '07, Raktam was the starting point of the inaugural [[Raktam Race]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Fourth_Battle_of_York&amp;diff=13655</id>
		<title>Fourth Battle of York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Fourth_Battle_of_York&amp;diff=13655"/>
		<updated>2007-04-11T14:33:49Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* The 1st Imperial Privateers Regiment's Version of Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Historical Article}}&lt;br /&gt;
[[Image:Colonial_milita_troops.jpg|thumb|250px|right|Local soldiers resting in-between skirmishes.]]&lt;br /&gt;
&lt;br /&gt;
==Hostilities Begin==&lt;br /&gt;
 &lt;br /&gt;
The '''Fourth Battle of [[York]]''' started in early-to-mid-February 2007 when {{profile|6206|Keiichi}} hired the [[Mercenary's Guild]] to seige York. Upon being tipped off that the Mercenaries Guild where planning something in York, several Colonial Police officers surrounded a hut where mercenary leader The Malice was sleeping. Upon discovering he was surrounded, he tried to escape but was shot dead by Colonial Officers. Swearing revenge, the Guild found that an invasion was needed. Saying they would only attack the Colonial Police and the York Protestant League, the Guild rushed into York and killed several officers and citizens who had voiced their dislike of the Guild. &lt;br /&gt;
 &lt;br /&gt;
==York's Defenders==&lt;br /&gt;
 &lt;br /&gt;
Though the CP and the Mercernary's Guild were the most prominent combatants in the Fourth Battle of York, neither side was without allies.  The Colonial Police received substantial assistance from the [[Order of Patriots]], the [[1st Colonial Militia]], [[Colonial Counter-Terrorist Unit]] and  the [[Derby Hospitallers]].  The [[1st Derby Privateers]], annoyed with what they considered the unacceptable behavior of the Colonial Police, renounced their alliance with the CP at the invasion's outset.  The 1DP sat out the remainder of the battle.&lt;br /&gt;
 &lt;br /&gt;
==The Invaders== &lt;br /&gt;
 &lt;br /&gt;
Like the CP, the mercenaries were not alone in their war against York.  The [[Jolly Roger Gang]], having long declared its hostility to York, chose this opportunity to put its words into action and joined the MG's assault.  Also joining the assault was the [[1st Imperial Privateers Regiment]]. 1IPR announced its intention to withdraw from its raid on the native town of Wiksik to help the mercenaries in their invasion. &lt;br /&gt;
&lt;br /&gt;
==The Battle==&lt;br /&gt;
&lt;br /&gt;
Although weakened, the Colonial Police did not stop fighting.  They soon launched a powerful counter-attack that killed nine mercenaries, among them 'The Butcher of York' himself- Tom Failur. The Order of Patriots, in addition to inflicting casualties on the invaders, hunted down and killed the nearest roaming shaman, forcing the invaders to revive much farther away.  York's defenders coordinated their efforts, putting together patrols to sniff out and eliminate hostiles. The Guild, out of arms and men, vowed to return with more soldiers. &lt;br /&gt;
 &lt;br /&gt;
A few days later, the Mercenary's Guild returned, and averaged &amp;quot;five kills a day,&amp;quot; according to the Guild's spokesman.  The war moved from downtown York to the surrounding jungle, as the two sides pursued a two-sided guerrilla warfare campaign against one another.  According to the [[Yorkman]] newspaper, the Fourth Battle resulted in just over 200 deaths.  The vast majority of these casualties were borne by the Mercenary's Guild, the Colonial Police, and the 1st Imperial Privateers. It should be noted that these are only kills logged in the Shartak Underworld, so these figures are probably a tad low.&lt;br /&gt;
&lt;br /&gt;
==The Effects==&lt;br /&gt;
 &lt;br /&gt;
The Fourth Invasion had little effect on the long-standing grudge between the Mercenary's Guild and the Colonial Police.  If anything, the positions were only hardened.  However, the particularly poor performance of the Imperial Privateers (suffering a 2:1 casualty to kill ratio) resulted in a distinct loss of prestige for that clan. The Imperials' version of events is detailed below.  The 1st Imperial Bank left York, headed for the shipwreck, but CP leader Kjendlie publicly requested its return, apparently trusting the Bank's claims of neutrality.&lt;br /&gt;
 &lt;br /&gt;
On the York side, frictions developed between several of the defenders in the wake of the battle.  First the Colonial Militia withdrew from the Alliance of York, and the Derby Hospitallers soon followed.  This is ironic, given that the two clans agreed on virtually nothing.  Long-time Colonial Policeman Nighter also departed the CP. Meanwhile, politically-motivated hostilities between CM member Arminius and CP officer Che threaten to drive the CM and CP further apart.&lt;br /&gt;
 &lt;br /&gt;
The primary effect of the Fourth Invasion seems to be a hardening of the stances of the two major combatants.  A fifth invasion would surprise few.&lt;br /&gt;
&lt;br /&gt;
== The 1st Imperial Privateers Regiment's Version of Events ==&lt;br /&gt;
&lt;br /&gt;
The following represents one perspective of the events, and is definitely not held in universal regard. &lt;br /&gt;
&lt;br /&gt;
At the invitation of their allies the Mercenaries Guild, the Imperials broke off their siege of Wiksik and attacked York, approximately one week after the Guild's hostilities in York commenced. The attack by the Imperials was publicly condemned by both the 1st Colonial Militia, who were under the misapprehension they had brokered a truce with the Imperials, and by the Colonial Police, who had established communications through their diplomat-at-large, Nighter.&lt;br /&gt;
&lt;br /&gt;
The Imperials offensive met with fierce resistence from York's defenders, notably the Order of Patriots and their littoral patrols along the northern York coastline. Other York tactics included use of messenger to coordinate attacks on enemy positions, and the assassination by Mr Bungle of the nearest roaming shaman which caused Imperial soldiers to be revived in the locality of Dalpok well out of the York theatre. This very capable defence effectively neutralised the Imperials in the first stage of the war.&lt;br /&gt;
&lt;br /&gt;
The Imperials however never lost resolve in what they consider to be a current invasion, which they call The Keiichi Incident.  Following the Mercenary Guild withdrawal from York, on 27 February '07 Nighter attempted to broker a peace, assisted by his zerg spy Master Lucky as an advocate for Colonial Police views within the Imperials. This peace offering was rejected by the Imperials. &lt;br /&gt;
&lt;br /&gt;
Learning of the Mercenary Guild withdrawal from York from Nighter, the Imperials on 27 February '07 commissioned the assassination of the local York shaman by Mercenary Guildsmen for the sum of 250 gold coins. This assassination attempt was unsuccessful. The assassination was to serve as the trigger for an invasion of York on 1 March by the bulk of the regiment. Imperials fighters dispersed once it became apparent the assassination had been repelled by York fighters.&lt;br /&gt;
&lt;br /&gt;
From 1 March '07, the Imperials then moved their theatre of operations from within York proper to a land blockade of the York peninsula, killing Yorkmen who travelled beyond York's borders without the benefit of the local shaman to revive them immediately back into action. Imperial-related deaths of York fighters and non-combatants dramatically surged during this new strategic phase of the war, despite highly co-ordinated patrols by York's defenders. Ella Chen, a colonel of the Imperials, was the leading campaigner during this period, successfully inhibiting York movements in the north-west through concerted guerilla attacks. The Colonial Police headquarters was the target of repeated Imperial sorties during this period as Kjendlie became the main target of attacks, with politically-motivated propaganda raining thick from both sides.&lt;br /&gt;
&lt;br /&gt;
On 21 March '07 the Imperials received Kjendlie's appeal to offer terms leading to withdrawal, which was rejected out of hand.&lt;br /&gt;
&lt;br /&gt;
The Imperials consider the following outcomes have emerged to date from the Keiichi Incident: first, a depleted, weak and discredited Colonial Police whose headquarters have been converted to a tavern: second, a disbanded CCTU, whose leadership by the effective general but inexperienced politician Bauer had only temporary results due to his inability to keep his subordinate confederates in line, and the dissolution of York's alliance with Derby: and, following from that, emerging and deep factional divisions within York's defenders particularly with the 1st Colonial Militia. &lt;br /&gt;
&lt;br /&gt;
On 10 April '07 the Imperials declared a signal victory, sighting the pirate Raffles safely sleeping within York's confines. The Imperials' political objectives in this offensive were to open trade by pirates into York, and avenge Imperial deaths at the hands of York's anti-pirate forces. Those goals were declared by the Imperials to be almost both achieved.&lt;br /&gt;
&lt;br /&gt;
Hostilities continue into the lead-up to the [[Wicksick]] [[Dork Cup]], although on 11 April the Imperials offered the Colonial Police a cessation of hostilites in exchange for uninhibited trading rights for pirates in York, and the trial of Kjendlie in the [[Derby Courts]].&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
[[First Battle of York]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Battle of York]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Third Battle of York]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Fourth_Battle_of_York&amp;diff=13654</id>
		<title>Fourth Battle of York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Fourth_Battle_of_York&amp;diff=13654"/>
		<updated>2007-04-11T14:33:19Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* The 1st Imperial Privateers Regiment's Version of Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Historical Article}}&lt;br /&gt;
[[Image:Colonial_milita_troops.jpg|thumb|250px|right|Local soldiers resting in-between skirmishes.]]&lt;br /&gt;
&lt;br /&gt;
==Hostilities Begin==&lt;br /&gt;
 &lt;br /&gt;
The '''Fourth Battle of [[York]]''' started in early-to-mid-February 2007 when {{profile|6206|Keiichi}} hired the [[Mercenary's Guild]] to seige York. Upon being tipped off that the Mercenaries Guild where planning something in York, several Colonial Police officers surrounded a hut where mercenary leader The Malice was sleeping. Upon discovering he was surrounded, he tried to escape but was shot dead by Colonial Officers. Swearing revenge, the Guild found that an invasion was needed. Saying they would only attack the Colonial Police and the York Protestant League, the Guild rushed into York and killed several officers and citizens who had voiced their dislike of the Guild. &lt;br /&gt;
 &lt;br /&gt;
==York's Defenders==&lt;br /&gt;
 &lt;br /&gt;
Though the CP and the Mercernary's Guild were the most prominent combatants in the Fourth Battle of York, neither side was without allies.  The Colonial Police received substantial assistance from the [[Order of Patriots]], the [[1st Colonial Militia]], [[Colonial Counter-Terrorist Unit]] and  the [[Derby Hospitallers]].  The [[1st Derby Privateers]], annoyed with what they considered the unacceptable behavior of the Colonial Police, renounced their alliance with the CP at the invasion's outset.  The 1DP sat out the remainder of the battle.&lt;br /&gt;
 &lt;br /&gt;
==The Invaders== &lt;br /&gt;
 &lt;br /&gt;
Like the CP, the mercenaries were not alone in their war against York.  The [[Jolly Roger Gang]], having long declared its hostility to York, chose this opportunity to put its words into action and joined the MG's assault.  Also joining the assault was the [[1st Imperial Privateers Regiment]]. 1IPR announced its intention to withdraw from its raid on the native town of Wiksik to help the mercenaries in their invasion. &lt;br /&gt;
&lt;br /&gt;
==The Battle==&lt;br /&gt;
&lt;br /&gt;
Although weakened, the Colonial Police did not stop fighting.  They soon launched a powerful counter-attack that killed nine mercenaries, among them 'The Butcher of York' himself- Tom Failur. The Order of Patriots, in addition to inflicting casualties on the invaders, hunted down and killed the nearest roaming shaman, forcing the invaders to revive much farther away.  York's defenders coordinated their efforts, putting together patrols to sniff out and eliminate hostiles. The Guild, out of arms and men, vowed to return with more soldiers. &lt;br /&gt;
 &lt;br /&gt;
A few days later, the Mercenary's Guild returned, and averaged &amp;quot;five kills a day,&amp;quot; according to the Guild's spokesman.  The war moved from downtown York to the surrounding jungle, as the two sides pursued a two-sided guerrilla warfare campaign against one another.  According to the [[Yorkman]] newspaper, the Fourth Battle resulted in just over 200 deaths.  The vast majority of these casualties were borne by the Mercenary's Guild, the Colonial Police, and the 1st Imperial Privateers. It should be noted that these are only kills logged in the Shartak Underworld, so these figures are probably a tad low.&lt;br /&gt;
&lt;br /&gt;
==The Effects==&lt;br /&gt;
 &lt;br /&gt;
The Fourth Invasion had little effect on the long-standing grudge between the Mercenary's Guild and the Colonial Police.  If anything, the positions were only hardened.  However, the particularly poor performance of the Imperial Privateers (suffering a 2:1 casualty to kill ratio) resulted in a distinct loss of prestige for that clan. The Imperials' version of events is detailed below.  The 1st Imperial Bank left York, headed for the shipwreck, but CP leader Kjendlie publicly requested its return, apparently trusting the Bank's claims of neutrality.&lt;br /&gt;
 &lt;br /&gt;
On the York side, frictions developed between several of the defenders in the wake of the battle.  First the Colonial Militia withdrew from the Alliance of York, and the Derby Hospitallers soon followed.  This is ironic, given that the two clans agreed on virtually nothing.  Long-time Colonial Policeman Nighter also departed the CP. Meanwhile, politically-motivated hostilities between CM member Arminius and CP officer Che threaten to drive the CM and CP further apart.&lt;br /&gt;
 &lt;br /&gt;
The primary effect of the Fourth Invasion seems to be a hardening of the stances of the two major combatants.  A fifth invasion would surprise few.&lt;br /&gt;
&lt;br /&gt;
== The 1st Imperial Privateers Regiment's Version of Events ==&lt;br /&gt;
&lt;br /&gt;
The following represents one perspective of the events, and is definitely not held in universal regard. &lt;br /&gt;
&lt;br /&gt;
At the invitation of heir allies the Mercenaries Guild, the Imperials broke off their siege of Wiksik and attacked York, approximately one week after the Guild's hostilities in York commenced. The attack by the Imperials was publicly condemned by both the 1st Colonial Militia, who were under the misapprehension they had brokered a truce with the Imperials, and by the Colonial Police, who had established communications through their diplomat-at-large, Nighter.&lt;br /&gt;
&lt;br /&gt;
The Imperials offensive met with fierce resistence from York's defenders, notably the Order of Patriots and their littoral patrols along the northern York coastline. Other York tactics included use of messenger to coordinate attacks on enemy positions, and the assassination by Mr Bungle of the nearest roaming shaman which caused Imperial soldiers to be revived in the locality of Dalpok well out of the York theatre. This very capable defence effectively neutralised the Imperials in the first stage of the war.&lt;br /&gt;
&lt;br /&gt;
The Imperials however never lost resolve in what they consider to be a current invasion, which they call The Keiichi Incident.  Following the Mercenary Guild withdrawal from York, on 27 February '07 Nighter attempted to broker a peace, assisted by his zerg spy Master Lucky as an advocate for Colonial Police views within the Imperials. This peace offering was rejected by the Imperials. &lt;br /&gt;
&lt;br /&gt;
Learning of the Mercenary Guild withdrawal from York from Nighter, the Imperials on 27 February '07 commissioned the assassination of the local York shaman by Mercenary Guildsmen for the sum of 250 gold coins. This assassination attempt was unsuccessful. The assassination was to serve as the trigger for an invasion of York on 1 March by the bulk of the regiment. Imperials fighters dispersed once it became apparent the assassination had been repelled by York fighters.&lt;br /&gt;
&lt;br /&gt;
From 1 March '07, the Imperials then moved their theatre of operations from within York proper to a land blockade of the York peninsula, killing Yorkmen who travelled beyond York's borders without the benefit of the local shaman to revive them immediately back into action. Imperial-related deaths of York fighters and non-combatants dramatically surged during this new strategic phase of the war, despite highly co-ordinated patrols by York's defenders. Ella Chen, a colonel of the Imperials, was the leading campaigner during this period, successfully inhibiting York movements in the north-west through concerted guerilla attacks. The Colonial Police headquarters was the target of repeated Imperial sorties during this period as Kjendlie became the main target of attacks, with politically-motivated propaganda raining thick from both sides.&lt;br /&gt;
&lt;br /&gt;
On 21 March '07 the Imperials received Kjendlie's appeal to offer terms leading to withdrawal, which was rejected out of hand.&lt;br /&gt;
&lt;br /&gt;
The Imperials consider the following outcomes have emerged to date from the Keiichi Incident: first, a depleted, weak and discredited Colonial Police whose headquarters have been converted to a tavern: second, a disbanded CCTU, whose leadership by the effective general but inexperienced politician Bauer had only temporary results due to his inability to keep his subordinate confederates in line, and the dissolution of York's alliance with Derby: and, following from that, emerging and deep factional divisions within York's defenders particularly with the 1st Colonial Militia. &lt;br /&gt;
&lt;br /&gt;
On 10 April '07 the Imperials declared a signal victory, sighting the pirate Raffles safely sleeping within York's confines. The Imperials' political objectives in this offensive were to open trade by pirates into York, and avenge Imperial deaths at the hands of York's anti-pirate forces. Those goals were declared by the Imperials to be almost both achieved.&lt;br /&gt;
&lt;br /&gt;
Hostilities continue into the lead-up to the [[Wicksick]] [[Dork Cup]], although on 11 April the Imperials offered the Colonial Police a cessation of hostilites in exchange for uninhibited trading rights for pirates in York, and the trial of Kjendlie in the [[Derby Courts]].&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
[[First Battle of York]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Battle of York]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Third Battle of York]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Fourth_Battle_of_York&amp;diff=13651</id>
		<title>Fourth Battle of York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Fourth_Battle_of_York&amp;diff=13651"/>
		<updated>2007-04-11T11:59:38Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* The 1st Imperial Privateers Regiment's Version of Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Historical Article}}&lt;br /&gt;
[[Image:Colonial_milita_troops.jpg|thumb|250px|right|Local soldiers resting in-between skirmishes.]]&lt;br /&gt;
&lt;br /&gt;
==Hostilities Begin==&lt;br /&gt;
 &lt;br /&gt;
The '''Fourth Battle of [[York]]''' started in early-to-mid-February 2007 when {{profile|6206|Keiichi}} hired the [[Mercenary's Guild]] to seige York. Upon being tipped off that the Mercenaries Guild where planning something in York, several Colonial Police officers surrounded a hut where mercenary leader The Malice was sleeping. Upon discovering he was surrounded, he tried to escape but was shot dead by Colonial Officers. Swearing revenge, the Guild found that an invasion was needed. Saying they would only attack the Colonial Police and the York Protestant League, the Guild rushed into York and killed several officers and citizens who had voiced their dislike of the Guild. &lt;br /&gt;
 &lt;br /&gt;
==York's Defenders==&lt;br /&gt;
 &lt;br /&gt;
Though the CP and the Mercernary's Guild were the most prominent combatants in the Fourth Battle of York, neither side was without allies.  The Colonial Police received substantial assistance from the [[Order of Patriots]], the [[1st Colonial Militia]], [[Colonial Counter-Terrorist Unit]] and  the [[Derby Hospitallers]].  The [[1st Derby Privateers]], annoyed with what they considered the unacceptable behavior of the Colonial Police, renounced their alliance with the CP at the invasion's outset.  The 1DP sat out the remainder of the battle.&lt;br /&gt;
 &lt;br /&gt;
==The Invaders== &lt;br /&gt;
 &lt;br /&gt;
Like the CP, the mercenaries were not alone in their war against York.  The [[Jolly Roger Gang]], having long declared its hostility to York, chose this opportunity to put its words into action and joined the MG's assault.  Also joining the assault was the [[1st Imperial Privateers Regiment]]. 1IPR announced its intention to withdraw from its raid on the native town of Wiksik to help the mercenaries in their invasion. &lt;br /&gt;
&lt;br /&gt;
==The Battle==&lt;br /&gt;
&lt;br /&gt;
Although weakened, the Colonial Police did not stop fighting.  They soon launched a powerful counter-attack that killed nine mercenaries, among them 'The Butcher of York' himself- Tom Failur. The Order of Patriots, in addition to inflicting casualties on the invaders, hunted down and killed the nearest roaming shaman, forcing the invaders to revive much farther away.  York's defenders coordinated their efforts, putting together patrols to sniff out and eliminate hostiles. The Guild, out of arms and men, vowed to return with more soldiers. &lt;br /&gt;
 &lt;br /&gt;
A few days later, the Mercenary's Guild returned, and averaged &amp;quot;five kills a day,&amp;quot; according to the Guild's spokesman.  The war moved from downtown York to the surrounding jungle, as the two sides pursued a two-sided guerrilla warfare campaign against one another.  According to the [[Yorkman]] newspaper, the Fourth Battle resulted in just over 200 deaths.  The vast majority of these casualties were borne by the Mercenary's Guild, the Colonial Police, and the 1st Imperial Privateers. It should be noted that these are only kills logged in the Shartak Underworld, so these figures are probably a tad low.&lt;br /&gt;
&lt;br /&gt;
==The Effects==&lt;br /&gt;
 &lt;br /&gt;
The Fourth Invasion had little effect on the long-standing grudge between the Mercenary's Guild and the Colonial Police.  If anything, the positions were only hardened.  However, the particularly poor performance of the Imperial Privateers (suffering a 2:1 casualty to kill ratio) resulted in a distinct loss of prestige for that clan. The Imperials' version of events is detailed below.  The 1st Imperial Bank left York, headed for the shipwreck, but CP leader Kjendlie publicly requested its return, apparently trusting the Bank's claims of neutrality.&lt;br /&gt;
 &lt;br /&gt;
On the York side, frictions developed between several of the defenders in the wake of the battle.  First the Colonial Militia withdrew from the Alliance of York, and the Derby Hospitallers soon followed.  This is ironic, given that the two clans agreed on virtually nothing.  Long-time Colonial Policeman Nighter also departed the CP. Meanwhile, politically-motivated hostilities between CM member Arminius and CP officer Che threaten to drive the CM and CP further apart.&lt;br /&gt;
 &lt;br /&gt;
The primary effect of the Fourth Invasion seems to be a hardening of the stances of the two major combatants.  A fifth invasion would surprise few.&lt;br /&gt;
&lt;br /&gt;
== The 1st Imperial Privateers Regiment's Version of Events ==&lt;br /&gt;
&lt;br /&gt;
The following represents one perspective of the events, and is definitely not held in universal regard. &lt;br /&gt;
&lt;br /&gt;
At the invitation of heir allies the Mercenaries Guild, the Imperials broke off their siege of Wiksik and attacked York, approximately one week after the Guild's hostilities in York commenced. The Imperials offensive met with fierce resistence from York's defenders, notably the Order of Patriots and their patrols along the northern York coastline. This very capable defence effectively neutralised the Imperials in the first stage of the war.&lt;br /&gt;
&lt;br /&gt;
The Imperials however never lost resolve in what they consider to be a current invasion, which they call The Keiichi Incident.  Following the Mercenary Guild withdrawal from York, on 27 February '07 Nighter attempted to broker a peace, assisted by his zerg spy Master Lucky as an advocate for Colonial Police views within the Imperials. This peace offering was rejected by the Imperials. &lt;br /&gt;
&lt;br /&gt;
From 1 March '07, the Imperials then moved their theatre of operations from within York proper to a land blockade of the York peninsula, killing Yorkmen who travelled beyond York's borders without the benefit of the local shaman to revive them immediately back into action. Imperial-related deaths dramatically surged during this new phase of the war, despite well-co-ordinated patrols by York's defenders. Ella Chen, a colonel of the Imperials, was the leading campaigner during this period, successfully inhibiting York movements in the north-west. The Colonial Police headquarters was the target of repeated sorties during this period, with politically-motivated propaganda raining thick from both sides.&lt;br /&gt;
&lt;br /&gt;
The Imperials in early March '07 commissioned the assassination of the local York shaman by Mercenary Guildsmen for the sum of 250 gold coins, which was unsuccessful.  &lt;br /&gt;
&lt;br /&gt;
On 21 March '07 the Imperials received Kjendlie's appeal to offer terms leading to withdrawal, which was rejected out of hand.&lt;br /&gt;
&lt;br /&gt;
The Imperials consider the following outcomes have emerged to date from the incident: first, a depleted, weak and discredited Colonial Police whose headquarters have been converted to a tavern: second, a disbanded CCTU, whose leadership by the effective general but inexperienced politician Bauer had only temporary results due to his inability to keep his subordinate confederates in line: and, following from that, emerging and deep factional divisions within York's defenders particularly with the 1st Colonial Militia. &lt;br /&gt;
&lt;br /&gt;
On 10 April '07 the Imperials declared a signal victory, sighting the pirate Raffles safely sleeping within York's confines. The Imperials' political objectives in this offensive were to open trade by pirates into York, and avenge Imperial deaths at the hands of York's anti-pirate forces. Those goals were declared by the Imperials to be almost both achieved.&lt;br /&gt;
&lt;br /&gt;
Hostilities continue into the lead-up to the [[Wicksick]] [[Dork Cup]], although on 11 April the Imperials offered the Colonial Police a cessation of hostilites in exchange for uninhibited trading rights for pirates in York, and the trial of Kjendlie in the [[Derby Courts]].&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
[[First Battle of York]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Battle of York]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Third Battle of York]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Fourth_Battle_of_York&amp;diff=13650</id>
		<title>Fourth Battle of York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Fourth_Battle_of_York&amp;diff=13650"/>
		<updated>2007-04-11T11:48:00Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* The 1st Imperial Privateers Regiment's Version of Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Historical Article}}&lt;br /&gt;
[[Image:Colonial_milita_troops.jpg|thumb|250px|right|Local soldiers resting in-between skirmishes.]]&lt;br /&gt;
&lt;br /&gt;
==Hostilities Begin==&lt;br /&gt;
 &lt;br /&gt;
The '''Fourth Battle of [[York]]''' started in early-to-mid-February 2007 when {{profile|6206|Keiichi}} hired the [[Mercenary's Guild]] to seige York. Upon being tipped off that the Mercenaries Guild where planning something in York, several Colonial Police officers surrounded a hut where mercenary leader The Malice was sleeping. Upon discovering he was surrounded, he tried to escape but was shot dead by Colonial Officers. Swearing revenge, the Guild found that an invasion was needed. Saying they would only attack the Colonial Police and the York Protestant League, the Guild rushed into York and killed several officers and citizens who had voiced their dislike of the Guild. &lt;br /&gt;
 &lt;br /&gt;
==York's Defenders==&lt;br /&gt;
 &lt;br /&gt;
Though the CP and the Mercernary's Guild were the most prominent combatants in the Fourth Battle of York, neither side was without allies.  The Colonial Police received substantial assistance from the [[Order of Patriots]], the [[1st Colonial Militia]], [[Colonial Counter-Terrorist Unit]] and  the [[Derby Hospitallers]].  The [[1st Derby Privateers]], annoyed with what they considered the unacceptable behavior of the Colonial Police, renounced their alliance with the CP at the invasion's outset.  The 1DP sat out the remainder of the battle.&lt;br /&gt;
 &lt;br /&gt;
==The Invaders== &lt;br /&gt;
 &lt;br /&gt;
Like the CP, the mercenaries were not alone in their war against York.  The [[Jolly Roger Gang]], having long declared its hostility to York, chose this opportunity to put its words into action and joined the MG's assault.  Also joining the assault was the [[1st Imperial Privateers Regiment]]. 1IPR announced its intention to withdraw from its raid on the native town of Wiksik to help the mercenaries in their invasion. &lt;br /&gt;
&lt;br /&gt;
==The Battle==&lt;br /&gt;
&lt;br /&gt;
Although weakened, the Colonial Police did not stop fighting.  They soon launched a powerful counter-attack that killed nine mercenaries, among them 'The Butcher of York' himself- Tom Failur. The Order of Patriots, in addition to inflicting casualties on the invaders, hunted down and killed the nearest roaming shaman, forcing the invaders to revive much farther away.  York's defenders coordinated their efforts, putting together patrols to sniff out and eliminate hostiles. The Guild, out of arms and men, vowed to return with more soldiers. &lt;br /&gt;
 &lt;br /&gt;
A few days later, the Mercenary's Guild returned, and averaged &amp;quot;five kills a day,&amp;quot; according to the Guild's spokesman.  The war moved from downtown York to the surrounding jungle, as the two sides pursued a two-sided guerrilla warfare campaign against one another.  According to the [[Yorkman]] newspaper, the Fourth Battle resulted in just over 200 deaths.  The vast majority of these casualties were borne by the Mercenary's Guild, the Colonial Police, and the 1st Imperial Privateers. It should be noted that these are only kills logged in the Shartak Underworld, so these figures are probably a tad low.&lt;br /&gt;
&lt;br /&gt;
==The Effects==&lt;br /&gt;
 &lt;br /&gt;
The Fourth Invasion had little effect on the long-standing grudge between the Mercenary's Guild and the Colonial Police.  If anything, the positions were only hardened.  However, the particularly poor performance of the Imperial Privateers (suffering a 2:1 casualty to kill ratio) resulted in a distinct loss of prestige for that clan. The Imperials' version of events is detailed below.  The 1st Imperial Bank left York, headed for the shipwreck, but CP leader Kjendlie publicly requested its return, apparently trusting the Bank's claims of neutrality.&lt;br /&gt;
 &lt;br /&gt;
On the York side, frictions developed between several of the defenders in the wake of the battle.  First the Colonial Militia withdrew from the Alliance of York, and the Derby Hospitallers soon followed.  This is ironic, given that the two clans agreed on virtually nothing.  Long-time Colonial Policeman Nighter also departed the CP. Meanwhile, politically-motivated hostilities between CM member Arminius and CP officer Che threaten to drive the CM and CP further apart.&lt;br /&gt;
 &lt;br /&gt;
The primary effect of the Fourth Invasion seems to be a hardening of the stances of the two major combatants.  A fifth invasion would surprise few.&lt;br /&gt;
&lt;br /&gt;
== The 1st Imperial Privateers Regiment's Version of Events ==&lt;br /&gt;
&lt;br /&gt;
The following represents one perspective of the events, and is definitely not held in universal regard. &lt;br /&gt;
&lt;br /&gt;
At the invitation of heir allies the mwercenaries Guild, the Imperials broke off their siege of Wiksik andattacked York, approximately one week after hostilities commenced. The Imperials offensive met with fierce resistence from York's defenders, notably the Order of Patriots and their patrols along the northern York coastline.&lt;br /&gt;
&lt;br /&gt;
The Imperials never lost resolve in what they consider to be the current invasion, which they call The Keiichi Incident.  Following the Mercenary Guild withdrawal from York, on 27 February '07 Nighter attempted to broker a peace, assisted by his zerg spy Master Lucky as an advocate for Colonial Police views within the Imperials. This peace offering was rejected by the Imperials. &lt;br /&gt;
&lt;br /&gt;
From 1 March '07, the Imperials then moved their theatre of operations from within York proper to a land blockade of the York peninsula, killing Yorkmen who travelled beyond York's borders without the benefit of the local shaman to revive them immediately back into action. Imperial-related deaths dramatically surged during this new phase of the war. &lt;br /&gt;
&lt;br /&gt;
The Imperials in early March '07 commissioned the assassination of the local York shaman by Mercenary Guildsmen for the sum of 250 gold coins, which was unsuccessful.  &lt;br /&gt;
&lt;br /&gt;
On 21 March '07 the Imperials received Kjendlie's appeal to offer terms leading to withdrawal, which was rejected out of hand.&lt;br /&gt;
&lt;br /&gt;
The Imperials consider the following outcomes have emerged to date from the incident: first, a depleted, weak and discredited Colonial Police whose headquarters have been converted to a tavern: second, a disbanded CCTU, whose leadership by the effective general but inexperienced politician Bauer had only temporary results due to his inability to keep his subordinate confederates in line: and, following from that, emerging and deep factional divisions within York's defenders particularly with the 1st Colonial Militia. &lt;br /&gt;
&lt;br /&gt;
On 10 April '07 the Imperials declared a signal victory, sighting the pirate Raffles safely sleeping within York's confines. The Imperials' political objectives in this offensive were to open trade by pirates into York, and avenge Imperial deaths at the hands of York's anti-pirate forces. Those goals were declared by the Imperials to be almost both achieved.&lt;br /&gt;
&lt;br /&gt;
Hostilities continue into the lead-up to the Wicksick Dork Cup.&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
[[First Battle of York]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Battle of York]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Third Battle of York]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Fourth_Battle_of_York&amp;diff=13649</id>
		<title>Fourth Battle of York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Fourth_Battle_of_York&amp;diff=13649"/>
		<updated>2007-04-11T09:14:18Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* The Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Historical Article}}&lt;br /&gt;
[[Image:Colonial_milita_troops.jpg|thumb|250px|right|Local soldiers resting in-between skirmishes.]]&lt;br /&gt;
&lt;br /&gt;
==Hostilities Begin==&lt;br /&gt;
 &lt;br /&gt;
The '''Fourth Battle of [[York]]''' started in early-to-mid-February 2007 when {{profile|6206|Keiichi}} hired the [[Mercenary's Guild]] to seige York. Upon being tipped off that the Mercenaries Guild where planning something in York, several Colonial Police officers surrounded a hut where mercenary leader The Malice was sleeping. Upon discovering he was surrounded, he tried to escape but was shot dead by Colonial Officers. Swearing revenge, the Guild found that an invasion was needed. Saying they would only attack the Colonial Police and the York Protestant League, the Guild rushed into York and killed several officers and citizens who had voiced their dislike of the Guild. &lt;br /&gt;
 &lt;br /&gt;
==York's Defenders==&lt;br /&gt;
 &lt;br /&gt;
Though the CP and the Mercernary's Guild were the most prominent combatants in the Fourth Battle of York, neither side was without allies.  The Colonial Police received substantial assistance from the [[Order of Patriots]], the [[1st Colonial Militia]], [[Colonial Counter-Terrorist Unit]] and  the [[Derby Hospitallers]].  The [[1st Derby Privateers]], annoyed with what they considered the unacceptable behavior of the Colonial Police, renounced their alliance with the CP at the invasion's outset.  The 1DP sat out the remainder of the battle.&lt;br /&gt;
 &lt;br /&gt;
==The Invaders== &lt;br /&gt;
 &lt;br /&gt;
Like the CP, the mercenaries were not alone in their war against York.  The [[Jolly Roger Gang]], having long declared its hostility to York, chose this opportunity to put its words into action and joined the MG's assault.  Also joining the assault was the [[1st Imperial Privateers Regiment]]. 1IPR announced its intention to withdraw from its raid on the native town of Wiksik to help the mercenaries in their invasion. &lt;br /&gt;
&lt;br /&gt;
==The Battle==&lt;br /&gt;
&lt;br /&gt;
Although weakened, the Colonial Police did not stop fighting.  They soon launched a powerful counter-attack that killed nine mercenaries, among them 'The Butcher of York' himself- Tom Failur. The Order of Patriots, in addition to inflicting casualties on the invaders, hunted down and killed the nearest roaming shaman, forcing the invaders to revive much farther away.  York's defenders coordinated their efforts, putting together patrols to sniff out and eliminate hostiles. The Guild, out of arms and men, vowed to return with more soldiers. &lt;br /&gt;
 &lt;br /&gt;
A few days later, the Mercenary's Guild returned, and averaged &amp;quot;five kills a day,&amp;quot; according to the Guild's spokesman.  The war moved from downtown York to the surrounding jungle, as the two sides pursued a two-sided guerrilla warfare campaign against one another.  According to the [[Yorkman]] newspaper, the Fourth Battle resulted in just over 200 deaths.  The vast majority of these casualties were borne by the Mercenary's Guild, the Colonial Police, and the 1st Imperial Privateers. It should be noted that these are only kills logged in the Shartak Underworld, so these figures are probably a tad low.&lt;br /&gt;
&lt;br /&gt;
==The Effects==&lt;br /&gt;
 &lt;br /&gt;
The Fourth Invasion had little effect on the long-standing grudge between the Mercenary's Guild and the Colonial Police.  If anything, the positions were only hardened.  However, the particularly poor performance of the Imperial Privateers (suffering a 2:1 casualty to kill ratio) resulted in a distinct loss of prestige for that clan. The Imperials' version of events is detailed below.  The 1st Imperial Bank left York, headed for the shipwreck, but CP leader Kjendlie publicly requested its return, apparently trusting the Bank's claims of neutrality.&lt;br /&gt;
 &lt;br /&gt;
On the York side, frictions developed between several of the defenders in the wake of the battle.  First the Colonial Militia withdrew from the Alliance of York, and the Derby Hospitallers soon followed.  This is ironic, given that the two clans agreed on virtually nothing.  Long-time Colonial Policeman Nighter also departed the CP. Meanwhile, politically-motivated hostilities between CM member Arminius and CP officer Che threaten to drive the CM and CP further apart.&lt;br /&gt;
 &lt;br /&gt;
The primary effect of the Fourth Invasion seems to be a hardening of the stances of the two major combatants.  A fifth invasion would surprise few.&lt;br /&gt;
&lt;br /&gt;
== The 1st Imperial Privateers Regiment's Version of Events ==&lt;br /&gt;
&lt;br /&gt;
The following represents one perspective of the events, and is definitely not held in universal regard. &lt;br /&gt;
&lt;br /&gt;
The Imperials never lost resolve in what they consider to be the current invasion, which they call The Keiichi Incident.  Following the Mercenary Guild withdrawal from York, on 27 February '07 Nighter attempted to broker a peace, assisted by his zerg spy Master Lucky as an advocate for Colonial Police views within the Imperials. This peace offering was rejected by the Imperials. &lt;br /&gt;
&lt;br /&gt;
From 1 March '07, the Imperials then moved their theatre of operations from within York proper to a land blockade of the York peninsula, killing Yorkmen who travelled beyond York's borders without the benefit of the local shaman to revive them immediately back into action. Imperial-related deaths dramatically surged during this new phase of the war. &lt;br /&gt;
&lt;br /&gt;
The Imperials in early March '07 commissioned the assassination of the local York shaman by Mercenary Guildsmen for the sum of 250 gold coins, which was unsuccessful.  &lt;br /&gt;
&lt;br /&gt;
On 21 March '07 the Imperials received Kjendlie's appeal to offer terms leading to withdrawal, which was rejected out of hand.&lt;br /&gt;
&lt;br /&gt;
The Imperials consider the following outcomes have emerged to date from the incident: first, a depleted, weak and discredited Colonial Police whose headquarters have been converted to a tavern: a disbanded CCTU, whose leadership by the effective general but inexperienced politician Bauer had only temporary results due to his inability to keep his subordinate confederates in line: and, following for that, emerging and deep factional divisions within York's defenders particularly with the 1st Colonial Militia. &lt;br /&gt;
&lt;br /&gt;
On 10 April '07 the Imperials declared a signal victory, sighting the pirate Raffles safely sleeping within York's confines . The Imperials wanted to open trade by pirates into York, and avenge its deaths at the hands of York's anti-pirate forces. Those goals were declared by he Imperials to be almost both achieved.&lt;br /&gt;
&lt;br /&gt;
Hostilities continue into the lead-up to the Wicksick Dork Cup.&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
[[First Battle of York]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Battle of York]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Third Battle of York]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13410</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13410"/>
		<updated>2007-03-27T13:59:24Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Raktam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449]&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from [[Mt Shartak]]. The clan [[River Born Fury]] have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
Congregation Tafas Shalva, a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. This internicine conflict ended with the reform of the [[Scavengers]] clan in February '07. Frequent attacks on visiting outsiders deter most trade with the village. In March '07, Raktam was the starting point of the inaugural [[Raktam Race]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13409</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=13409"/>
		<updated>2007-03-27T13:54:09Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Ernst Island */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449]&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from [[Mt Shartak]]. The clan [[River Born Fury]] have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
Congregation Tafas Shalva, a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. Frequent attacks on visiting outsiders deter most trade with the village.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Bank_of_Shartak&amp;diff=13408</id>
		<title>Talk:Bank of Shartak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Bank_of_Shartak&amp;diff=13408"/>
		<updated>2007-03-27T13:48:59Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, Bank.  I've a character with a couple extra gc's and am considering placing some of that excess in the Bank.  Will there be any changes in the dividends paid out?  I'd consider placing over 100gc except that it doesn't seem to be worth it with the current dividend structure.  There are notes around the shipwreck implying the MG is working with the bank, and receiving deposits for them, is this true?  I'm a tad bit worried about depositing a large amount of gc and having it be too big a temptation for the receiver.  Otherwise, the concept of the Bank is great and, with enough investment &amp;amp; loans, bound to be very worthy.  Thanks! --[[User:Frisco|Frisco]] 23:35, 26 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello Frisco. 100 GCs is a small deposit compared to the reserves we've got, of almost 8000 GCs. Its hard to run off with that sort of money - what would we do with so much? Your money is safe. Check out www.incandescentboard.com at the Bank forum. We're transparent about deposits, and have a history of returning funds upon request through any branch. Dividend payments are reliant upon profits made from the bankers' activities, and we think the last dividend announcement - people with over 500GCs got 100 GCs in dividends, and scaling down from there - to be pretty good. The MG are authorised to take deposits so feel free to give them the cash. Please drop us a line at the board if you have any other questions. Thanks, the Bank.&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak_Financial_Times&amp;diff=13395</id>
		<title>Shartak Financial Times</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak_Financial_Times&amp;diff=13395"/>
		<updated>2007-03-25T14:19:49Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:banksymbol.jpg]]&lt;br /&gt;
=SHARTAK FINANCIAL TIMES=&lt;br /&gt;
Vol 1, Issue 2.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Editorial ==&lt;br /&gt;
&lt;br /&gt;
The publishers of this fine newspaper condemn the tabloid pirate publication, The Masthead, for its libellous propaganda against York Owl God cultists and more recently the fine inbred people of Durham. On the first topic, this newspaper sees nothing particualrly revolting about mastublatory immolation against a giant stone idol, and in fact was contemplating a pay-per-rub stall to accomodate the increasingly long queues forming from Czechy's Tavern. On the second topic, the people of Durham have a long and noble tradition of marrying cousins, sisters, aunts, and livestock, and in that way follow the fine examples established by generations of aristocracy in beloved England. The publishers of the Masthead should pull their heads in, we say, or face the gallows. - Justice Hart of York, Editor.&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anti-Communist League Brutally Slaughters Evil and Smelly Reds ==&lt;br /&gt;
&lt;br /&gt;
York, 17 March: With the rise of Marxist subversives lead by noted 14 year old hothead Che, the call has gone out: who will stop this pre-pubescent revolutionary from taking all our toys and going home?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Shartak Communist Party is a menace,&amp;quot; says Arminius, leader of the anti-communist movement and clearly one of the most sensible men on the planet. &amp;quot;They must be stopped! Our motto is &amp;quot;Live Free or Die&amp;quot;, theirs is &amp;quot;Live as a Slave to the Shartak Communist Party or We Will Kill You as a Counter-Revolutionary&amp;quot;. For this reason the Shartak Anti-Communists are in favour of war to the hilt on the Red Menace on Shartak.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When asked if any clemency would be offered to the Marxist peril, Arminius properly replied, &amp;quot;All bearers of the Red Plague must be stopped before they can spread their disease further! Yes. One might say that we anti-communists are like doctors-- we have the cure for the Red Disease. 20 gold coins to every man, woman, child, or animal who kills a communist, collectible in any settlement at the Bank. Show your pride in Capitalism by killing a communist for money.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Bounty for the death of Che and his followers can be collected from any bank branch upon proof of death (screenshot, underworld, bloody scalp).&lt;br /&gt;
&lt;br /&gt;
A representative of the South Shartak trading Company was quoted as saying, &amp;quot;Bloody reds, indeed! What you did to the Tsar was inhumane, to say the least. Is it really a crime for one to be inbred, stupid, and losing The Great War at the same time? Surely there is some leeway?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, I must warn you. I am not one of those capitalists that has not seen the light of day, much less felt the sting of nettles and the smell of gunpowder from a discharged weapon. Oh no, I am not just a businessman. I am Jack W Spalding, a former soldier of the Queen's own expeditionary forces, and as such I am quite capable of looking after my self interests! &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Besides, what do you plan on doing? Replacing our current system that rewards effort with riches with your worker's paradise? Or do you plan on replacing one elitist system with another, with you as the elite class? That is how humanity always works, and always shall. Now I have business to attend to. Good day, chaps!&amp;quot;&lt;br /&gt;
In the interests of unbiased journalism for which this newspaper is famous, we intended to take select quotations from Che's brain-addled manifesto, but it was filled with nonsense questioning why people are kneejerk-against Communism, so we bundled the note into an effigy and burned it in the street before a chanting, jeering mob.&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bank Re-opens in York: Shipwreck Experiment in Progress==&lt;br /&gt;
&lt;br /&gt;
The Imperial Bank is pleased to advise that it has re-opened in York, with long-standing York resident Gitboy appointed as bank manager. The branch is in its previous location, one pace north-west of the trader's hut. The re-establishment of operations comes following the following invitation from Colonial Police chief Kjendlie:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;On behalf of the Colonial Police, I cordially invite the Bank to re-establish itself in York, perhaps with another Banker. For all the trouble and loss of business the bank has suffered amidst all the recent civil strife in York, I promise that the Colonial Police shall pay 500 gold as a token of York's forgiveness, no strings attached, as a donation to the general fund of the York branch of the bank. This sum will be payable 10 gold for every day the bank stays in operation, paid once a week. In other words 70 gold per week if the bank stays open in York the entire week. If the bank stays open in York for the entire payment period (50 days) without closing, I will throw in a further bonus of 100 gold.&lt;br /&gt;
&lt;br /&gt;
I ask for nothing in return, except for the return of uninterrupted bank service to Shartak's best city.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this committment from the local constables, the Bank assessed sovereign risk in York to have been diminshed, and re-established operations. A large sum of money is en route to York to supplement the branch's offerings to the public.&lt;br /&gt;
&lt;br /&gt;
In the meantime, the former York branch manager, Ibn al Xuffasch is on the north shore of the island accompanied by 4 Mercenaries Guildsmen, namely, Griffon, Raffles, Tom Failur, and Zydd Soral. More Guildsmen are waiting at the shipwreck. Xuffasch's mission to to set up week-long operations at the trader's hut at the shipwreck, in the hope of, firstly, soliciting busiiness from wealthy buccaneers, and secondly, assessing the viability of ongoing operations at the wreck. The bank is paying the Guild 250 GCs for protection during the visit. At the conclusion of this task, Xuffasch will be retiring from bank business.&lt;br /&gt;
&lt;br /&gt;
What will Xuffasch do after this mission? &amp;quot;I'm thinking about establishing an observatory on the top of Blood Mountain,&amp;quot; said Xuffasch in in exclusive interview. &amp;quot;In addition to more traditionally stargazing, I'm also interested in the search for extraterrestrial life. Imagine if there were people out there, beyond the atmosphere, possibly even peering down on us?&amp;quot; Asked about astrology, Xuffasch smiled and said, &amp;quot;Oh come on. As if anything out there could possibly control our destinies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fort Creedy Petroleum Continues Oil Search==&lt;br /&gt;
&lt;br /&gt;
The Fort Creedy Petroleum Company is engaged in a search for oil in and around the ruins of the same name, north-west of Durham. &amp;quot;We WANT to find within A year some HEAVY lubricant So We can start prOduction and Refining without Delay,&amp;quot; says Eugene Hart Jr, the company's local manager. &amp;quot;So we're SEARCHing for oil and gas OUTSIDE the old ARMOURY AT FORT CREEDY.&amp;quot; When questioned why a listed company would want to waste money on such a worthless substance, Hart turns serious. &amp;quot;We see potential in oil. Imagine a day where engines are other than steam powered, and don't require wood to be fired - the environmental benefits in saving forests would be enormous. And anyone who has lived in a large city knows that horse manure is particalised and sent into the air to be breathed in by the entire population - to say nothing of the stink of dead horses on every street corner. Oil offers a clean alternative.&amp;quot; The share price of the Fort Creedy Petroleum Company as been static for several months at one-eighth of a gold coin.&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Economic Boom Increases Assets of High Net Worth Individuals==&lt;br /&gt;
&lt;br /&gt;
Today's statistics on the wealthy characters are as follows:&lt;br /&gt;
&lt;br /&gt;
1. Barbarossa 3680 &lt;br /&gt;
&lt;br /&gt;
2. Cutlass Jim 3578 &lt;br /&gt;
&lt;br /&gt;
3. Darth Bobo 3272 &lt;br /&gt;
&lt;br /&gt;
4. -- Anonymous -- 2642 &lt;br /&gt;
&lt;br /&gt;
5. Master Dan jun Perls 2565 &lt;br /&gt;
&lt;br /&gt;
6. Hideo Inakajimita 2371 &lt;br /&gt;
&lt;br /&gt;
7. Dappled Shadow 2286 &lt;br /&gt;
&lt;br /&gt;
8. Holy Spirit 2096 &lt;br /&gt;
&lt;br /&gt;
9. Roger Wilco 1994 &lt;br /&gt;
&lt;br /&gt;
10. Lord Aldor 1746 &lt;br /&gt;
&lt;br /&gt;
11. Songa 1628 &lt;br /&gt;
&lt;br /&gt;
12. Nixixt 1441 &lt;br /&gt;
&lt;br /&gt;
13. -- Anonymous -- 1303 &lt;br /&gt;
&lt;br /&gt;
14. a zombie 1106 &lt;br /&gt;
&lt;br /&gt;
15. Monkeypaw 1064 &lt;br /&gt;
&lt;br /&gt;
16. Mowgli 1060 &lt;br /&gt;
&lt;br /&gt;
17. Quest 1039 &lt;br /&gt;
&lt;br /&gt;
18. nineless 989 &lt;br /&gt;
&lt;br /&gt;
19. Kristofer Schanz 905 &lt;br /&gt;
&lt;br /&gt;
20. Justine 809 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bank managers, holding other people's money, sit at positions 6, 7, 15, 19, and 20 with the York branch not in the list. Ropata, a repeated attacker of the branch managers in Dalpok and Raktam, has stepped out from behind his anonymous status. Elena Barton has unequivocally dropped from the list as the cut-off for the list has jumped by 300 GCs in the past 3 months.&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mercantile Mango Co-operative Eyes Durham==&lt;br /&gt;
&lt;br /&gt;
In a recent interview about Durham, Armadox the Butcher, CEO of the Mango Mercantile Co-operative, was quoted as saying, &amp;quot;An army marches on it's stomach, and there are many scavengers now. I'm personally still killing for no damn reason, but the others will need some form of commition, since scavenger's don't mind killing everything, including each other. the shiny coin is what keeps them controlled, or atleast attacking one thing. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;After opening the mango co-op, I've gained an interesting idea on business ethics. Change isn't it, so much as knowledge that if I want to kill lots of people, I'll need something for them to fight for. The scavengers may be pawns, but they're MY pawns damn it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Other wise they'll attack each other for the fun of doing so, and nothign will get accomplished buy everyone dying. Though... that in itself would amuse me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Co-operative is still denying that it is refusing union officials access to its employees, and that the regularity of their murder and mutilation is simple coincidence. Tensions in Raktam seem to have quietened in recent weeks, although no one is sure if this is because of exhaustion between combatants in the civil war, or simply because Armadox is lost again. Armadox's executive MBA program starts at Raktam University next semester.&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Durham Election Outcomes Impact on Trade==&lt;br /&gt;
&lt;br /&gt;
The forthcoming election between the Nationalist candidate Nathan Hale and the Pistoleers' Commodore Jacobi is proving to be fiercely contested, with the Nationalists heavily campaigning to the mostly oblivious population of Durham.&lt;br /&gt;
&lt;br /&gt;
While a Pistoleer victory will almost certainly preserve the status quo of free trade in the city, a Nationalist appears to be certain to result in a curtailment of trading activities between the shipwreck and Durham. This will almost certainly impact upon the activities of groups such as the South Shartak Trading Company.&lt;br /&gt;
&lt;br /&gt;
On the other hand, local traders can expect the costs of first aid kits at the trader's hut to rise, leading to quick and easy profits, in the event of a Nationalist victory as the Mercenaries Guild and the Pistoleers take action against Nationalists following the election. The recent conflict in York saw first aid kits rise to as high as 3 GCs each, a windfall Durham merchants may be keen to enjoy.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Derby Courts Need Lawyers==&lt;br /&gt;
&lt;br /&gt;
A new judicial system opened in Derby this week witht he following annoucement by Captain Rob Zombie of the Derby Privateers: &amp;quot;A chance to contest the desicion made by the Privateers, to say your bit where you'll be heard by more than just the Privateers. The jury features a Hospitaller, unaligned Derby resident and a Privateer.&amp;quot; The brainchild of Derby Consul Janet Grey and implemented by prominent Derbian James Barnes, the courts have yet to hear their first case, due to a lack of legal representation for both plaintiffs and defendants. The establishment of a Lawyers Guild is presently being considered, but regrettably most of the best candidates are based at the shipwreck. &lt;br /&gt;
&lt;br /&gt;
Elections for Consul and Tribune were also held recently in Derby, but no one seemed to notice, least of all Derbians. The recent headhunter attack seems to have had a fairly low effect on voter apathy, with many constituents holding out since no candidate ran on the platform of liberalisation of prostitution. &amp;quot;The establishment of the East Derby Brothel District is something we'll get to once we get security, health, education and transport infrastructure sorted out,&amp;quot; said one anonymous eunuch official. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next issue: an expose on defective mango implants at the york dating agency. With pictures!&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak_Financial_Times&amp;diff=13394</id>
		<title>Shartak Financial Times</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak_Financial_Times&amp;diff=13394"/>
		<updated>2007-03-25T14:05:02Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:banksymbol.jpg]]&lt;br /&gt;
=SHARTAK FINANCIAL TIMES=&lt;br /&gt;
Vol 1, Issue 2.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Editorial ==&lt;br /&gt;
&lt;br /&gt;
The publishers of this fine newspaper condemn the tabloid pirate publication, The Masthead, for its libellous propaganda against York Owl God cultists and more recently the fine inbred people of Durham. On the first topic, this newspaper sees nothing particualrly revolting about mastublatory immolation against a giant stone idol, and in fact was contemplating a pay-per-rub stall to accomodate the increasingly long queues forming from Czechy's Tavern. On the second topic, the people of Durham have a long and noble tradition of marrying cousins, sisters, aunts, and livestock, and in that way follow the fine examples established by generations of aristocracy in beloved England. The publishers of the Masthead should pull their heads in, we say, or face the gallows. - Justice Hart of York, Editor.&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anti-Communist League Brutally Slaughters Evil and Smelly Reds ==&lt;br /&gt;
&lt;br /&gt;
York, 17 March: With the rise of Marxist subversives lead by noted 14 year old hothead Che, the call has gone out: who will stop this pre-pubescent revolutionary from taking all our toys and going home?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Shartak Communist Party is a menace,&amp;quot; says Arminius, leader of the anti-communist movement and clearly one of the most sensible men on the planet. &amp;quot;They must be stopped! Our motto is &amp;quot;Live Free or Die&amp;quot;, theirs is &amp;quot;Live as a Slave to the Shartak Communist Party or We Will Kill You as a Counter-Revolutionary&amp;quot;. For this reason the Shartak Anti-Communists are in favour of war to the hilt on the Red Menace on Shartak.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When asked if any clemency would be offered to the Marxist peril, Arminius properly replied, &amp;quot;All bearers of the Red Plague must be stopped before they can spread their disease further! Yes. One might say that we anti-communists are like doctors-- we have the cure for the Red Disease. 20 gold coins to every man, woman, child, or animal who kills a communist, collectible in any settlement at the Bank. Show your pride in Capitalism by killing a communist for money.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Bounty for the death of Che and his followers can be collected from any bank branch upon proof of death (screenshot, underworld, bloody scalp).&lt;br /&gt;
&lt;br /&gt;
A representative of the South Shartak trading Company was quoted as saying, &amp;quot;Bloody reds, indeed! What you did to the Tsar was inhumane, to say the least. Is it really a crime for one to be inbred, stupid, and losing The Great War at the same time? Surely there is some leeway?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, I must warn you. I am not one of those capitalists that has not seen the light of day, much less felt the sting of nettles and the smell of gunpowder from a discharged weapon. Oh no, I am not just a businessman. I am Jack W Spalding, a former soldier of the Queen's own expeditionary forces, and as such I am quite capable of looking after my self interests! &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Besides, what do you plan on doing? Replacing our current system that rewards effort with riches with your worker's paradise? Or do you plan on replacing one elitist system with another, with you as the elite class? That is how humanity always works, and always shall. Now I have business to attend to. Good day, chaps!&amp;quot;&lt;br /&gt;
In the interests of unbiased journalism for which this newspaper is famous, we intended to take select quotations from Che's brain-addled manifesto, but it was filled with nonsense questioning why people are kneejerk-against Communism, so we bundled the note into an effigy and burned it in the street before a chanting, jeering mob.&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bank Re-opens in York: Shipwreck Experiment in Progress==&lt;br /&gt;
&lt;br /&gt;
The Imperial Bank is pleased to advise that it has re-opened in York, with long-standing York resident Gitboy appointed as bank manager. The branch is in its previous location, one pace north-west of the trader's hut. The re-establishment of operations comes following the following invitation from Colonial Police chief Kjendlie:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;On behalf of the Colonial Police, I cordially invite the Bank to re-establish itself in York, perhaps with another Banker. For all the trouble and loss of business the bank has suffered amidst all the recent civil strife in York, I promise that the Colonial Police shall pay 500 gold as a token of York's forgiveness, no strings attached, as a donation to the general fund of the York branch of the bank. This sum will be payable 10 gold for every day the bank stays in operation, paid once a week. In other words 70 gold per week if the bank stays open in York the entire week. If the bank stays open in York for the entire payment period (50 days) without closing, I will throw in a further bonus of 100 gold.&lt;br /&gt;
&lt;br /&gt;
I ask for nothing in return, except for the return of uninterrupted bank service to Shartak's best city.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this committment from the local constables, the Bank assessed sovereign risk in York to have been diminshed, and re-established operations. A large sum of money is en route to York to supplement the branch's offerings to the public.&lt;br /&gt;
&lt;br /&gt;
In the meantime, the former York branch manager, Ibn al Xuffasch is on the north shore of the island accompanied by 4 Mercenaries Guildsmen, namely, Griffon, Raffles, Tom Failur, and Zydd Soral. More Guildsmen are waiting at the shipwreck. Xuffasch's mission to to set up week-long operations at the trader's hut at the shipwreck, in the hope of, firstly, soliciting busiiness from wealthy buccaneers, and secondly, assessing the viability of ongoing operations at the wreck. The bank is paying the Guild 250 GCs for protection during the visit. At the conclusion of this task, Xuffasch will be retiring from bank business.&lt;br /&gt;
&lt;br /&gt;
What will Xuffasch do after this mission? &amp;quot;I'm thinking about establishing an observatory on the top of Blood Mountain,&amp;quot; said Xuffasch in in exclusive interview. &amp;quot;In addition to more traditionally stargazing, I'm also interested in the search for extraterrestrial life. Imagine if there were people out there, beyond the atmosphere, possibly even peering down on us?&amp;quot; Asked about astrology, Xuffasch smiled and said, &amp;quot;Oh come on. As if anything out there could possibly control our destinies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fort Creedy Petroleum Continues Oil Search==&lt;br /&gt;
&lt;br /&gt;
The Fort Creedy Petroleum Company is engaged in a search for oil in and around the ruins of the same name, north-west of Durham. &amp;quot;We WANT to find within A year some HEAVY lubricant So We can start prOduction and Refining without Delay,&amp;quot; says Eugene Hart Jr, the company's local manager. &amp;quot;So we're SEARCHing for oil and gas OUTSIDE the old ARMOURY AT FORT CREEDY.&amp;quot; When questioned why a listed company would want to waste money on such a worthless substance, Hart turns serious. &amp;quot;We see potential in oil. Imagine a day where engines are other than steam powered, and don't require wood to be fired - the environmental benefits in saving forests would be enormous. And anyone who has lived in a large city knows that horse manure is particalised and sent into the air to be breathed in by the entire population - to say nothing of the stink of dead horses on every street corner. Oil offers a clean alternative.&amp;quot; The share price of the Fort Creedy Petroleum Company as been static for several months at one-eighth of a gold coin.&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Economic Boom Increases Assets of High Net Worth Individuals==&lt;br /&gt;
&lt;br /&gt;
Today's statistics on the wealthy characters are as follows:&lt;br /&gt;
&lt;br /&gt;
1. Barbarossa 3533 &lt;br /&gt;
2. Cutlass Jim 3428 &lt;br /&gt;
3. Darth Bobo 3160 &lt;br /&gt;
4. -- Anonymous -- 2641 &lt;br /&gt;
5. Master Dan jun Perls 2565 &lt;br /&gt;
6. Hideo Inakajimita 2233 &lt;br /&gt;
7. Holy Spirit 2096 &lt;br /&gt;
8. Dappled Shadow 1969 &lt;br /&gt;
9. Roger Wilco 1830 &lt;br /&gt;
10. Lord Aldor 1619 &lt;br /&gt;
11. Songa 1618 &lt;br /&gt;
12. Ropata 1570 &lt;br /&gt;
13. Zom-VLD 1368 &lt;br /&gt;
14. Nixixt 1247 &lt;br /&gt;
15. a zombie 1086 &lt;br /&gt;
16. Mowgli 1048 &lt;br /&gt;
17. Monkeypaw 1003 &lt;br /&gt;
18. Quest 911 &lt;br /&gt;
19. Kristofer Schanz 904 &lt;br /&gt;
20. nineless 865 &lt;br /&gt;
&lt;br /&gt;
The bank managers, holding other people's money, sit at positions 6, 8, 17 and 19, with the Wiksik and York branches not in the list. Lord Aldor and Nixixt are relative newcomers to the list, and Ropata, a repeated attacker of the branch managers in Dalpok and Raktam, has stepped out from behind his anonymous status. Elena Barton has unequivocally dropped from the list as the cut-off for the list has jumped by 300 GCs in the past 3 months.&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mercantile Mango Co-operative Eyes Durham==&lt;br /&gt;
&lt;br /&gt;
In a recent interview about Durham, Armadox the Butcher, CEO of the Mango Mercantile Co-operative, was quoted as saying, &amp;quot;An army marches on it's stomach, and there are many scavengers now. I'm personally still killing for no damn reason, but the others will need some form of commition, since scavenger's don't mind killing everything, including each other. the shiny coin is what keeps them controlled, or atleast attacking one thing. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;After opening the mango co-op, I've gained an interesting idea on business ethics. Change isn't it, so much as knowledge that if I want to kill lots of people, I'll need something for them to fight for. The scavengers may be pawns, but they're MY pawns damn it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Other wise they'll attack each other for the fun of doing so, and nothign will get accomplished buy everyone dying. Though... that in itself would amuse me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Co-operative is still denying that it is refusing union officials access to its employees, and that the regularity of their murder and mutilation is simple coincidence. Tensions in Raktam seem to have quietened in recent weeks, although no one is sure if this is because of exhaustion between combatants in the civil war, or simply because Armadox is lost again. Armadox's executive MBA program starts at Raktam University next semester.&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Durham Election Outcomes Impact on Trade==&lt;br /&gt;
&lt;br /&gt;
The forthcoming election between the Nationalist candidate Nathan Hale and the Pistoleers' Commodore Jacobi is proving to be fiercely contested, with the Nationalists heavily campaigning to the mostly oblivious population of Durham.&lt;br /&gt;
&lt;br /&gt;
While a Pistoleer victory will almost certainly preserve the status quo of free trade in the city, a Nationalist appears to be certain to result in a curtailment of trading activities between the shipwreck and Durham. This will almost certainly impact upon the activities of groups such as the South Shartak Trading Company.&lt;br /&gt;
&lt;br /&gt;
On the other hand, local traders can expect the costs of first aid kits at the trader's hut to rise, leading to quick and easy profits, in the event of a Nationalist victory as the Mercenaries Guild and the Pistoleers take action against Nationalists following the election. The recent conflict in York saw first aid kits rise to as high as 3 GCs each, a windfall Durham merchants may be keen to enjoy.&lt;br /&gt;
Image -&lt;br /&gt;
http://upload.wikimedia.org/wikipedia/en/thumb/b/b8/Fullingmill. jpg/200px-Fullingmill.jpg&lt;br /&gt;
Caption - Durham Cathedral in England. Nothing to do with Durham in Shartak. &lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Derby Courts Need Lawyers==&lt;br /&gt;
&lt;br /&gt;
A new judicial system opened in Derby this week witht he following annoucement by Captain Rob Zombie of the Derby Privateers: &amp;quot;A chance to contest the desicion made by the Privateers, to say your bit where you'll be heard by more than just the Privateers. The jury features a Hospitaller, unaligned Derby resident and a Privateer.&amp;quot; The brainchild of Derby Consul Janet Grey and implemented by prominent Derbian James Barnes, the courts have yet to hear their first case, due to a lack of legal representation for both plaintiffs and defendants. The establishment of a Lawyers Guild is presently being considered, but regrettably most of the best candidates are based at the shipwreck. &lt;br /&gt;
&lt;br /&gt;
Elections for Consul and Tribune were also held recently in Derby, but no one seemed to notice, least of all Derbians. The recent headhunter attack seems to have had a fairly low effect on voter apathy, with many constituents holding out since no candidate ran on the platform of liberalisation of prostitution. &amp;quot;The establishment of the East Derby Brothel District is something we'll get to once we get security, health, education and transport infrastructure sorted out,&amp;quot; said one anonymous eunuch official. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next issue: an expose on defective mango implants at the york dating agency. With pictures!&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak_Financial_Times/Issue_001&amp;diff=13393</id>
		<title>Shartak Financial Times/Issue 001</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak_Financial_Times/Issue_001&amp;diff=13393"/>
		<updated>2007-03-25T13:32:41Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:banksymbol.jpg]]&lt;br /&gt;
=SHARTAK FINANCIAL TIMES=&lt;br /&gt;
Vol 1, Issue 1.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Editorial ==&lt;br /&gt;
While The ''Y____'' (we cannot bring ourselves to name the title) has delivered idle perusing material to the people of Shartak for the past year, there is only so much Marxist propaganda a reader from the elite classes can take.&lt;br /&gt;
 &lt;br /&gt;
This newspaper, a broadsheet rather than a gutter tabloid like The ''Y____'', is designed to keep the affluent abreast of economic and financial developments, as well as provide stock tips to aristocrats, and also nouveau riche and aspiring natives amusingly seeking to reach beyond their station in life. We trust this paper delivers where the competition patently does not.&lt;br /&gt;
:&amp;lt;b&amp;gt;&amp;amp;mdash; Augustus Lord Hart of York, Editor&amp;lt;/b&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
This issue originally published on 29th day of January, 07&lt;br /&gt;
&lt;br /&gt;
''[[Talk:Shartak Financial Times#Readers Lavish Praise on Erudite Editorial|Discuss]]''&lt;br /&gt;
&lt;br /&gt;
==Banana and mango futures &amp;amp;mdash; do you buy or sell?==&lt;br /&gt;
[[Image:180px-Green_mango.jpg|right|thumb|The green, juicy, sultry and wanton flesh of the delectible tropical mango.]]&lt;br /&gt;
&lt;br /&gt;
With bananas and mangos only available by scavenging or buying from a trader, there is speculation that the current supply of these tropical fruits might decline if recently touted storms swept Shartak. Storms have been a topic for discussion and there is always a possibility that the other idyllic climes of Shartak might be disturbed by inclement weather. If this was to come to pass, would it be wise to buy into bananas and mangos now betting that prices might rise in the future?&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Mangos and bananas have never been particularly prized in outsider communities because of the existence of first aid kits and water to cure ailments,&amp;quot; says [[1st Imperial Bank]] Chief Economist Hideo Inakajimita in Durham yesterday. &amp;quot;They tend to be more in use in native villages. If there was a sudden drop in the number of bananas and mangos then this would in theory cause the price to rise at traders huts. Someone with large stores of the fruit would be in a position to make a substantial profit. This is especially so since digging and agriculture have been introduced to the island.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
The recent formation of the Scavengers Mango Mercantile Collective (SMMC), with its stock of mango chutneys and other mango condiments, suggests that in Raktam at least decision makers are taking the fruit seriously. Armadox the Butcher, chief executive officer of the SMMC, explains, &amp;quot;Evil Kingadox, lord of the mango marmalade is pleased! You will never stifle my fruit based tyranny!&amp;quot; Questioned about the viability of his business, Armadox smiled and said, &amp;quot;I'll wait until you clear the hut before slaughtering you, can't risk hurting the marmalade.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Certainly the Collective's marketing campaign is provocative and eye-catching: carved on the side of a hut is some writing. It reads “Above the hut's enterance is a sign &amp;quot;Scavengers Mercantile Mango Co-operative&amp;quot;. Outside the hut is a stick with the head of Mother of Armadox on it.” Long standing searches for other fruits such as pineapples have always proven unsuccessful, and financial analysis predicts that the sale of such fruits at a trader would reap sound profits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''[[Talk:Shartak Financial Times#Mangoes and Bananas|Discuss]]''&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
==Christmas Inflation causes Concern==&lt;br /&gt;
[[Image:200px-Santa_usairforce.jpg|right|thumb|Beware the bolshevik menace.]]&lt;br /&gt;
&lt;br /&gt;
Inflation following [[Santa Claus|Santa &amp;quot;Marx&amp;quot; Claus's]] socialist nationalisation and redistribution of wealth several paces south of what is now known as Santa's Splash, the waterfall at the south end of Blood Mountain. Claus, long recognised as a communist insurgent notable for his considerable efforts at disrupting the global toy industry by distribution of toys to &amp;quot;good&amp;quot; children, appeared in December in a hut with elfin associates to &amp;quot;give out&amp;quot; large sums of money to &amp;quot;visitors&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
The trail of cash is presently being investigated by authorities, who believe it might be associated with money laundering activities funding terrorist cells and criminal organisations such as the [[Civilized Highway Society]] in [[York]]. &amp;quot;The large sums of money which have now entered the economy will have a negative effect on the value of goods and service across the island,&amp;quot; says Dr. Henry Quantos, head of the [[Shartak Centre for Economics]] in [[Derby]]. &amp;quot;Fuelling inflation in such a purposeful way is negligent and harmful to ordinary Shartakians &amp;amp;mdash; which was of course Claus' malicious intention. The man is dressed in red for a reason.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Farmer Edward Smith, a labourer tilling fields north of York &amp;amp;mdash; while speaking in the third person as if he was some sort of aristocrat &amp;amp;mdash; reported that, &amp;quot;Edward Smith found Santa and helped him patch himself up by 6 hp; someone had also assaulted one of the elves for 7hp. The other elf was unmolested. Edward was a little dissapointed to receive only 50 gold coins, as he was kind of hoping to avoid the hike to refill his first aid supplies. He also suggested [that] if Santa had been directly west someways he could have stayed at the Smith Family farm.&amp;quot; Authorities view such support of insurgents as treasonous. Captain Jacobi, a lout from York, had a different view on events: &amp;quot;i only got 50 coins... where the ___ is my ___ing [[Heavy sword|HEAVY SWORD]]!!!!! meh...&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Traders and banks have been encouraged not to inflame the problem through large loans to the impoverished underclass. We take the opportunity to remind all lumpen-proletariat who might be able to read that property is not theft, but it is God's will that a certain, better class of people are wealthier than other, less worthy classes. We also thank Nick Soapdish, for apparently killing the Marxist in his den, albeit with the poorly thought cry, “Oh God....what have I done??”&lt;br /&gt;
 &lt;br /&gt;
''[[Talk:Shartak Financial Times#Santa's Evil Economic Scheme|Discuss]]''&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
==List of the Wealthy==&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-Lorrain.seaport.jpg|right|thumb|Vast amounts of gold and precious gems stripped from silly native temples and ancestral graveyards leave the port of Durham bound for Merrie Olde England.]]&lt;br /&gt;
&lt;br /&gt;
The following list is of the wealthiest people on Shartak as at today's date. Please note that the accuracy of this information is not guaranteed as it is taken from tax returns.&lt;br /&gt;
&lt;br /&gt;
# Barbarossa 2805 &lt;br /&gt;
# Cutlass Jim 2663 &lt;br /&gt;
# -- Anonymous -- 2421 &lt;br /&gt;
# Master Dan jun Perls 2370 &lt;br /&gt;
# Darth Bobo 2271 &lt;br /&gt;
# Holy Spirit 1931 &lt;br /&gt;
# ShempM 1640 &lt;br /&gt;
# Roger Wilco 1566 &lt;br /&gt;
# Hideo Inakajimita 1309 &lt;br /&gt;
# Dappled Shadow 1196 &lt;br /&gt;
# Ibn al Xuffasch 1195 &lt;br /&gt;
# Zom-VLD 1190 &lt;br /&gt;
# Songa 1151 &lt;br /&gt;
# a zombie 1086 &lt;br /&gt;
# Ropata 1071 &lt;br /&gt;
# Lord Aldor 989 &lt;br /&gt;
# Henry Indiana Jones 937 &lt;br /&gt;
# Elena Barton 700 &lt;br /&gt;
# Mowgli 675 &lt;br /&gt;
# Quest 625 &lt;br /&gt;
&lt;br /&gt;
Obviously substantial ancestral land holdings such as [[New Amsterdam]] are not included. While Imperial Bank branch managers occupy numbers 9, 10 and 11, our newspaper finds it curious that pirates are the wealthiest on Shartak, and theorise that this cash horde must have accumulated through prostitution and sodomy. We trust the good men of England will confine their wealth-building activities to more gainful occupations such as white slavery and opium dealing to Chinese.&lt;br /&gt;
&lt;br /&gt;
''[[Talk:Shartak Financial Times#Fine Upstanding Capitalists|Discuss]]''&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
==More News in Brief==&lt;br /&gt;
&lt;br /&gt;
Other news in brief:&lt;br /&gt;
* The &amp;lt;b&amp;gt;Imperials' attack on [[Wiksik]]&amp;lt;/b&amp;gt; caused healing herb prices to rise in the region from 1 GC to 2 GCs, proving that even natives can financially benefit from the otherwise messy gore of unnecessary conflict.&lt;br /&gt;
* The &amp;lt;b&amp;gt;[[Mercenary Guild]]'s attack on York&amp;lt;/b&amp;gt; caused a similar increase, which astute buyers will have capitalised upon in recent days.&lt;br /&gt;
* Current &amp;lt;b&amp;gt;[[conch shell]] and heavy sword prices&amp;lt;/b&amp;gt; have remained unchanged for the past month, despite efforts to place more heavy swords on the market.&lt;br /&gt;
* The &amp;lt;b&amp;gt;Great Shartak Bearhunt&amp;lt;/b&amp;gt; has several participants out to patrol Blood Mountain seeking bears with a large financial stake as a prize.&lt;br /&gt;
* The &amp;lt;b&amp;gt;Embrace Death contest in Wiksik&amp;lt;/b&amp;gt; produced no financial benefits for anyone but a substantial strain on the Wiksik life insurance industry.&lt;br /&gt;
* The &amp;lt;b&amp;gt;Derby Derby&amp;lt;/b&amp;gt;, starting on 15 February, invites all non-Derbians to slay as many Derbians as possible for the prize of a heavy sword, which will gain the winner around 50 GCs at a trader on current market expectations.&lt;br /&gt;
* The &amp;lt;b&amp;gt;Entertain Master Dan jun Perls contest at the shipwreck&amp;lt;/b&amp;gt; ended with a massive prize of 500 GCs distributed to the winner, with more information next issue.&lt;br /&gt;
&lt;br /&gt;
''[[Talk:Shartak Financial Times#News in Brief|Discuss]]''&lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Next issue:&amp;lt;/b&amp;gt; Should pirates save for their retirement by burying chests of gold in secret locations, or would they be wiser investing their plundered gold in a high yield pension fund? &lt;br /&gt;
&lt;br /&gt;
''[[#top|Return to Contents]]''&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bank_of_Shartak&amp;diff=13392</id>
		<title>Bank of Shartak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bank_of_Shartak&amp;diff=13392"/>
		<updated>2007-03-25T13:30:02Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[1st Imperial Bank]] is a commercial financial institution and the only bank on [[Shartak Island]], with branches in [[Durham]], [[Derby]], [[Raktam]] (oddly, the most popular branch), [[Wiksik]], [[Dalpok]], and [[York]]. Each branch is located within 1 square of a trader's hut (except Dalpok's branch, which is within 2 squares south-east-east of the trader).&lt;br /&gt;
&lt;br /&gt;
Clan page: [http://www.shartak.com/clanview.cgi?id=121 1st Imperial Bank of Shartak]&lt;br /&gt;
&lt;br /&gt;
The branches are each operated by branch managers, being:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6792 Gitboy] in York. Operations in York were temporary suspended in February '07 as a consequence of threatened attacks by local militia, resulting in the replacement of Ibn al Xuffash by Gitboy.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6162 Hideo Inakajimita] in Durham&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6689 Kristofer Schanz] in Derby&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6647 Dappled Shadow] in Raktam&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=7101 Justine] in Wiksik.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com//profile.cgi?id=7879 Monkeypaw] in Dalpok.&lt;br /&gt;
&lt;br /&gt;
Services offered by the Bank include:&lt;br /&gt;
&lt;br /&gt;
1. deposits, with a regular dividend of 10 GCs paid to large accounts of over 50GCs or 100 GCs, depending upon how much profit has been derived by the Bank in a given period.&lt;br /&gt;
&lt;br /&gt;
2. loans, with varying rates of interest.&lt;br /&gt;
&lt;br /&gt;
3. inter-branch transfers, allowing account holders to transfer funds from one branch to another to third parties, for a service fee of 10 GCs. Funds transfers are only limited by the amount of cash held by the paying branch.&lt;br /&gt;
&lt;br /&gt;
All transactions are transparent and are recorded on the bank's website, at http://www.xsorbit1.com/users/incandescent/index.cgi?board=C&lt;br /&gt;
&lt;br /&gt;
== Frequently Asked Questions ==&lt;br /&gt;
&lt;br /&gt;
===Q: What is the deal with deposits?===&lt;br /&gt;
&lt;br /&gt;
A: Basically, you open an account by depositing money with a branch manager. The deposit is recorded at the bank's forum. Every so often (so far, twice in December) we announce a dividend, depending upon how profitable the bank has been.&lt;br /&gt;
&lt;br /&gt;
The first dividend was 10 GCs for every account of more than 100 GCs.&lt;br /&gt;
&lt;br /&gt;
The second dividend was 10 GCs for every account of more than 50 GCs.&lt;br /&gt;
&lt;br /&gt;
(These are only indicative of what future dividends might be announced in months to come.)&lt;br /&gt;
&lt;br /&gt;
So that means people who were with us from the beginning - notably, the Scavengers Community Account - have received two 10GC dividends, simply as a consequence of having the requisite amount of money deposited with the bank.&lt;br /&gt;
&lt;br /&gt;
Depositers are encouraged to re-invest/not withdraw, obviously, in order to fund the loan program, and to maximise their dividends.&lt;br /&gt;
&lt;br /&gt;
Donations to the bank, to help fund its operations but with no return, are obviously also welcome. A surprisingly large number of people have been happy to give money to the bank to help us along.&lt;br /&gt;
&lt;br /&gt;
=== Q: What is the deal with loans? ===&lt;br /&gt;
&lt;br /&gt;
A: Loans are tailored to your requirements, but here is an example. Say you want to hire the Mercenaries' Guild to sack York. If you borrow, say, 150 GCs for a month to do this, you'd have to repay with interest of 50GCs at the month's end.&lt;br /&gt;
&lt;br /&gt;
Being a soulless and opportunistic bank, we have no compunction about funding both sides of a conflict (to hire mercenaries, buy FAKs or weapons, or whatever), so long as we are repaid by both sides when the dust settles.&lt;br /&gt;
&lt;br /&gt;
Default on large loans not only ruins your credit record - you'd never get to borrow again - but you'd also have some angry pirates or mercenaries chasing you for a while. We usually start off with small loans. So far no one has defaulted on a loan, which is encouraging.&lt;br /&gt;
&lt;br /&gt;
=== Q: What is the deal with inter-branch transfers? ===&lt;br /&gt;
&lt;br /&gt;
A: Deposit money with a branch with instructions that the amount is to be collected at another branch by another person. We charge 10 GCs for an inter-branch transfer. In other words, if you deposit 110 GCs with the Durham branch, with instructions that someone is to collect 100 GCs in Derby, then we will keep the 10GC balance as our fee. This has been a popular service of the bank.&lt;br /&gt;
&lt;br /&gt;
=== Q: What else does the bank do? ===&lt;br /&gt;
&lt;br /&gt;
A: These are the only services the bank currently offers. The bank is not interested in buying businesses, but will happily fund such purchases on terms and conditions to be agreed.&lt;br /&gt;
&lt;br /&gt;
=== Q: Can I buy the bank? ===&lt;br /&gt;
&lt;br /&gt;
A: Sure, if the price is right, or alternatively you can buy into the bank and take profits.&lt;br /&gt;
&lt;br /&gt;
=== Q: Where are the branches? ===&lt;br /&gt;
&lt;br /&gt;
A: The branches are located in Raktam, Wiksik, Dalpok, Derby, Durham and York, all within one square of a trader's hut, except the Wiksik branch which is two squares away.&lt;br /&gt;
&lt;br /&gt;
=== Q: Why don't you have branches at the shipwreck? ===&lt;br /&gt;
&lt;br /&gt;
A: There are no huts other than the the trader's hut, which makes it difficult to establish operations there. In addition, sovereign risk at the shipwreck is considerable and we are concerned about the safety of a branch manager in that region. The temporary shipwreck branch manager Ibn al Xuffasch was killed in March '07 by pirates within 24 hours of arrival.&lt;br /&gt;
&lt;br /&gt;
=== Q: Do you have any roaming branches? ===&lt;br /&gt;
&lt;br /&gt;
A: No, as it would be too difficult for a roaming branch to identify people who wish to do business with the bank.&lt;br /&gt;
&lt;br /&gt;
=== Q: Who are the current branch managers? ===&lt;br /&gt;
&lt;br /&gt;
A: York's branch manager is Gitboy. Durham's branch manager is Hideo Inakajimita. Derby's branch manager is Kristofer Schanz. Raktam's branch manager is Dappled Shadow. Wiksik's branch manager is Justine. Dalpok's branch manager is Monkeypaw.&lt;br /&gt;
&lt;br /&gt;
=== Q: Who is the CEO of the Bank? ===&lt;br /&gt;
&lt;br /&gt;
A: Kristofer Schanz, based at the Derby branch.&lt;br /&gt;
&lt;br /&gt;
=== Q: How do you generate the gold to pay interest on accounts? ===&lt;br /&gt;
&lt;br /&gt;
A: Primarily through profitable daily trading activities within each site. Certain items get you high quantities of GCs at the trader's hut.  We generate about 30 GCs a day in trading by the branch managers, which is enough to declare a dividend every so often for large account holders to encourage deposits. &lt;br /&gt;
&lt;br /&gt;
This works well: five of the six branch managers are in the top 20 wealthiest list of players.&lt;br /&gt;
&lt;br /&gt;
We encourage re-investment and most account holders seem happy to have the cash building up for a rainy day.&lt;br /&gt;
&lt;br /&gt;
Loans also generate income but we currently don't have any big loans on the books. Inter-branch transfers also generate income, too, but they are relatively infrequent compared to daily trading.&lt;br /&gt;
&lt;br /&gt;
=== Q: What sort of security do you have? ===&lt;br /&gt;
&lt;br /&gt;
A: Our staff are occasionally threatened or killed, which we regard as an attempted robbery, and any murders/attempted robberies are reported to the local police force. Most of our problems with violence are in York - on 11 January '06 the branch was the scene of a violent Tarantino-esque robbery by Wicksick headhunters. Otherwise, unless looting becomes a skill (in which case we'd probably close up the bank and refund all monies to their deposit holders) your funds are secure.&lt;br /&gt;
&lt;br /&gt;
=== Q: What sort of measures do you have for client confidentiality? ===&lt;br /&gt;
&lt;br /&gt;
A: We presently do not keep account details secret unless specifically asked to do so. Otherwise, all deposits are recorded at the bank's forum to demonstrate transparency in the bank's processes, to encourage confidence in the bank.&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bank_of_Shartak&amp;diff=13391</id>
		<title>Bank of Shartak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bank_of_Shartak&amp;diff=13391"/>
		<updated>2007-03-25T13:26:52Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Q: Where are the branches? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[1st Imperial Bank]] is a commercial financial institution and the only bank on [[Shartak Island]], with branches in [[Durham]], [[Derby]], [[Raktam]] (oddly, the most popular branch), [[Wiksik]], [[Dalpok]], and [[York]]. Each branch is located within 1 square of a trader's hut (except Dalpok's branch, which is within 2 squares south-east-east of the trader).&lt;br /&gt;
&lt;br /&gt;
Clan page: [http://www.shartak.com/clanview.cgi?id=121 1st Imperial Bank of Shartak]&lt;br /&gt;
&lt;br /&gt;
The branches are each operated by branch managers, being:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6792 Ibn al Xuffasch] in York. Operations in York have been suspended in February '07 as a consequence of threatened attacks by local militia.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6162 Hideo Inakajimita] in Durham&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6689 Kristofer Schanz] in Derby&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6647 Dappled Shadow] in Raktam&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=7101 Justine] in Wiksik.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com//profile.cgi?id=7879 Monkeypaw] in Dalpok.&lt;br /&gt;
&lt;br /&gt;
Services offered by the Bank include:&lt;br /&gt;
&lt;br /&gt;
1. deposits, with a regular dividend of 10 GCs paid to large accounts of over 50GCs or 100 GCs, depending upon how much profit has been derived by the Bank in a given period.&lt;br /&gt;
&lt;br /&gt;
2. loans, with varying rates of interest.&lt;br /&gt;
&lt;br /&gt;
3. inter-branch transfers, allowing account holders to transfer funds from one branch to another to third parties, for a service fee of 10 GCs. Funds transfers are only limited by the amount of cash held by the paying branch.&lt;br /&gt;
&lt;br /&gt;
All transactions are transparent and are recorded on the bank's website, at http://www.xsorbit1.com/users/incandescent/index.cgi?board=C&lt;br /&gt;
&lt;br /&gt;
== Frequently Asked Questions ==&lt;br /&gt;
&lt;br /&gt;
===Q: What is the deal with deposits?===&lt;br /&gt;
&lt;br /&gt;
A: Basically, you open an account by depositing money with a branch manager. The deposit is recorded at the bank's forum. Every so often (so far, twice in December) we announce a dividend, depending upon how profitable the bank has been.&lt;br /&gt;
&lt;br /&gt;
The first dividend was 10 GCs for every account of more than 100 GCs.&lt;br /&gt;
&lt;br /&gt;
The second dividend was 10 GCs for every account of more than 50 GCs.&lt;br /&gt;
&lt;br /&gt;
(These are only indicative of what future dividends might be announced in months to come.)&lt;br /&gt;
&lt;br /&gt;
So that means people who were with us from the beginning - notably, the Scavengers Community Account - have received two 10GC dividends, simply as a consequence of having the requisite amount of money deposited with the bank.&lt;br /&gt;
&lt;br /&gt;
Depositers are encouraged to re-invest/not withdraw, obviously, in order to fund the loan program, and to maximise their dividends.&lt;br /&gt;
&lt;br /&gt;
Donations to the bank, to help fund its operations but with no return, are obviously also welcome. A surprisingly large number of people have been happy to give money to the bank to help us along.&lt;br /&gt;
&lt;br /&gt;
=== Q: What is the deal with loans? ===&lt;br /&gt;
&lt;br /&gt;
A: Loans are tailored to your requirements, but here is an example. Say you want to hire the Mercenaries' Guild to sack York. If you borrow, say, 150 GCs for a month to do this, you'd have to repay with interest of 50GCs at the month's end.&lt;br /&gt;
&lt;br /&gt;
Being a soulless and opportunistic bank, we have no compunction about funding both sides of a conflict (to hire mercenaries, buy FAKs or weapons, or whatever), so long as we are repaid by both sides when the dust settles.&lt;br /&gt;
&lt;br /&gt;
Default on large loans not only ruins your credit record - you'd never get to borrow again - but you'd also have some angry pirates or mercenaries chasing you for a while. We usually start off with small loans. So far no one has defaulted on a loan, which is encouraging.&lt;br /&gt;
&lt;br /&gt;
=== Q: What is the deal with inter-branch transfers? ===&lt;br /&gt;
&lt;br /&gt;
A: Deposit money with a branch with instructions that the amount is to be collected at another branch by another person. We charge 10 GCs for an inter-branch transfer. In other words, if you deposit 110 GCs with the Durham branch, with instructions that someone is to collect 100 GCs in Derby, then we will keep the 10GC balance as our fee. This has been a popular service of the bank.&lt;br /&gt;
&lt;br /&gt;
=== Q: What else does the bank do? ===&lt;br /&gt;
&lt;br /&gt;
A: These are the only services the bank currently offers. The bank is not interested in buying businesses, but will happily fund such purchases on terms and conditions to be agreed.&lt;br /&gt;
&lt;br /&gt;
=== Q: Can I buy the bank? ===&lt;br /&gt;
&lt;br /&gt;
A: Sure, if the price is right, or alternatively you can buy into the bank and take profits.&lt;br /&gt;
&lt;br /&gt;
=== Q: Where are the branches? ===&lt;br /&gt;
&lt;br /&gt;
A: The branches are located in Raktam, Wiksik, Dalpok, Derby, Durham and York, all within one square of a trader's hut, except the Wiksik branch which is two squares away.&lt;br /&gt;
&lt;br /&gt;
=== Q: Why don't you have branches at the shipwreck? ===&lt;br /&gt;
&lt;br /&gt;
A: There are no huts other than the the trader's hut, which makes it difficult to establish operations there. In addition, sovereign risk at the shipwreck is considerable and we are concerned about the safety of a branch manager in that region. The temporary shipwreck branch manager Ibn al Xuffasch was killed in March '07 by pirates within 24 hours of arrival.&lt;br /&gt;
&lt;br /&gt;
=== Q: Do you have any roaming branches? ===&lt;br /&gt;
&lt;br /&gt;
A: No, as it would be too difficult for a roaming branch to identify people who wish to do business with the bank.&lt;br /&gt;
&lt;br /&gt;
=== Q: Who are the current branch managers? ===&lt;br /&gt;
&lt;br /&gt;
A: York's branch manager is Ibn al Xuffasch. Durham's branch manager is Hideo Inakajimita. Derby's branch manager is Kristofer Schanz. Raktam's branch manager is Dappled Shadow. Wiksik's branch manager is Justine. Dalpok's branch manager is Monkeypaw.&lt;br /&gt;
&lt;br /&gt;
=== Q: Who is the CEO of the Bank? ===&lt;br /&gt;
&lt;br /&gt;
A: Kristofer Schanz, based at the Derby branch.&lt;br /&gt;
&lt;br /&gt;
=== Q: How do you generate the gold to pay interest on accounts? ===&lt;br /&gt;
&lt;br /&gt;
A: Primarily through profitable daily trading activities within each site. Certain items get you high quantities of GCs at the trader's hut.  We generate about 30 GCs a day in trading by the branch managers, which is enough to declare a dividend every so often for large account holders to encourage deposits. &lt;br /&gt;
&lt;br /&gt;
This works well: three of the six branch managers are in the top 20 wealthiest list of players.&lt;br /&gt;
&lt;br /&gt;
We encourage re-investment and most account holders seem happy to have the cash building up for a rainy day.&lt;br /&gt;
&lt;br /&gt;
Loans also generate income but we currently don't have any big loans on the books. Inter-branch transfers also generate income, too, but they are relatively infrequent compared to daily trading.&lt;br /&gt;
&lt;br /&gt;
=== Q: What sort of security do you have? ===&lt;br /&gt;
&lt;br /&gt;
A: Our staff are occasionally threatened or killed, which we regard as an attempted robbery, and any murders/attempted robberies are reported to the local police force. Most of our problems with violence are in York - on 11 January '06 the branch was the scene of a violent Tarantino-esque robbery by Wicksick headhunters. Otherwise, unless looting becomes a skill (in which case we'd probably close up the bank and refund all monies to their deposit holders) your funds are secure.&lt;br /&gt;
&lt;br /&gt;
=== Q: What sort of measures do you have for client confidentiality? ===&lt;br /&gt;
&lt;br /&gt;
A: We presently do not keep account details secret unless specifically asked to do so. Otherwise, all deposits are recorded at the bank's forum to demonstrate transparency in the bank's processes, to encourage confidence in the bank.&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bank_of_Shartak&amp;diff=13390</id>
		<title>Bank of Shartak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bank_of_Shartak&amp;diff=13390"/>
		<updated>2007-03-25T13:25:50Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Q: Why don't you have branches in Dalpok or the shipwreck? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[1st Imperial Bank]] is a commercial financial institution and the only bank on [[Shartak Island]], with branches in [[Durham]], [[Derby]], [[Raktam]] (oddly, the most popular branch), [[Wiksik]], [[Dalpok]], and [[York]]. Each branch is located within 1 square of a trader's hut (except Dalpok's branch, which is within 2 squares south-east-east of the trader).&lt;br /&gt;
&lt;br /&gt;
Clan page: [http://www.shartak.com/clanview.cgi?id=121 1st Imperial Bank of Shartak]&lt;br /&gt;
&lt;br /&gt;
The branches are each operated by branch managers, being:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6792 Ibn al Xuffasch] in York. Operations in York have been suspended in February '07 as a consequence of threatened attacks by local militia.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6162 Hideo Inakajimita] in Durham&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6689 Kristofer Schanz] in Derby&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6647 Dappled Shadow] in Raktam&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=7101 Justine] in Wiksik.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com//profile.cgi?id=7879 Monkeypaw] in Dalpok.&lt;br /&gt;
&lt;br /&gt;
Services offered by the Bank include:&lt;br /&gt;
&lt;br /&gt;
1. deposits, with a regular dividend of 10 GCs paid to large accounts of over 50GCs or 100 GCs, depending upon how much profit has been derived by the Bank in a given period.&lt;br /&gt;
&lt;br /&gt;
2. loans, with varying rates of interest.&lt;br /&gt;
&lt;br /&gt;
3. inter-branch transfers, allowing account holders to transfer funds from one branch to another to third parties, for a service fee of 10 GCs. Funds transfers are only limited by the amount of cash held by the paying branch.&lt;br /&gt;
&lt;br /&gt;
All transactions are transparent and are recorded on the bank's website, at http://www.xsorbit1.com/users/incandescent/index.cgi?board=C&lt;br /&gt;
&lt;br /&gt;
== Frequently Asked Questions ==&lt;br /&gt;
&lt;br /&gt;
===Q: What is the deal with deposits?===&lt;br /&gt;
&lt;br /&gt;
A: Basically, you open an account by depositing money with a branch manager. The deposit is recorded at the bank's forum. Every so often (so far, twice in December) we announce a dividend, depending upon how profitable the bank has been.&lt;br /&gt;
&lt;br /&gt;
The first dividend was 10 GCs for every account of more than 100 GCs.&lt;br /&gt;
&lt;br /&gt;
The second dividend was 10 GCs for every account of more than 50 GCs.&lt;br /&gt;
&lt;br /&gt;
(These are only indicative of what future dividends might be announced in months to come.)&lt;br /&gt;
&lt;br /&gt;
So that means people who were with us from the beginning - notably, the Scavengers Community Account - have received two 10GC dividends, simply as a consequence of having the requisite amount of money deposited with the bank.&lt;br /&gt;
&lt;br /&gt;
Depositers are encouraged to re-invest/not withdraw, obviously, in order to fund the loan program, and to maximise their dividends.&lt;br /&gt;
&lt;br /&gt;
Donations to the bank, to help fund its operations but with no return, are obviously also welcome. A surprisingly large number of people have been happy to give money to the bank to help us along.&lt;br /&gt;
&lt;br /&gt;
=== Q: What is the deal with loans? ===&lt;br /&gt;
&lt;br /&gt;
A: Loans are tailored to your requirements, but here is an example. Say you want to hire the Mercenaries' Guild to sack York. If you borrow, say, 150 GCs for a month to do this, you'd have to repay with interest of 50GCs at the month's end.&lt;br /&gt;
&lt;br /&gt;
Being a soulless and opportunistic bank, we have no compunction about funding both sides of a conflict (to hire mercenaries, buy FAKs or weapons, or whatever), so long as we are repaid by both sides when the dust settles.&lt;br /&gt;
&lt;br /&gt;
Default on large loans not only ruins your credit record - you'd never get to borrow again - but you'd also have some angry pirates or mercenaries chasing you for a while. We usually start off with small loans. So far no one has defaulted on a loan, which is encouraging.&lt;br /&gt;
&lt;br /&gt;
=== Q: What is the deal with inter-branch transfers? ===&lt;br /&gt;
&lt;br /&gt;
A: Deposit money with a branch with instructions that the amount is to be collected at another branch by another person. We charge 10 GCs for an inter-branch transfer. In other words, if you deposit 110 GCs with the Durham branch, with instructions that someone is to collect 100 GCs in Derby, then we will keep the 10GC balance as our fee. This has been a popular service of the bank.&lt;br /&gt;
&lt;br /&gt;
=== Q: What else does the bank do? ===&lt;br /&gt;
&lt;br /&gt;
A: These are the only services the bank currently offers. The bank is not interested in buying businesses, but will happily fund such purchases on terms and conditions to be agreed.&lt;br /&gt;
&lt;br /&gt;
=== Q: Can I buy the bank? ===&lt;br /&gt;
&lt;br /&gt;
A: Sure, if the price is right, or alternatively you can buy into the bank and take profits.&lt;br /&gt;
&lt;br /&gt;
=== Q: Where are the branches? ===&lt;br /&gt;
&lt;br /&gt;
A: The branches are located in Raktam, Derby, Durham and York, all within one square of a trader's hut.&lt;br /&gt;
&lt;br /&gt;
=== Q: Why don't you have branches at the shipwreck? ===&lt;br /&gt;
&lt;br /&gt;
A: There are no huts other than the the trader's hut, which makes it difficult to establish operations there. In addition, sovereign risk at the shipwreck is considerable and we are concerned about the safety of a branch manager in that region. The temporary shipwreck branch manager Ibn al Xuffasch was killed in March '07 by pirates within 24 hours of arrival.&lt;br /&gt;
&lt;br /&gt;
=== Q: Do you have any roaming branches? ===&lt;br /&gt;
&lt;br /&gt;
A: No, as it would be too difficult for a roaming branch to identify people who wish to do business with the bank.&lt;br /&gt;
&lt;br /&gt;
=== Q: Who are the current branch managers? ===&lt;br /&gt;
&lt;br /&gt;
A: York's branch manager is Ibn al Xuffasch. Durham's branch manager is Hideo Inakajimita. Derby's branch manager is Kristofer Schanz. Raktam's branch manager is Dappled Shadow. Wiksik's branch manager is Justine. Dalpok's branch manager is Monkeypaw.&lt;br /&gt;
&lt;br /&gt;
=== Q: Who is the CEO of the Bank? ===&lt;br /&gt;
&lt;br /&gt;
A: Kristofer Schanz, based at the Derby branch.&lt;br /&gt;
&lt;br /&gt;
=== Q: How do you generate the gold to pay interest on accounts? ===&lt;br /&gt;
&lt;br /&gt;
A: Primarily through profitable daily trading activities within each site. Certain items get you high quantities of GCs at the trader's hut.  We generate about 30 GCs a day in trading by the branch managers, which is enough to declare a dividend every so often for large account holders to encourage deposits. &lt;br /&gt;
&lt;br /&gt;
This works well: three of the six branch managers are in the top 20 wealthiest list of players.&lt;br /&gt;
&lt;br /&gt;
We encourage re-investment and most account holders seem happy to have the cash building up for a rainy day.&lt;br /&gt;
&lt;br /&gt;
Loans also generate income but we currently don't have any big loans on the books. Inter-branch transfers also generate income, too, but they are relatively infrequent compared to daily trading.&lt;br /&gt;
&lt;br /&gt;
=== Q: What sort of security do you have? ===&lt;br /&gt;
&lt;br /&gt;
A: Our staff are occasionally threatened or killed, which we regard as an attempted robbery, and any murders/attempted robberies are reported to the local police force. Most of our problems with violence are in York - on 11 January '06 the branch was the scene of a violent Tarantino-esque robbery by Wicksick headhunters. Otherwise, unless looting becomes a skill (in which case we'd probably close up the bank and refund all monies to their deposit holders) your funds are secure.&lt;br /&gt;
&lt;br /&gt;
=== Q: What sort of measures do you have for client confidentiality? ===&lt;br /&gt;
&lt;br /&gt;
A: We presently do not keep account details secret unless specifically asked to do so. Otherwise, all deposits are recorded at the bank's forum to demonstrate transparency in the bank's processes, to encourage confidence in the bank.&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Firstamongstdaves&amp;diff=12901</id>
		<title>Firstamongstdaves</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Firstamongstdaves&amp;diff=12901"/>
		<updated>2007-02-26T09:08:44Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: revised history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is the text of a letter recovered from the Royal Historical Society of London's archives, dated approximately 1830.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;My dear sister Lucinda&lt;br /&gt;
&lt;br /&gt;
This letter hopefully finds you well in Merrie Olde England, and not off fornicating with some halfwit in-bred aristocrat from the Lakes District like last time I unexpectedly returned home only to find you with ankles skywards and squealing like a piglet, being penetrated by a man with a rural estate, 13 toes, and the dress sense of an absinthe-addicted French milliner. If you're going to gold-dig, try not to have the diggee mine your shaft in front of your brother.&lt;br /&gt;
&lt;br /&gt;
I have arrived in the Carribean on an island called Shartak. I have formed a clear view of my environs: in a nutshell, lots of rum, no brothel. I have recently been promoted from Colonel of the [[1st Imperial Privateers Regiment]] to Major-General, which means more drinking money for me, not more borrowed money for shoes and handbags for you, I'm afraid. Clearly wearing no pants into combat as a sign of bravery impressed the Queen of Holland sufficiently to lay more gold braid on my shoulders. The natives girls like it - the lack of pants, I mean, not the gold braid. Or possibly both. Never mind. In and around the women folk of Raktam, a charming village in the centre of the island, I'm known as &amp;quot;General Coconuts&amp;quot; which I understand is a reference to my relatively large testicles, not my mental health. The poor native men seem to be somewhat shrivelled. Inbreeding, probably, a state of affairs you are intimately aware of, although I fear cross-generational intimacy with wild boars might also be responsible.&lt;br /&gt;
&lt;br /&gt;
I wish I could say the Regiment was...no, damn it , I'll just lie. The Regiment is full of decent honourable chaps who'd never kill an unarmed wounded man, and never feel up the luscious buttocks of a cabin girl. Or boy, in some instances. They have conducted themselves with dignity, respect for their adversaries, and discipline. [[Sam Bellamy]], the unkempt lout who brought us here in the first place with the false promises of honey-scented triple-jointed indigeneous groins and established sanitation, has still yet to let me know where he anchored the ship, preventing us from leaving for Jamestown. Instead, the only vessel in sight is a shipwreck full of pirates. One of these, a perfumed bottom-dweller from a whale station called Vancouver named [[Timothy Trust]], founded a Gentleman Pirates Society. It looks suspiciously to me like some sort of naked group massage association. Naturally, Trust was invited to and has joined our ranks.&lt;br /&gt;
&lt;br /&gt;
I wish I could say he is the worst of them. [[Ella Chen]] is from a small Spanish archipelego south of Japon, and we're not sure if he's a man or a woman save that he has his way with small deer approaching from the rear. [[Rotten Balls]], a Londoner, never stops spawning himself. [[Captain Sammitch]] cheats at cricket, which is unforgiveable, and [[Prometheus]] cheats at cards, which is only permissible if you don't get caught. And [[Master Lucky]], a northern Dutchman, has found uses for mangoes which frankly frighten me.&lt;br /&gt;
&lt;br /&gt;
We have been involved in many missions. These include:&lt;br /&gt;
&lt;br /&gt;
1. covering the roads of a town called York with our excrement. This was a poorly considered effort to turn the place into a rhubarb planatation, but the locals, some rabble called the Colonial Police, curiously objected to it. Rhubarb and excrement soup seems to be a hit in York, so we now wonder about the bona fides of their objections. I met a man there called Justice Hart of York, whose obsession with tiger penises went beyond mere herbal curiosity.&lt;br /&gt;
&lt;br /&gt;
2. building a new ship out on Rodriguez Island in the west. Lots of wood, but no nails. Not our finest moment.&lt;br /&gt;
&lt;br /&gt;
3. creating a bank, on the command of the Dutch queen to stimulate commerce in the area. As corsairs, we figured robbing the locals by subtlefuge would be an easy way to make some cash. Regrettably, the bank proved so profitable the bankers - principally two of them called Ibn al Xuffasch and Hideo Inakajimita -became legitimate businessmen. I hate turncoat scoundrels like that.&lt;br /&gt;
&lt;br /&gt;
4. attacking a town called Dalpok near the shipwreck. This was a great moment, since we captured it and renamed it New Amsterdam, and sold it to a third party. While there I had a spectacular menage with two delectible native girls, whose names translate to Blue Hummingbird and  Dappled Shadow. While much better, from my last observation of you with the inbred milliner, than you in bed, they had unfortunately planned to eat me for dessert. I consider it a matter of unrivalled skill that I was able to satisfy them both and yet scamper away before they literally bit off more than they could chew.&lt;br /&gt;
&lt;br /&gt;
Please pass along my regards to my wife. I trust she has recovered from the surgery and had that unfortunate vegetable removed.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The balance of the text has been rendered illeiglbe by spore fungus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.shartak.com/profile.cgi?id=4770&lt;br /&gt;
&lt;br /&gt;
Website: www.incandescentboard.com&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shartak_Anti-Communists&amp;diff=12826</id>
		<title>Talk:Shartak Anti-Communists</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shartak_Anti-Communists&amp;diff=12826"/>
		<updated>2007-02-20T03:25:51Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* &amp;quot;Underworld Proof&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Explain.==&lt;br /&gt;
Why do you hate communism? Why do you rely on the age-old 'd00d if u keel dis gui deen u gt 20gp LOL111!!!' trick? Who the fuck mentioned anything bout freedom? I thought we where talking about Capitalism? Okay, admist all the unjustified anti-communism, explain this one simple quesiton:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Why are you against Communism?''' &amp;lt;br&amp;gt;&lt;br /&gt;
I've asked many-a people that. Most people, if not all, are just programed to be anti-Communist. Why? I dunno. Most of the people I talk to (actually, they try attacking me, fail, and I kill them = talking), have no clue what communism is, they just ''hear'' its bad from ''highly intelligent'' people like yourselves. -[[User:Che|Che]] 02:04, 18 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I'm with Che, or more accuratly, not with the Anti-Commies. Why the hell do you hate communism? I'm guessing you're an american and voted for Bush by the way. --[[User:Rozen|Rozen]] 19:22, 18 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
**I'm role-playing. My character is an imperialist. So it kills communists. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
*** I'm against any form of governing. So I'm anti-communist, anti-imperialist, anti-cp and anti-any-kind-of-oppression. I want to play in the band and collect heads of outsiders, or not, depending on my mood. And buy EMI when our music label will earn the name. I also rob banks from time to time, as I cannot see nothing wrong with taking others' property :D So I play chaotic/evil/friendly character. You should ask Simon for gulags implementation, where you could send us all freethinkers. And capitalists. And imperialists. And wicksicks. And pirates. And some tigers. And one little mango. --[[User:Lama|Lama]] 05:51, 19 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Underworld Proof&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
What is &amp;quot;underworld proof,&amp;quot; precisely? Because I could use twenty gold coins. --[[User:Zogdog|Zogdog]] 23:54, 19 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Underworld proof&amp;quot; is the oldest trick in the book deployed by every clan in existance to sadly help their cause. -[[User:Che|Che]] 00:11, 20 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Try the Shartak Underworld link on the main page of the wiki. - [[FirstAmongstDaves]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_015&amp;diff=12824</id>
		<title>Talk:The Yorkman/Issue 015</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_015&amp;diff=12824"/>
		<updated>2007-02-20T01:59:19Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* The Evolution of War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion==&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
&lt;br /&gt;
===Fighting Continues in York===&lt;br /&gt;
&lt;br /&gt;
Nighter offered the opportunity to turn against the Mercenaries' Guild and join the Colonial Police. The alternative was for Nighter to no longer prevent Serious Sam of the 1st Colonial Militia to kill the bank manager of the Imperial bank (on the assumption that the Imperials and the non-combatant bank are in cahoots). This would prevent the CP being seen murdering a Yorkman. Here is the text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
Nighter&lt;br /&gt;
Posts: 18&lt;br /&gt;
Thoughts? on: February 14th, 2007, 6:39pm &lt;br /&gt;
 &lt;br /&gt;
What do you think of the offer of defending instead of attacking? I know you guys are just in this for the fun so don't you think it would be more fun to have Allies and defend York rather than attacking it. I know that the MG have no respect for you lot (I know this for a fact) so why help them in their cause when you would gain so much more by defending York.&lt;br /&gt;
&lt;br /&gt;
Serious Sam is ready to destroy the banks and I can't keep him back much longer. It's way more fun attacking MG in real time (which we do) than randomly sitting around wasting AP trying to kill the CP. Also most of the MG are from different towsn so you get more experience killing them than killing Yorkers anyway.&lt;br /&gt;
&lt;br /&gt;
York would be a more fun place to be with you lot in it in a peacefull way rather then all this crap all the time.&lt;br /&gt;
&lt;br /&gt;
I keep trying to convince you becuase I think you lot are funny as fuck and it would be more fun to be on the same side in this. We could really piss of the MG (even more so than they are now) and have a laugh doing it.&lt;br /&gt;
&lt;br /&gt;
If you decide to go with this, we really need ALL of you to be in on it so if you do then PM them in private or something, let me know and I'll handle the rest of the York groups so they will leave you alone. Sound fair? &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperials discussed this proposal privately and dismissed it. Better to fail and die with the Guild, than sit in the first circle of hell as traitors, and, worse, as collaborators with the Colonial Police. &lt;br /&gt;
&lt;br /&gt;
We have offered Nighter, who is a decent chap, the chance to join the Imperials and turn away from the tyranny of the Colonial Police, but he has refused to answer us.&lt;br /&gt;
&lt;br /&gt;
But more fundamentally, once again we see that there is no difference between the CP and their allies, and that the CP will procure the deaths of non-combatants if it suits their purposes. The bank has now closed in York - which proves it is safer to do business in native villages than under the yolk of the fanatic junta in York. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
===Derby Derby Begins===&lt;br /&gt;
===The Evolution of War===&lt;br /&gt;
&lt;br /&gt;
What is this? The Royal Expedition speaking of war? Can anyone recall the last time that august clan was relevant? We may as well be lectured to by a stegosaurus on the intricacies of mammal reproduction: they speak on something they no longer understand, and which has lead to their imminent extinction. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
===Unsung Heroes===&lt;br /&gt;
===Newsbites===&lt;br /&gt;
====Derby Evening Press Launches====&lt;br /&gt;
====To The Soapboxes!====&lt;br /&gt;
====Shipwreck Crime on the Rise====&lt;br /&gt;
====Indie Music Promoter Launches====&lt;br /&gt;
===Ads===&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_015&amp;diff=12823</id>
		<title>Talk:The Yorkman/Issue 015</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_015&amp;diff=12823"/>
		<updated>2007-02-20T01:41:05Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Fighting Continues in York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion==&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
&lt;br /&gt;
===Fighting Continues in York===&lt;br /&gt;
&lt;br /&gt;
Nighter offered the opportunity to turn against the Mercenaries' Guild and join the Colonial Police. The alternative was for Nighter to no longer prevent Serious Sam of the 1st Colonial Militia to kill the bank manager of the Imperial bank (on the assumption that the Imperials and the non-combatant bank are in cahoots). This would prevent the CP being seen murdering a Yorkman. Here is the text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&lt;br /&gt;
Nighter&lt;br /&gt;
Posts: 18&lt;br /&gt;
Thoughts? on: February 14th, 2007, 6:39pm &lt;br /&gt;
 &lt;br /&gt;
What do you think of the offer of defending instead of attacking? I know you guys are just in this for the fun so don't you think it would be more fun to have Allies and defend York rather than attacking it. I know that the MG have no respect for you lot (I know this for a fact) so why help them in their cause when you would gain so much more by defending York.&lt;br /&gt;
&lt;br /&gt;
Serious Sam is ready to destroy the banks and I can't keep him back much longer. It's way more fun attacking MG in real time (which we do) than randomly sitting around wasting AP trying to kill the CP. Also most of the MG are from different towsn so you get more experience killing them than killing Yorkers anyway.&lt;br /&gt;
&lt;br /&gt;
York would be a more fun place to be with you lot in it in a peacefull way rather then all this crap all the time.&lt;br /&gt;
&lt;br /&gt;
I keep trying to convince you becuase I think you lot are funny as fuck and it would be more fun to be on the same side in this. We could really piss of the MG (even more so than they are now) and have a laugh doing it.&lt;br /&gt;
&lt;br /&gt;
If you decide to go with this, we really need ALL of you to be in on it so if you do then PM them in private or something, let me know and I'll handle the rest of the York groups so they will leave you alone. Sound fair? &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperials discussed this proposal privately and dismissed it. Better to fail and die with the Guild, than sit in the first circle of hell as traitors, and, worse, as collaborators with the Colonial Police. &lt;br /&gt;
&lt;br /&gt;
We have offered Nighter, who is a decent chap, the chance to join the Imperials and turn away from the tyranny of the Colonial Police, but he has refused to answer us.&lt;br /&gt;
&lt;br /&gt;
But more fundamentally, once again we see that there is no difference between the CP and their allies, and that the CP will procure the deaths of non-combatants if it suits their purposes. The bank has now closed in York - which proves it is safer to do business in native villages than under the yolk of the fanatic junta in York. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
===Derby Derby Begins===&lt;br /&gt;
===The Evolution of War===&lt;br /&gt;
===Unsung Heroes===&lt;br /&gt;
===Newsbites===&lt;br /&gt;
====Derby Evening Press Launches====&lt;br /&gt;
====To The Soapboxes!====&lt;br /&gt;
====Shipwreck Crime on the Rise====&lt;br /&gt;
====Indie Music Promoter Launches====&lt;br /&gt;
===Ads===&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12793</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12793"/>
		<updated>2007-02-19T03:16:57Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Long Fin River */  add links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449]&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from [[Mt Shartak]]. The clan [[River Born Fury]] have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and possibly friendly natives) waiting in this building will be healed by one of their daily patrols.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Temple=====&lt;br /&gt;
A jewish temple of varying denomination, headed by the agreeable and inoffensive Rabbi Shlomo Weinstein.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. Frequent attacks on visiting outsiders deter most trade with the village.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12792</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12792"/>
		<updated>2007-02-19T03:15:49Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Santa's Splash */  add Long Fin River&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449]&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from Mt Shartak. The clan River Born Fury have their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, Long Fin Killie.&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and possibly friendly natives) waiting in this building will be healed by one of their daily patrols.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Temple=====&lt;br /&gt;
A jewish temple of varying denomination, headed by the agreeable and inoffensive Rabbi Shlomo Weinstein.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. Frequent attacks on visiting outsiders deter most trade with the village.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bank_of_Shartak&amp;diff=12791</id>
		<title>Bank of Shartak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bank_of_Shartak&amp;diff=12791"/>
		<updated>2007-02-19T03:12:38Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: Suspension of bank operations in York&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[1st Imperial Bank]] is a commercial financial institution and the only bank on [[Shartak Island]], with branches in [[Durham]], [[Derby]], [[Raktam]] (oddly, the most popular branch), [[Wiksik]], [[Dalpok]], and [[York]]. Each branch is located within 1 square of a trader's hut (except Dalpok's branch, which is within 2 squares south-east-east of the trader).&lt;br /&gt;
&lt;br /&gt;
Clan page: [http://www.shartak.com/clanview.cgi?id=121 1st Imperial Bank of Shartak]&lt;br /&gt;
&lt;br /&gt;
The branches are each operated by branch managers, being:&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6792 Ibn al Xuffasch] in York. Operations in York have been suspended in February '06 as a consequence of threatened attacks by local militia.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6162 Hideo Inakajimita] in Durham&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6689 Kristofer Schanz] in Derby&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6647 Dappled Shadow] in Raktam&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=7101 Justine] in Wiksik.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com//profile.cgi?id=7879 Monkeypaw] in Dalpok.&lt;br /&gt;
&lt;br /&gt;
Services offered by the Bank include:&lt;br /&gt;
&lt;br /&gt;
1. deposits, with a regular dividend of 10 GCs paid to large accounts of over 50GCs or 100 GCs, depending upon how much profit has been derived by the Bank in a given period.&lt;br /&gt;
&lt;br /&gt;
2. loans, with varying rates of interest.&lt;br /&gt;
&lt;br /&gt;
3. inter-branch transfers, allowing account holders to transfer funds from one branch to another to third parties, for a service fee of 10 GCs. Funds transfers are only limited by the amount of cash held by the paying branch.&lt;br /&gt;
&lt;br /&gt;
All transactions are transparent and are recorded on the bank's website, at http://www.xsorbit1.com/users/incandescent/index.cgi?board=C&lt;br /&gt;
&lt;br /&gt;
== Frequently Asked Questions ==&lt;br /&gt;
&lt;br /&gt;
===Q: What is the deal with deposits?===&lt;br /&gt;
&lt;br /&gt;
A: Basically, you open an account by depositing money with a branch manager. The deposit is recorded at the bank's forum. Every so often (so far, twice in December) we announce a dividend, depending upon how profitable the bank has been.&lt;br /&gt;
&lt;br /&gt;
The first dividend was 10 GCs for every account of more than 100 GCs.&lt;br /&gt;
&lt;br /&gt;
The second dividend was 10 GCs for every account of more than 50 GCs.&lt;br /&gt;
&lt;br /&gt;
(These are only indicative of what future dividends might be announced in months to come.)&lt;br /&gt;
&lt;br /&gt;
So that means people who were with us from the beginning - notably, the Scavengers Community Account - have received two 10GC dividends, simply as a consequence of having the requisite amount of money deposited with the bank.&lt;br /&gt;
&lt;br /&gt;
Depositers are encouraged to re-invest/not withdraw, obviously, in order to fund the loan program, and to maximise their dividends.&lt;br /&gt;
&lt;br /&gt;
Donations to the bank, to help fund its operations but with no return, are obviously also welcome. A surprisingly large number of people have been happy to give money to the bank to help us along.&lt;br /&gt;
&lt;br /&gt;
=== Q: What is the deal with loans? ===&lt;br /&gt;
&lt;br /&gt;
A: Loans are tailored to your requirements, but here is an example. Say you want to hire the Mercenaries' Guild to sack York. If you borrow, say, 150 GCs for a month to do this, you'd have to repay with interest of 50GCs at the month's end.&lt;br /&gt;
&lt;br /&gt;
Being a soulless and opportunistic bank, we have no compunction about funding both sides of a conflict (to hire mercenaries, buy FAKs or weapons, or whatever), so long as we are repaid by both sides when the dust settles.&lt;br /&gt;
&lt;br /&gt;
Default on large loans not only ruins your credit record - you'd never get to borrow again - but you'd also have some angry pirates or mercenaries chasing you for a while. We usually start off with small loans. So far no one has defaulted on a loan, which is encouraging.&lt;br /&gt;
&lt;br /&gt;
=== Q: What is the deal with inter-branch transfers? ===&lt;br /&gt;
&lt;br /&gt;
A: Deposit money with a branch with instructions that the amount is to be collected at another branch by another person. We charge 10 GCs for an inter-branch transfer. In other words, if you deposit 110 GCs with the Durham branch, with instructions that someone is to collect 100 GCs in Derby, then we will keep the 10GC balance as our fee. This has been a popular service of the bank.&lt;br /&gt;
&lt;br /&gt;
=== Q: What else does the bank do? ===&lt;br /&gt;
&lt;br /&gt;
A: These are the only services the bank currently offers. The bank is not interested in buying businesses, but will happily fund such purchases on terms and conditions to be agreed.&lt;br /&gt;
&lt;br /&gt;
=== Q: Can I buy the bank? ===&lt;br /&gt;
&lt;br /&gt;
A: Sure, if the price is right, or alternatively you can buy into the bank and take profits.&lt;br /&gt;
&lt;br /&gt;
=== Q: Where are the branches? ===&lt;br /&gt;
&lt;br /&gt;
A: The branches are located in Raktam, Derby, Durham and York, all within one square of a trader's hut.&lt;br /&gt;
&lt;br /&gt;
=== Q: Why don't you have branches in Dalpok or the shipwreck? ===&lt;br /&gt;
&lt;br /&gt;
A: For Dalpok, the simple answer is that we currently don't have branch managers in that area. This is something we will be addressing in the future. As for the shipwreck, there are no huts other than the the trader's hut, which makes it difficult to establish operations there. In addition, sovereign risk at the shipwreck is considerable and we are concerned about the safety of a branch manager in that region.&lt;br /&gt;
&lt;br /&gt;
=== Q: Do you have any roaming branches? ===&lt;br /&gt;
&lt;br /&gt;
A: No, as it would be too difficult for a roaming branch to identify people who wish to do business with the bank.&lt;br /&gt;
&lt;br /&gt;
=== Q: Who are the current branch managers? ===&lt;br /&gt;
&lt;br /&gt;
A: York's branch manager is Ibn al Xuffasch. Durham's branch manager is Hideo Inakajimita. Derby's branch manager is Kristofer Schanz. Raktam's branch manager is Dappled Shadow. Wiksik's branch manager is Justine. Dalpok's branch manager is Monkeypaw.&lt;br /&gt;
&lt;br /&gt;
=== Q: Who is the CEO of the Bank? ===&lt;br /&gt;
&lt;br /&gt;
A: Kristofer Schanz, based at the Derby branch.&lt;br /&gt;
&lt;br /&gt;
=== Q: How do you generate the gold to pay interest on accounts? ===&lt;br /&gt;
&lt;br /&gt;
A: Primarily through profitable daily trading activities within each site. Certain items get you high quantities of GCs at the trader's hut.  We generate about 30 GCs a day in trading by the branch managers, which is enough to declare a dividend every so often for large account holders to encourage deposits. &lt;br /&gt;
&lt;br /&gt;
This works well: three of the six branch managers are in the top 20 wealthiest list of players.&lt;br /&gt;
&lt;br /&gt;
We encourage re-investment and most account holders seem happy to have the cash building up for a rainy day.&lt;br /&gt;
&lt;br /&gt;
Loans also generate income but we currently don't have any big loans on the books. Inter-branch transfers also generate income, too, but they are relatively infrequent compared to daily trading.&lt;br /&gt;
&lt;br /&gt;
=== Q: What sort of security do you have? ===&lt;br /&gt;
&lt;br /&gt;
A: Our staff are occasionally threatened or killed, which we regard as an attempted robbery, and any murders/attempted robberies are reported to the local police force. Most of our problems with violence are in York - on 11 January '06 the branch was the scene of a violent Tarantino-esque robbery by Wicksick headhunters. Otherwise, unless looting becomes a skill (in which case we'd probably close up the bank and refund all monies to their deposit holders) your funds are secure.&lt;br /&gt;
&lt;br /&gt;
=== Q: What sort of measures do you have for client confidentiality? ===&lt;br /&gt;
&lt;br /&gt;
A: We presently do not keep account details secret unless specifically asked to do so. Otherwise, all deposits are recorded at the bank's forum to demonstrate transparency in the bank's processes, to encourage confidence in the bank.&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=12790</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=12790"/>
		<updated>2007-02-19T03:10:42Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* 10 Melee Weapons */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
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== Items ==&lt;br /&gt;
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=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
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=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
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* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
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1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
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2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
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The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
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''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[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;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&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;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
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I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
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: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
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:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
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: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
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:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
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:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
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:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
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::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
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:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
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::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
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: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
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1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
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2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 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;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 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;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''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 is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
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it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
&lt;br /&gt;
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
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=== The Bone Whistle ===&lt;br /&gt;
&lt;br /&gt;
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
&lt;br /&gt;
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
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Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
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Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
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---&lt;br /&gt;
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===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
&lt;br /&gt;
'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
&lt;br /&gt;
suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
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So, suggestions please, i know every sea-dog out there will want it, what about you Yorkers? {{profile|4862|Rozen}} --[[User:Rozen|Rozen]] 15:16, 18 October 2006 (UTC)&lt;br /&gt;
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If you make the damage four, also now that I look at the hit rates more closely I think all non-pirates should be able to get a max hit%chance of 45 and pirates should be able to max out around 60% you got yourslef a deal! The reason I like this is because it's not pirate &amp;quot;exculsive&amp;quot; Scouts and scientists can also gain that little extra pop to their punch. I think that it helps offsets the rifle which is really only for soliders. Now some may say the &amp;quot;Pirates have the highest HP they don't need anything else.&amp;quot; Well I beg to differ I've been killed very offen by high level soliders with all thier marksman skills. The flintlock In my opion will help add flavor to Shartak for all non solider outsiders.:)--[[User:Michael edwards|Michael edwards]] 00:40, 19 October 2006 (UTC)&lt;br /&gt;
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Now, will someone please program this into the game?  [[User:Rozen|Rozen]]&lt;br /&gt;
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I agree with Mike Edwards, let pirates be able to max out simularly to soldiers, with other outsiders only being able to get up to 45% chance to hit, and 4 damage sounds good. Majestic[[User:Ninja|Ninja]] (A.K.A Captain Dan.)&lt;br /&gt;
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Sounds OK to me, the correct adjustments have been made. now, how do we get them to program it? ;) [[User:Rozen|Rozen]]&lt;br /&gt;
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:It's ultimately up to Simon.  By placing it on the Wiki, you've put it out there for him to consider.  However, he's the one who chooses what goes in and what doesn't. Also, could you reorganize this to fit the standard lay out? It's hard to read.[[User:Black Joe|Black Joe]]&lt;br /&gt;
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I think that this idea is worthy of being programmed into Shartak. I think that the ammo purse is a good idea, although on the downside, you'd have to spend 1 AP just loading it and just for one shot, so how the &amp;quot;Flintlock Mastery&amp;quot; skill also includes that it only takes .5 AP to reload the gun? Or possibly perhaps a whole new skill that allows for .5 AP to be spent per bullet you load. -[[User:Che|Che]] 22:42, 30 October 2006 (UTC)&lt;br /&gt;
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How about a skill called &amp;quot;quickshot&amp;quot; Any character can buy it. It would come in between when Non-pirates and pirate max out.--[[User:Michael edwards|Michael edwards]] 03:07, 31 October 2006 (UTC)&lt;br /&gt;
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What do you mean captain? Thanks Che, as a non-pirate i appreciate your positive feedback, and the ideas are good, i've put the 0.5 AP in. To Black Joe, i tried to do it on the standard layout, but all sorts of problems came up like the coding not underlining properly, or making massive gaps in the text. I'm sure i did something wrong, obviously, but it hurt my head to try and figure out what went wrong ;) It may seem like i gave up after not trying, but i did have a good hour and half at it and i've never been a good programer. And if Simon is reading, when i was refering to 'them' earlier, it wasn't disrespectful...pirates honor. [[User:Rozen|Rozen]]&lt;br /&gt;
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Just put quickshot after hunter marksman is all--[[User:Michael edwards|Michael edwards]] 02:18, 1 November 2006 (UTC)&lt;br /&gt;
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Ok, its in there now, is that the skill you meant? starting to shape up this idea, isnt it? [[User:Rozen|Rozen]]&lt;br /&gt;
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Ah, Praise the Lord. I've finally Wiki-fied it. It is much more eaiser to read now. -[[User:Che|Che]] 02:40, 12 November 2006 (UTC)&lt;br /&gt;
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Truly Che, the pirate world is in your debt. We may actualy be able to kill you now people will take this idea seriously! Thanks, honestly. [[User:Rozen|Rozen]]&lt;br /&gt;
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Well, the thing is that it would unbalance things a bit. Pirates have that hp and making them to close to soldiers damage inflicting ability would certainly bring some complaints. I think 3 damage howver is reasonable. ALso, sorry if I did this incorretly. Never used a wiki before.[[User:Dracul|Dracul]]&lt;br /&gt;
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Pirates have 5 more HP than soldiers, the weapon would do less damage than the rifle, and at the moment, a standard pirate can do a max of 3 damage at 45%. this is unbalanced! trust me when i say, the balance has been agreed by non pirates too. and you need to sign a wiki with your profile or user. i dont know how to do profiles, but you can use the text from our user code but replace my name with yours. know what i mean? [[User:Rozen|Rozen]]&lt;br /&gt;
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Yes and there would be the chance to hit if they could get 60% though I suppsoe 3 isto low considering 5 hp is'nt to much..[[User:Dracul|Dracul]]&lt;br /&gt;
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===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
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I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
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===Use FAK on Others Text Change.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Flavor change. |&lt;br /&gt;
suggest_scope=People with FAKs. |&lt;br /&gt;
suggest_description=One thing I've noticed while playing is that when someone heals you, it says &amp;quot;So and so helps you use a first aid kit and restore X health.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This gives me thoughts of someone coming behind you and guiding your hands with your own FAK. I propose that the text be changed. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;So and so uses a first aid kit on you and restores X health.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This is more in-character, as you think of you laying on the floor, and someone coming beside you and crouching down, then pulling out a FAK and patching up your wounds. |&lt;br /&gt;
suggest_time=02:27, 9 January 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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I'm for it - really easy to do and it would clear up some confusion. - [[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;The Malice&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 01:33, 22 January 2007 (UTC)&lt;br /&gt;
:Agreed. It was originally coded to allow you to help someone to '''drink''' a '''bottle of water''' / '''use''' a '''first aid kit''' etc but at the moment you can only use a fak on them so I've reworded it. --[[User:Simon|Simon]] 08:17, 13 February 2007 (UTC)&lt;br /&gt;
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=== Fire ===&lt;br /&gt;
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How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
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[[FirstAmongstDaves]]&lt;br /&gt;
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&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
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=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;Comments here.&lt;br /&gt;
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
===Shovel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=Wealthy individuals and fortune seekers interested in treasure hunts.|&lt;br /&gt;
suggest_description=Pirates are notorious for burying their treasure. With the shovel a player can dig a hole, deposit gold coins (and other items possibly)and fill it in. Anyone who digs in a square containing treasure will find it.|&lt;br /&gt;
suggest_time=05:14, 20 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Implemented. --[[User:Simon|Simon]] 23:29, 30 January 2007 (UTC)&lt;br /&gt;
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}}&lt;br /&gt;
===Tent===&lt;br /&gt;
&lt;br /&gt;
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass damage, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shartak_Anti-Communists&amp;diff=12789</id>
		<title>Talk:Shartak Anti-Communists</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shartak_Anti-Communists&amp;diff=12789"/>
		<updated>2007-02-19T02:39:28Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Explain. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Explain.==&lt;br /&gt;
Why do you hate communism? Why do you rely on the age-old 'd00d if u keel dis gui deen u gt 20gp LOL111!!!' trick? Who the fuck mentioned anything bout freedom? I thought we where talking about Capitalism? Okay, admist all the unjustified anti-communism, explain this one simple quesiton:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Why are you against Communism?''' &amp;lt;br&amp;gt;&lt;br /&gt;
I've asked many-a people that. Most people, if not all, are just programed to be anti-Communist. Why? I dunno. Most of the people I talk to (actually, they try attacking me, fail, and I kill them = talking), have no clue what communism is, they just ''hear'' its bad from ''highly intelligent'' people like yourselves. -[[User:Che|Che]] 02:04, 18 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I'm with Che, or more accuratly, not with the Anti-Commies. Why the hell do you hate communism? I'm guessing you're an american and voted for Bush by the way. --[[User:Rozen|Rozen]] 19:22, 18 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
**I'm role-playing. My character is an imperialist. So it kills communists. - [[FirstAmongstDaves]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12788</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12788"/>
		<updated>2007-02-19T02:35:14Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Imperial Bank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. &lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449]&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and possibly friendly natives) waiting in this building will be healed by one of their daily patrols.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Temple=====&lt;br /&gt;
A jewish temple of varying denomination, headed by the agreeable and inoffensive Rabbi Shlomo Weinstein.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. Frequent attacks on visiting outsiders deter most trade with the village.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12787</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12787"/>
		<updated>2007-02-19T02:34:47Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Imperial Bank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. As of Februray '06 the York branch closed as a consequence of threats of attacks by local militia.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue. This branch has closed during the February '06 insurgency.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449]&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and possibly friendly natives) waiting in this building will be healed by one of their daily patrols.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Temple=====&lt;br /&gt;
A jewish temple of varying denomination, headed by the agreeable and inoffensive Rabbi Shlomo Weinstein.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. Frequent attacks on visiting outsiders deter most trade with the village.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12786</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12786"/>
		<updated>2007-02-19T02:33:48Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Imperial Bank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Dalpok branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Derby branch is operated by a bank manager who speaks only the outsider tongue. As of Februray '06 the York branch closed as a consequence of threats of attacks by local militia.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Raktam branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims to provide an alternative to the established Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the Wiksik branch is operated by a bank manager who speaks only the native tongue.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank provides deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the bank, but the York branch is operated by a bank manager who speaks only the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449]&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and possibly friendly natives) waiting in this building will be healed by one of their daily patrols.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the contraversial ultra-religious clan, and scene of many murders commited by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Temple=====&lt;br /&gt;
A jewish temple of varying denomination, headed by the agreeable and inoffensive Rabbi Shlomo Weinstein.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. Frequent attacks on visiting outsiders deter most trade with the village.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12714</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12714"/>
		<updated>2007-02-14T09:27:16Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Mt. Shartak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|347}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1st Imperial Bank====&lt;br /&gt;
&lt;br /&gt;
For deposits, loans, and inter-branch money transfers, branches of the [[1st Imperial Bank|1st Imperial Bank]] are located in Wiksik, Dalpok, Derby, Durham, Raktam and York, all within one square of the respective trader in each town (except Wiksik, where it is two squares away).  Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the Bank, but the outsider branches, save for Durham, are operated by bank managers who speak only outsider tongues: the native village branches is operated by a branch manager who speaks only native dialects.&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
Co-ordinates: -70.351,+26.429&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and possibly friendly natives) waiting in this building will be healed by one of their daily patrols.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. Frequent attacks on visiting outsiders deter most trade with the village.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12713</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12713"/>
		<updated>2007-02-14T09:22:39Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Temple Ruins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|347}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1st Imperial Bank====&lt;br /&gt;
&lt;br /&gt;
For deposits, loans, and inter-branch money transfers, branches of the [[1st Imperial Bank|1st Imperial Bank]] are located in Wiksik, Dalpok, Derby, Durham, Raktam and York, all within one square of the respective trader in each town (except Wiksik, where it is two squares away).  Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the Bank, but the outsider branches, save for Durham, are operated by bank managers who speak only outsider tongues: the native village branches is operated by a branch manager who speaks only native dialects.&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and has been used as a gladitorial arena between pirates engaging in boxing. The ruins are a favourite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
Co-ordinates: -70.351,+26.429&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and possibly friendly natives) waiting in this building will be healed by one of their daily patrols.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. Frequent attacks on visiting outsiders deter most trade with the village.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12712</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12712"/>
		<updated>2007-02-14T09:20:34Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* 1st Imperial Bank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|347}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1st Imperial Bank====&lt;br /&gt;
&lt;br /&gt;
For deposits, loans, and inter-branch money transfers, branches of the [[1st Imperial Bank|1st Imperial Bank]] are located in Wiksik, Dalpok, Derby, Durham, Raktam and York, all within one square of the respective trader in each town (except Wiksik, where it is two squares away).  Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the Bank, but the outsider branches, save for Durham, are operated by bank managers who speak only outsider tongues: the native village branches is operated by a branch manager who speaks only native dialects.&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and may in future be used as a gladitorial arena.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
Co-ordinates: -70.351,+26.429&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and possibly friendly natives) waiting in this building will be healed by one of their daily patrols.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. Frequent attacks on visiting outsiders deter most trade with the village.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12711</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12711"/>
		<updated>2007-02-14T09:18:28Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Raktam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|347}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1st Imperial Bank====&lt;br /&gt;
&lt;br /&gt;
For deposits, loans, and inter-branch money transfers, branches of the [[1st Imperial Bank|1st Imperial Bank]] are located in Derby, Durham, Raktam and York, all within one square of the respective trader in each town. The Bank is currently not represented within Wiksik and Dalpok. Each branch is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the Bank, but the outsider branches, save for Durham, are operated by bank managers who speak only outsider tongues: the Raktam branch is operated by a branch manager who speaks only native dialects.&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and may in future be used as a gladitorial arena.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
Co-ordinates: -70.351,+26.429&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and possibly friendly natives) waiting in this building will be healed by one of their daily patrols.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town was generally quiet, but in recent times has been the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. Frequent attacks on visiting outsiders deter most trade with the village.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12710</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=12710"/>
		<updated>2007-02-14T09:13:02Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Shipwreck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the curent [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, agressive animal, sock it one, and wait for it to get you back.  There are of course many variantions on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definative list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloguing and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to ousiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely avaliable to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|347}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1st Imperial Bank====&lt;br /&gt;
&lt;br /&gt;
For deposits, loans, and inter-branch money transfers, branches of the [[1st Imperial Bank|1st Imperial Bank]] are located in Derby, Durham, Raktam and York, all within one square of the respective trader in each town. The Bank is currently not represented within Wiksik and Dalpok. Each branch is ostensibly neutral territory, in order to facilitate mercantile transactions, although this is understandably difficult to enforce. Both outsiders and natives are welcome within any branch of the Bank, but the outsider branches, save for Durham, are operated by bank managers who speak only outsider tongues: the Raktam branch is operated by a branch manager who speaks only native dialects.&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Swamp Ruins=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Ruins=====&lt;br /&gt;
Two ruined huts just north-west of Durham.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Raktam Ruins=====&lt;br /&gt;
Three ruined huts a short walk north of Raktam.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavilly fought over in the past but is now firmly in pirate hands and may in future be used as a gladitorial arena.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in york during the second invasion, and a frequent target for [[Order of Patriots]] raids.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Shipwreck Peninsula Ruins=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====Southern Coastal Boulevard Ruins=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====Unity Bay Ruins=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====York Swamp Ruins=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road.&lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Derby Island====&lt;br /&gt;
A small, thin island just off the southern coast of Derby.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Killer Island====&lt;br /&gt;
A small island off the tip of the York Peninsula.  Once declared the Shartak Elephant Preserve, and later claimed by the Predators of Killer Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), now declared a no-violence zone by a group of powerful clans.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak looms over the whole island, and contains many ledges and caves to explore. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern rivermouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
Co-ordinates: -70.351,+26.429&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Pistoleers=====&lt;br /&gt;
The Pistoleers only officially offer protection to Durhamites, but have been known to prevent attacks on pirates and may help outsiders of other origins as well.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Pistoleers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and possibly friendly natives) waiting in this building will be healed by one of their daily patrols.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will ressurect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck is a constant warzone, and much fighting also occurs to the south, against Outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is largely controlled by the [[Durham Pistoleers]], a nationalist militia who generally welcome all outsider visitors, despite their rather aggressive wiki page.  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. A trail of signposts running north-south from Rodrigo Island to the Durham Lakes announce the eastern border of the Durham precinct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native town is generally quiet, but has several local PKers and frequent attacks on visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct is irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], and the [[1st Imperial Privateers Regiment]], who each mete out gleeful vengeance on recidivist pirate murderers. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Generally quiet these days, Wiksik is the most populous of the native settlements.  Not to be confused with [[The WickSick Headhunters|Wicksick]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within it's limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a recent proliferation of extremist groups who engage in assasinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  Hosts a rather excellent [[The Yorkman|newspaper]], and its competitor, the [[Shartak Financial Times]]. A small farming district sits on the South Shartak River, north-east of York, run by York non-combatants.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Fourth_Battle_of_York&amp;diff=12669</id>
		<title>Talk:Fourth Battle of York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Fourth_Battle_of_York&amp;diff=12669"/>
		<updated>2007-02-13T04:55:15Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We were under the impression that the current invasion of York was the fourth. --[[User:The Yorkman|The Yorkman]] 18:56, 8 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I thought that too. --[[User:Rozen|Rozen]] 20:55, 8 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
There's already a fourth invasion. XD &amp;lt;br&amp;gt;&lt;br /&gt;
Oh the irony. -[[User:Che|Che]] 22:58, 8 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I consider this The Second MG Invasion. -Kjendlie, Captain of the Colonial Police.&lt;br /&gt;
&lt;br /&gt;
Surely it should be called the Keiichi Siege, as he commissioned the Guild to attack. - [[FirstAmongstDaves]]&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_014&amp;diff=12668</id>
		<title>Talk:The Yorkman/Issue 014</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_014&amp;diff=12668"/>
		<updated>2007-02-13T04:50:36Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Invasion Continues In York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion==&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
&lt;br /&gt;
===Exclusive Interview: Lama on the Derby Derby===&lt;br /&gt;
===Invasion Continues In York===&lt;br /&gt;
&lt;br /&gt;
I realy was there to heal the wounded. But on what side, eh? hehe. He didn't drive me from York. Guess where I am now? And a slight error there, i wasn't JRG captain, i was the PDF captain. --[[User:Rozen|Rozen]] 23:24, 11 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
You're right, our mistake.  Corrected.  --[[User:The Yorkman|The Yorkman]] 17:59, 12 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Imperials were incorrectly reported as drunk while on duty. We have to date killed Serious Sam and YellowMelanie (Sam Bellamy), Lutheran (me), and Kjendlie (Herman Owen). Ella Chen has been our most effective operative, killing oztec, soldier guy, Glenn Danzig, dsldsl, Conrad, Hoboclown, and Odysseus in and around York - remarkable work for a single low level marauder. To their credit, the York defenders are doing a very good job in anticipating our entry into the York precinct - I personally have so far been stopped on 4 occasions, one of those interrupting me in my assassination of Capt San in the CP headquarters. The murder of the roaming shaman by Bungle was frankly an inspired strategy which sent many of our troops up to Movan near Dalpok. Our relative absence from the field has not been a consequence of alcohol, but instead a reflection of the effectiveness of the York defence. Please, credit where credit is due, for both sides. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
===Mercenary Alternative Launches===&lt;br /&gt;
===Bear Hunt Ends Sooner Than Expected===&lt;br /&gt;
===Newsbites===&lt;br /&gt;
====Order Increases Uniformed Presence====&lt;br /&gt;
====York Forces Kill Shaman====&lt;br /&gt;
====Southern Infighting Is Major Cause Of Death====&lt;br /&gt;
Editor, you are very much incorrect in your choice of titles for this article. This is not &amp;quot;southern&amp;quot; infighting. Not at all. No, most of these deaths can be blamed on none other than the Pirate Scourge. The Pirate Scourge emanates from that most cursed and damned of places, the shipwreck, which is in fact at the far ''north'' end of this island, far away from our settlements (Thank God for that!). It is safe to say that the great majority of these 4,500 so-called outsider-on-outsider killings are either pirates murdering Outsiders or Outsiders fighting back and killing pirates in self-defense. Now, you might say, &amp;quot;Then we can just revise this title to read 'Outsider Infighting', and it would still stand&amp;quot;, but this too would be incorrect, as no proud Yorkman can possibly consider pirates to be true Outsiders. Hell, I know many a Yorkman who barely consider these vermin to be human, let alone Outsiders. I know many who would sooner let their guard down and break bread, alone, with a dozen of the most bloodthirsty headhunters, than allow even one pirate within 100 yards of themselves. Gentle editor, the fact of the matter is that it is incontrovertible that the Pirate Menace is the cause of this bloodshed. These pirates' lust for blood and their constant attacks on outsiders and natives alike have brought endless misery wherever they go. They are the dregs of this island, and the scourge of the peace-loving peoples of Shartak. ''Killing a pirate is an act of patriotism.''&amp;lt;br&amp;gt;--A press release from [[User:The Order Of Patriots|The Order Of Patriots]] 00:45, 12 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Which is why you guys decided not to kill me for the duration of my 5-6 month service in the CP, right? Nah, I think you OoP guys kill pirates whenever it feels convinient, not whenever you come accross one. I seem to recall you guys preying on an innocent level one without any kills at all under his belt simply for the fact that he was a pirate, even though there was a perfectly good pirate to kill naught 6 steps away, inside a hut. --[[User:Zydd Soral|Zydd Soral]] 01:19, 12 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
**The Order have never been credible since backing the natives of New Amsterdam in our sack, invasion and capture. No one should waste their breath. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
===ConchWatch===&lt;br /&gt;
===Ads===&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_014&amp;diff=12664</id>
		<title>Talk:The Yorkman/Issue 014</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_014&amp;diff=12664"/>
		<updated>2007-02-13T04:34:57Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Southern Infighting Is Major Cause Of Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion==&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
&lt;br /&gt;
===Exclusive Interview: Lama on the Derby Derby===&lt;br /&gt;
===Invasion Continues In York===&lt;br /&gt;
&lt;br /&gt;
I realy was there to heal the wounded. But on what side, eh? hehe. He didn't drive me from York. Guess where I am now? And a slight error there, i wasn't JRG captain, i was the PDF captain. --[[User:Rozen|Rozen]] 23:24, 11 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
You're right, our mistake.  Corrected.  --[[User:The Yorkman|The Yorkman]] 17:59, 12 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Mercenary Alternative Launches===&lt;br /&gt;
===Bear Hunt Ends Sooner Than Expected===&lt;br /&gt;
===Newsbites===&lt;br /&gt;
====Order Increases Uniformed Presence====&lt;br /&gt;
====York Forces Kill Shaman====&lt;br /&gt;
====Southern Infighting Is Major Cause Of Death====&lt;br /&gt;
Editor, you are very much incorrect in your choice of titles for this article. This is not &amp;quot;southern&amp;quot; infighting. Not at all. No, most of these deaths can be blamed on none other than the Pirate Scourge. The Pirate Scourge emanates from that most cursed and damned of places, the shipwreck, which is in fact at the far ''north'' end of this island, far away from our settlements (Thank God for that!). It is safe to say that the great majority of these 4,500 so-called outsider-on-outsider killings are either pirates murdering Outsiders or Outsiders fighting back and killing pirates in self-defense. Now, you might say, &amp;quot;Then we can just revise this title to read 'Outsider Infighting', and it would still stand&amp;quot;, but this too would be incorrect, as no proud Yorkman can possibly consider pirates to be true Outsiders. Hell, I know many a Yorkman who barely consider these vermin to be human, let alone Outsiders. I know many who would sooner let their guard down and break bread, alone, with a dozen of the most bloodthirsty headhunters, than allow even one pirate within 100 yards of themselves. Gentle editor, the fact of the matter is that it is incontrovertible that the Pirate Menace is the cause of this bloodshed. These pirates' lust for blood and their constant attacks on outsiders and natives alike have brought endless misery wherever they go. They are the dregs of this island, and the scourge of the peace-loving peoples of Shartak. ''Killing a pirate is an act of patriotism.''&amp;lt;br&amp;gt;--A press release from [[User:The Order Of Patriots|The Order Of Patriots]] 00:45, 12 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Which is why you guys decided not to kill me for the duration of my 5-6 month service in the CP, right? Nah, I think you OoP guys kill pirates whenever it feels convinient, not whenever you come accross one. I seem to recall you guys preying on an innocent level one without any kills at all under his belt simply for the fact that he was a pirate, even though there was a perfectly good pirate to kill naught 6 steps away, inside a hut. --[[User:Zydd Soral|Zydd Soral]] 01:19, 12 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
**The Order have never been credible since backing the natives of New Amsterdam in our sack, invasion and capture. No one should waste their breath. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
===ConchWatch===&lt;br /&gt;
===Ads===&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=12547</id>
		<title>Talk:Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=12547"/>
		<updated>2007-02-06T04:00:53Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* About all that on the main page. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
You guys seem like a nice, civilised group of people.  If you'd be interested in opening relations with the Royal Expedition, contact us via our forum: http://s9.invisionfree.com/Royal_Expedition/index.php?  --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Hi Yeah, signed up on your forums. We're definitely interested. Look forward to doing buisiness with you.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, any chance you can put up a section on this wiki to report crimes? I posted on the PK thread and nothing yet. I was hoping you guys could help. He is Stoertebecker  [ http://www.shartak.com/profile.cgi?id=1553 ] and i'd like to see him dead. He killed me, then attacked me the very same day after I resurrected (and that, my friend, is not very sportsmanlike, PKer or not). I also found him in the far westerly area of York, where there are five huts bunched together. Can you make an 'arrest'? Jack W Spalding.&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Yeah, we've heard of him Jack. In fact, he killed one of our officers. We're doing all we can to stop him. Oh, and if you want to add a criminal to the list, just put them under &amp;quot;--Criminals--&amp;quot; at the bottom of this page and they'll be added A.S.A.P.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Arwedda - &amp;quot;We would, of course, like some proof in the way of a screenshot of the murder. We've had trouble with people not being identified correctly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I was in the York medical hut on May 14, and in the recent actions log it displayed that Lord Paul Reefer killed czech1.  I'm sure your probably already aware of this, but I'd like to help your cause in anyway I can.  Cheers --[[User:Gandhi|Gandhi]] 03:32, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Yeah, we know. Thanks anyway Gandhi, any information you can give us is always a great help.&amp;quot;&lt;br /&gt;
== Most Wanted ==&lt;br /&gt;
&lt;br /&gt;
Hell yeah, I made a wanted list and wasnt even trying!  You guys should totally do a 'ten most wanted' or suchlike.  It'd stoke my ego no end :P -- Dave C&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Watch yourself Dave... Murders in York will NOT be tolerated...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Dont worry, I'm busy deforesting an islet for the hell of it at the moment.  You're dave-free for a while ;) -- Dave C&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Heh, good luck with that. See you round Dave... see you round...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Aw, crap. &amp;quot;Justin Fected&amp;quot; decided to come to Shartak. In UD, he's a fairly infamous PKer. Keep an eye open for an alt he'll likely have, &amp;quot;Justin Time.&amp;quot;--[[User:Wifey|Wifey]] 00:21, 9 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Thanks Wifey, we'll keep our eyes peeled.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==Raktamites==&lt;br /&gt;
As a Raktamite, I'm fairly certain when I say... It's just Phutnanog.--[[User:Wifey|Wifey]] 07:27, 11 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;No matter who they are, if someone kills another player in York, they will be brought to justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Lord Paul Reefer's Group==&lt;br /&gt;
(Any information on Lord Paul Reefer or his lackeys would be appreciated. If the information leads to his execution, a reward of gold will be provided.)&lt;br /&gt;
&lt;br /&gt;
==Criminals==&lt;br /&gt;
I was killed by [http://www.shartak.com/profile.cgi?id=1828 Mal] completely unprovoked.--[[User:Tom Failur|Tom Failur]] 19:33, 28 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Thanks Tom. Mal has just been executed.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, you missed some of my murders. I updated your page with the correct number.--[[User:Sora Lamal|Sora Lamal]] 20:55, 24 July 2006 (GST}&lt;br /&gt;
&lt;br /&gt;
I've dealt with eminem1 after he assaulted everyone who was inside the Colonial Police Headquarters-- [[User:Zydd Soral|Zydd Soral]] 23:16 16 August 2006&lt;br /&gt;
&lt;br /&gt;
My peacable pirate [http://www.shartak.com//profile.cgi?id=1604 Patch] just got attacked by Che a little ways outside York.  Is this the welcome York reserves for an honary member of the [[Durham Pistoleers]]? -- [[User:Gitboy|Less Than Lethal]] 00:08, 20 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==New Recruits==&lt;br /&gt;
(If you are interested in joining the CPHQ post your name and profile here)&lt;br /&gt;
&lt;br /&gt;
I know my reputation with you isn't spotless, but I'd like to change my ways and right my wrongs.--[[User:Sora Lamal|Sora Lamal]]&lt;br /&gt;
&lt;br /&gt;
==Great News!==&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1327 Tom Failur], the 'Butcher of York', known murderer and scallywag, was executed by the [http://wiki.shartak.com/index.php/Order_of_Patriots Order of Patriots] last night.  Despite having slain over 20 yorkmen without warning or provocation, Tom was quietly removed from the CP's Most Wanted list, and has in fact been aided by them when attacked by a native nearby.  Why was he not apprehended and despatched before these atrocities could happen?  Clearly the time is long overdue for right-thinking citizens of York to take matters into their own hands!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I must say I was shocked when I was helped after I had killed so many York citizens. I was also quietly disaapointed to be removed from the wanted list. It does seem like the CP is not able to enforce law and order in York. However death isn't the end. I will return to York to kill again as I am being paid to do it. I'm sure we will meet agin.--[[User:Tom Failur|Tom Failur]] 12:51, 1 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh right, so NOW you add him to the wanted list.  Don't you think thats a bit late?  -- Order of Patriots 11:13, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We had our reasons...&amp;quot;'''&lt;br /&gt;
::'''[[User:Arwedda|Arwedda]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;The Colonial Police would like to take this opportunity to state that although we asked for evidence of these atrocities, multiple times, none was presented. At the moment we do ''NOT'' unprovokedly attack people without proof, unlike ''some vigilante organisations'' that I do not care to mention. However, with the above admission of guilt coming to light, we have added him to our wanted list. Secondly, we would like to state that ''we do not encourage murder in any capacity'', and the apparent &amp;quot;Helping&amp;quot; of Tom Failur was merely the removal of a different dangerous criminal from the streets of York.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==The South Shartak Trading Company==&lt;br /&gt;
&lt;br /&gt;
Hi! Great work you're doing! I was wondering, I have a couple of natives in my company. They would like to do business with the Outsider towns. Could you guys make sure you and your boys at least don't shoot them? They're good people, and they wouldn't be agents of the SSTC if they're proven to be killing without provokation. I also hope you'll persecute anyone that murders my fellow traders, be it pirate, native or outsider. They'll be on the member list of the SSTC wiki page. Again, thanks for the law enforcement! '''Jack W Spalding'''&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We never attack natives unprovoked. We can only protect them in York. But, if they're heading that way, tell them to stay in the western part of York. That way we can keep our eyes on them.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mercenaries Guild==&lt;br /&gt;
As I have said on the OOP wiki talk, I feel your persecution of the Mercenaries Guild is unfounded. We Mercenaries are simply trying to earn an honest living - and we are honest. We work for anyone, providing the coin is good enough. No coin, no kill/job. We do not kill out of malicious intent, we're trying to survive in a merc-unfriendly world...--[[User:HVLD|HVLD]] 23:41, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We never attack ANYONE unprovoked.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''[[User:Arwedda|Arwedda]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We execute anyone who commits murder, even if they do so for money. In fact, last time I checked, killing someone for money was an even worse crime than killing someone in anger. Of course, we do also want to punish those who pay you to take out hits on people, but as of yet, we have no way of divining who these are. We would also like to point out that we have not openly declared a Guild-wide war on your dubiously legal organisation, a move we like to think of as somewhat generous.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==JB Aristide's Terms of Surrender for the CP==&lt;br /&gt;
&lt;br /&gt;
I grow weary of our war, and is it obvious now that the only time the CP can kill me is when there are [http://wiki.shartak.com/index.php?title=Main_Page&amp;amp;action=history more pressing matters] in the world.  Therefore, i offer the following terms of surrender to the CP:&lt;br /&gt;
&lt;br /&gt;
* the CP ceases all action against me.&lt;br /&gt;
* the CP gives me a one-time payment of 100 gold.&lt;br /&gt;
* the CP agrees that they will never, under any circumstances, participate in any raid of Raktam.&lt;br /&gt;
&lt;br /&gt;
In return, I cease all action against you, and will guarantee that my York spies do not help in any other actions against the CP.&lt;br /&gt;
&lt;br /&gt;
Otherwise, how long will this war continue?  How many more unanswered killings will the CP suffer?  Let us put an end to it.&lt;br /&gt;
--[[User:Frisco|Frisco]] 02:30, 16 July 2006 (UTC) (as JB Aristide)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;I too would like to see the end of this war. I'm sure we can come to some arrangement. Here are our terms:&amp;lt;br&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
::* '''the CP will cease all action against JB Aristide and his partners.'''&amp;lt;br&amp;gt;&lt;br /&gt;
::* '''JB Aristide and his partners will cease all action against the CP and all the citizens of York.'''&amp;lt;br&amp;gt;&lt;br /&gt;
::* '''the CP agrees that they will never, under any circumstances, participate in any raid of Raktam.'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::'''If you don't agree to these terms we can try to come to another agreement.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
== Inaccuracies in offence lists ==&lt;br /&gt;
&lt;br /&gt;
Between my first execution (2006-07-09 23:13) and eight offense (a killing of [[User:MickR|MickR]] at 2006-07-16 18:20), I also killed Kjendlie, was killed by Kjendlie, and killed Kjendlie once again, as [http://www.philosoph.us/misc/shartak/underworld/?id=2445 my Underworld page] shows. I feel somewhat slighted, even though this ommitted information will make the kill to death ratio next to my name less flattering. By the way, might I suggest that times for executions be included &amp;lt;nowiki&amp;gt;&amp;lt;!--in comment tags--&amp;gt;&amp;lt;/nowiki&amp;gt; so they'll correspond to logged deaths?&lt;br /&gt;
&lt;br /&gt;
Oh, and it was nice to hear your voice the other day, MickR. I'm sorry I didn't have time to stick around and chat back. ;)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:05, 17 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Sorry if the list isn't always perfect, we try our best. I've fixed it for now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I killed {{profile|2435|sayt}} recently (see [http://www.philosoph.us/misc/shartak/underworld/?id=2445 my Underworld page]) and that hasn't been mentioned on your offense list yet. Maybe this notice will help.&lt;br /&gt;
&lt;br /&gt;
Given that my kill of a clan member has escaped notice for several days, and given that attacks on non-CP members account for a mere handful of the offenses on your list (I count eight), it seems like your clan's vindictive goal of executing everyone who's ever killed an outsider (or merely attacked one, in some cases) is well beyond your reach. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:54, 24 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
joef1day is not the guy who's been tagging &amp;quot;Blame Josef&amp;quot;. Why you people insist on crediting a target so obvious is beyond me. [[User:Josef|Josef]] 07:35, 23 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unprovoked attack at SCS HQ ==&lt;br /&gt;
&lt;br /&gt;
Hello, [[User:John Sevier|John Sevier]] here to report being killed without provocation at York, at the [[Shartak Cryptozoological Society]] Headquarters by [[user:eminem1|eminem1]], who claimed I was guilty of something, though did not bother to say what. As I have only killed an outsider once [and then in self-defense], I have no idea what he is referring to do.  The proof is in my profile {{profile|4420|John Sevier}}.  I have since returned to my HQ and have weakened him, but I would appreciate assistance from the Colonial Police as I will not be able to finish him off this cycle. --[[User:John Sevier|John Sevier]] 14:00, 23 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update:  eminem1 told me he was attacking me as he thought I might be behind the 'Blame Josef' nonsense (for the record, I am not; in fact I am getting sick of constantly writing over).  I let him go with 1 hp despite killing me earlier.  I consider the matter resolved.  Also, feel free to list the [[Shartak Cryptozoological Society]] as an ally, I appreciated your assistance earlier with my clan's HQ. --[[User:John Sevier|John Sevier]] 01:52, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
... How in the name of The Great Zombie did that water collector come to that most erroneous conclusion? Seriously. I am not John, I am not joef1day. For the love of the Gods, people. At least post your guesses here before you start kicking the crud out of fellow outsiders. [[User:Josef|Josef]] 05:25, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No, you idiots! IDIOTS! ==&lt;br /&gt;
&lt;br /&gt;
Eli's not the spammer either. HOW DO YOU COME TO THESE CONCLUSIONS!? HOW HOW HOW HOW!?!!?!?!?!?!?!?!? IDIOTS. [[User:Josef|Josef]] 23:33, 30 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arwedda Leaving ==&lt;br /&gt;
The other founder and ex-leader of the Colonial Police has decided to leave, due to the general inactivity of both him and many clan members. He wishes those who remain luck and success. --[[User:Arwedda|Arwedda]] 07:36, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best of luck Arwedda ==&lt;br /&gt;
&lt;br /&gt;
Best of luck Arwedda, I have personally never seen the CP so active as of late. Hopefully one day you will return. - Nighter&lt;br /&gt;
&lt;br /&gt;
== And Josef is... ==&lt;br /&gt;
&lt;br /&gt;
Wolf Kazumaru, beaches. He's sleeping at CPHQ, so go toast him. &lt;br /&gt;
&lt;br /&gt;
And yes. I'm absolutely sure you'll just take my word on this, because you're complete morons and have little to no critical thinking skills. [[User:Josef|Josef]] 07:33, 9 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Your wanted lists... ==&lt;br /&gt;
&lt;br /&gt;
First, you still list joef1day as a possible me, which he is not. Second, do I, Wolf Kazumaru, at least get a place under Executed? If not, I'm not sure whether I'm able to get back into York without instadeath or not. [[User:Josef|Josef]] 00:03, 17 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Looks like someone needs more attention. We forget about you for a while, but you can't live without attention. -[[User:Che|Che]] 01:29, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
No, I'm just rather obsessive and would prefer the wanted list to be correct. [[User:Josef|Josef]] 01:39, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== While in Durham ==&lt;br /&gt;
Because we (JRG) follow Durham law while in their domain we will not attack you in or around Durham. We to have good relations with the pistoleers and are coming to aid in their defense also. This is for CP troops only.--[[User:Michael edwards|Michael edwards]] 23:36, 16 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== About all that on the main page. ==&lt;br /&gt;
&lt;br /&gt;
You really should make an archive of past news. Do you really need ''every'' report since this formed on the main page, especially when it's already above? You should also probably make a separate page for the criminals list. Possibly have the most wanted on the main page, and a link to the entire criminal section. It would really make your page look cleaner. Anyway, that's just my suggestion. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:32, 8 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
That new logo is a bit...gay.  -[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;A SN&amp;quot; ==&lt;br /&gt;
[''Since &amp;quot;A SN&amp;quot; continues to edit/vandalize the CP wiki without permission, after repeatedly being told to stop, and since he clearly wants attention more than anything, his listing has been removed.'' In the future, please use this talk page to communicate or the forum, rather than editing/vandalizing the CP wiki with your little messages to us.]&lt;br /&gt;
&lt;br /&gt;
* Adolf Schwarznigger (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. -Executed! New offenses: Killed 8 different CP officers. Killed another CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 50 gold coins to the first CP officer to kill him.'' '''Okay you stupid motherfucker, listen up. If you want us to kill you then stop killing a CP officer and running 14 miles away with your tail between your legs and when you're safely away from York come onto the Wiki and pretend you're all high and mighty and much smarter than everyone else, because you're not, okay? You've got all your attention you need, and some you don't need, now go fuck off. -Che 22:25, 2 February 2007 (UTC) (Seconded -[[User:czech1|czech1]])'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:lol, I love how rude you guys get. What makes you guys get so rude? It's only a game :-). It's not because I do what I can to get you guys to chase me that you must lose all sense of à propos. By the way, I don't run 14 miles away from York, and since this is getting boring, I'm giving guys a clue. Deep Waters.&lt;br /&gt;
&lt;br /&gt;
:By the way, I'm not really v'''snore'''andalizing the wiki. I properly edit the wiki as it should be, reporting my crimes as they should properly be reported and leaving comments in the appropriate space for comments, and you guys vandalize the wiki page to send perso'''snore'''nal messages to me. But after all there isn't as '''snore''' much glory as I first thought there would be at killing each of you guys, the way that I do it is, as you guys complained, too safe to be any fun, and it seems like you guys only could care about me if it was as simple as finding me sleeping in the nearest hut, so I don't really care about reporting anymore, my Shartak Underworld pro'''snore'''file shall suffice. I'm not giving up on killing you guys tho, to kill you guys repeatedly in an unpunished manner and to brag about it seems to pis'''snore'''s you guys off quite a lot, and I find it amusing, so I shall go on'''snore''' for the simple sake of pissing you guys off some more. --[[User:A SN|A SN]] 03:54, 4 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
We only got mad at you editing the wiki, have fun killing us, we all respawn 5 blocks away from our huts. Hope you get yourself off some more by killing us :s -[[User:CzEcH|czech1]]&lt;br /&gt;
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:Ok, cool, thanks, I'll do that :-) --[[User:A SN|A SN]] 00:15, 5 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Oh yes, I'm '''really''' getting pissed off that some immature little guy(?) is killing us on a text-and-graphic based online role-playing game and then vandalising the Wiki for said text-and-graphic based online role-playing game. It '''really''' makes my blood boil. -[[User:Che|Che]] 18:23, 4 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:lol, well like I said, I don't think we can say I'm really vandalizing the wiki since I'm editing it as it's meant to be edited. And Che, lol man, you can't get pissed off for that shit, jack off or something and then find yourself some hobby or some shit. Don't you find it worrying that you can get this '''really''' pissed off for some meaning less shit like that? I mean I won't say get a life or anything but seriously, chill, it's just a game. You can't let yourself get your mood ruined by the first fool you don't even know who just feels like fucking around. --[[User:A SN|A SN]] 00:15, 5 February 2007 (UTC) '''(Does anyone see any irony in this guy saying he's not pissed off, and then reading the rest of his post? Mmm-hmm. -[[User:Che|Che]] 02:54, 5 February 2007 (UTC) PS: Just what A SN wants to see: a 14-year old &amp;quot;jack off&amp;quot; (&amp;quot;or something&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your a total dumbass if you didn't understand that was sarcasm. -czech1&lt;br /&gt;
&lt;br /&gt;
:I MEAN IT'S ONLY LIKE A LIKE GAME LIKE CHILL MAN! LOLLOLOLOL CHILL! CHILL! I'M FUCKING CHILLED! CHILLED LIKE ICE COLD ICE VERY COLD ICE! JACK OFF! SOMEONE GO JACKOFF! DO IT! SOMEONE GO JACK OFF OR SOMETHING. lol, man, im not getting worked up over this game, do you think so?! I DON'T! I'm not getting worked up why'd you ask!? Nope, nope! Let's go find some 14-year olds and see if I can get them to jack off or something.--[[User:A SN|A SN]] 00:15, 5 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My A SN impression is getting better and better every day! And A SN, you tell other people to calm down and yet you're killing some CP officers in a '''game''', and then half-skipping over to the Wiki and adding fuel to your ego, and then going Tom Cruse. A SN, remember to take those schizophrenia pills TWICE a day. -[[User:Che|Che]] 02:57, 5 February 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>FirstAmongstDaves</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=12546</id>
		<title>Dalpok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=12546"/>
		<updated>2007-02-06T03:57:29Z</updated>

		<summary type="html">&lt;p&gt;FirstAmongstDaves: /* Groups Operating in Dalpok */  -&amp;gt; History and New Amsterdam&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;
| 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;
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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=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Dalpok - Territory Map'''&lt;br /&gt;
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| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&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;Dalpok&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;
&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;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;
*[[Eyecons]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
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 has further facilitated pirate aggression against natives in the region.&lt;br /&gt;
&lt;br /&gt;
In December '06, 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>FirstAmongstDaves</name></author>
		
	</entry>
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