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	<updated>2026-05-05T00:52:19Z</updated>
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=23417</id>
		<title>Wiksik</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=23417"/>
		<updated>2012-01-13T19:30:15Z</updated>

		<summary type="html">&lt;p&gt;Mencken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_wiksik.png&lt;br /&gt;
| cx          = -70239&lt;br /&gt;
| cy          = 26405&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Tapran&lt;br /&gt;
| shaman_gps  = {{map|70|239|26|405}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Toe&lt;br /&gt;
| trader_gps  = {{map|70|235|26|405}}&lt;br /&gt;
| trader_loc  = (12,08)&lt;br /&gt;
| ammo_gps    = {{map|70|239|26|411}}&lt;br /&gt;
| ammo_loc    = (08,02)&lt;br /&gt;
| medical_gps = {{map|70|240|26|410}}&lt;br /&gt;
| medical_loc = (07,03)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wiksik''' is one of the four native [[camp]]s on Shartak. Located in the interior of the island's eastern half, it contains twenty-one [[hut]]s in a circular clearing. &lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Tapran keeps watch in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
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== Map ==&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Wiksik&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Weapons Hut&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Medical Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''CR'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Crater&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33ff99|'''[[Kingdom_of_Wiksik|OT]]''' &lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | [[Kingdom_of_Wiksik|Kingdom of Wiksik - Old Throne]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=DarkGrey|'''[[The_Necromancers_Guild|SH]]'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | [[The_Necromancers_Guild|Spirit Hut]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''G'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Gateway&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 coloured differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Wiksik&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Wiksik==&lt;br /&gt;
Traditionally Wiksik has been the most warlike of the three native villages on Shartak. The ordinary Wiksik villagers actively pursue the ancient traditions of head-hunting as a recreational pastime and it is also the birthplace of many of the (in)famous [[The WickSick Headhunters|WickSick Headhunters]].  Outsiders did not often receive a peaceful welcome in Wiksik and many would consider themselves fortunate to survive 24 hours within the general vicinity of the village.  Wiksik has been the site of many wars over the years, and is usually a turbulent place to live or visit.&lt;br /&gt;
&lt;br /&gt;
===Crater===&lt;br /&gt;
The Crater is where a meteor struck the Skull Throne of Wiksik, creating a massive hole in the ground and demolishing the throne.  One can go down this hole and find a hot springs, and a caved in part of the tunnel system.&lt;br /&gt;
&lt;br /&gt;
===Kingdom of Wiksik - Throne Room===&lt;br /&gt;
Wiksikians built the old throne for the [[Kingdom_of_Wiksik|The Kingdom of Wiksik]] in May 2010. The old throne is dedicated to StonerKitten, who will be forever loved and missed. The interior of the throne room was modeled after a diagram of the Court of King Arthur, found in a copy of Le Mort D'Arthur that washed up on the beach near the crab claw swamp. &lt;br /&gt;
&lt;br /&gt;
===The Spirit Hut===&lt;br /&gt;
Protected by [[The_Necromancers_Guild|The Necromancer's Guild]], this hut on the southern edge of Wiksik is a haven for spirits haunting the village. Spirits are encouraged to congregate here and share their knowledge of the afterlife. Spirits ''should not'' be exorcised from this hut. It was made official with its own pretty icon by Simon in April 2009.  The spirit hut is currently open for business.&lt;br /&gt;
&lt;br /&gt;
===Wicksick Isle===&lt;br /&gt;
A heavily-disputed territory, [[Midway Island|Wicksick Island (AKA Midway Island, Babakueria)]] lies due south of Wiksik. It arose from the waters off the shores of Terror Beach in early 2007. It is notable for its multilevel ruined tower, a unique feature on Shartak. There is currently a small orchard on the Isle planted by Mr. Tomas.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Wiksik==&lt;br /&gt;
&lt;br /&gt;
There are a number of groups active in Wiksik, activity varying from month to month.  While in Wiksik you may encounter representatives of the following groups:&lt;br /&gt;
&lt;br /&gt;
*[[The_Necromancers_Guild|The Necromancers Guild]]&lt;br /&gt;
*[[Kingdom of Wiksik]]&lt;br /&gt;
*[[Kingdom Of Skulls]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The WickSick Headhunters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=23416</id>
		<title>Wiksik</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=23416"/>
		<updated>2012-01-13T19:28:17Z</updated>

		<summary type="html">&lt;p&gt;Mencken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_wiksik.png&lt;br /&gt;
| cx          = -70239&lt;br /&gt;
| cy          = 26405&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Tapran&lt;br /&gt;
| shaman_gps  = {{map|70|239|26|405}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Toe&lt;br /&gt;
| trader_gps  = {{map|70|235|26|405}}&lt;br /&gt;
| trader_loc  = (12,08)&lt;br /&gt;
| ammo_gps    = {{map|70|239|26|411}}&lt;br /&gt;
| ammo_loc    = (08,02)&lt;br /&gt;
| medical_gps = {{map|70|240|26|410}}&lt;br /&gt;
| medical_loc = (07,03)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wiksik''' is one of the four native [[camp]]s on Shartak. Located in the interior of the island's eastern half, it contains twenty-one [[hut]]s in a circular clearing. &lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Tapran keeps watch in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Wiksik - Territory Map'''&lt;br /&gt;
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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 coloured differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Wiksik&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
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==A Rough Guide To Wiksik==&lt;br /&gt;
Traditionally Wiksik has been the most warlike of the three native villages on Shartak. The ordinary Wiksik villagers actively pursue the ancient traditions of head-hunting as a recreational pastime and it is also the birthplace of many of the (in)famous [[The WickSick Headhunters|WickSick Headhunters]].  Outsiders did not often receive a peaceful welcome in Wiksik and many would consider themselves fortunate to survive 24 hours within the general vicinity of the village.  Wiksik has been the site of many wars over the years, and is usually a turbulent place to live or visit.&lt;br /&gt;
&lt;br /&gt;
===Crater===&lt;br /&gt;
The Crater is where a meteor struck the Skull Throne of Wiksik, creating a massive hole in the ground and demolishing the throne.  One can go down this hole and find a hot springs, and a caved in part of the tunnel system.&lt;br /&gt;
&lt;br /&gt;
===Kingdom of Wiksik - Throne Room===&lt;br /&gt;
Wiksikians built the old throne for the [[Kingdom_of_Wiksik|The Kingdom of Wiksik]] in May 2010. The old throne is dedicated to StonerKitten, who will be forever loved and missed. The interior of the throne room was modeled after a diagram of the Court of King Arthur, found in a copy of Le Mort D'Arthur that washed up on the beach near the crab claw swamp. &lt;br /&gt;
&lt;br /&gt;
===The Spirit Hut===&lt;br /&gt;
Protected by [[The_Necromancers_Guild|The Necromancer's Guild]], this hut on the southern edge of Wiksik is a haven for spirits haunting the village. Spirits are encouraged to congregate here and share their knowledge of the afterlife. Spirits ''should not'' be exorcised from this hut. It was made official with its own pretty icon by Simon in April 2009.  The spirit hut is currently open for business.&lt;br /&gt;
&lt;br /&gt;
===Wicksick Isle===&lt;br /&gt;
A heavily-disputed territory, [[Midway Island|Wicksick Island (Babakueria)]] lies due south of Wiksik. It arose from the waters off the shores of Terror Beach in early 2007. It is notable for its multilevel ruined tower, a unique feature on Shartak. There is currently a small orchard on the Isle planted by Mr. Tomas.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Wiksik==&lt;br /&gt;
&lt;br /&gt;
There are a number of groups active in Wiksik, activity varying from month to month.  While in Wiksik you may encounter representatives of the following groups:&lt;br /&gt;
&lt;br /&gt;
*[[The_Necromancers_Guild|The Necromancers Guild]]&lt;br /&gt;
*[[Kingdom of Wiksik]]&lt;br /&gt;
*[[Kingdom Of Skulls]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The WickSick Headhunters]]&lt;br /&gt;
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{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=23415</id>
		<title>Wiksik</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=23415"/>
		<updated>2012-01-13T19:27:12Z</updated>

		<summary type="html">&lt;p&gt;Mencken: A few updates for the times.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_wiksik.png&lt;br /&gt;
| cx          = -70239&lt;br /&gt;
| cy          = 26405&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Tapran&lt;br /&gt;
| shaman_gps  = {{map|70|239|26|405}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Toe&lt;br /&gt;
| trader_gps  = {{map|70|235|26|405}}&lt;br /&gt;
| trader_loc  = (12,08)&lt;br /&gt;
| ammo_gps    = {{map|70|239|26|411}}&lt;br /&gt;
| ammo_loc    = (08,02)&lt;br /&gt;
| medical_gps = {{map|70|240|26|410}}&lt;br /&gt;
| medical_loc = (07,03)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wiksik''' is one of the four native [[camp]]s on Shartak. Located in the interior of the island's eastern half, it contains twenty-one [[hut]]s in a circular clearing. &lt;br /&gt;
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A [[shaman]] named Tapran keeps watch in the center of the clearing.&lt;br /&gt;
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== Map ==&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
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| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Wiksik&amp;quot;)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | [[Noticeboard]]&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Trading Post&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Weapons Hut&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Medical Hut&lt;br /&gt;
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| bgcolor=#aa8866|'''CR'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Crater&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33ff99|'''[[Kingdom_of_Wiksik|KT]]''' &lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | [[Kingdom_of_Wiksik|Kingdom of Wiksik - Old Throne]]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=DarkGrey|'''[[The_Necromancers_Guild|SH]]'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | [[The_Necromancers_Guild|Spirit Hut]]&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Gateway&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 coloured differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Wiksik&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Wiksik==&lt;br /&gt;
Traditionally Wiksik has been the most warlike of the three native villages on Shartak. The ordinary Wiksik villagers actively pursue the ancient traditions of head-hunting as a recreational pastime and it is also the birthplace of many of the (in)famous [[The WickSick Headhunters|WickSick Headhunters]].  Outsiders did not often receive a peaceful welcome in Wiksik and many would consider themselves fortunate to survive 24 hours within the general vicinity of the village.  Wiksik has been the site of many wars over the years, and is usually a turbulent place to live or visit.&lt;br /&gt;
&lt;br /&gt;
===Crater===&lt;br /&gt;
The Crater is where a meteor struck the Skull Throne of Wiksik, creating a massive hole in the ground and demolishing the throne.  One can go down this hole and find a hot springs, and a caved in part of the tunnel system.&lt;br /&gt;
&lt;br /&gt;
===Kingdom of Wiksik - Throne Room===&lt;br /&gt;
Wiksikians built the old throne for the [[Kingdom_of_Wiksik|The Kingdom of Wiksik]] in May 2010. The old throne is dedicated to StonerKitten, who will be forever loved and missed. The interior of the throne room was modeled after a diagram of the Court of King Arthur, found in a copy of Le Mort D'Arthur that washed up on the beach near the crab claw swamp. &lt;br /&gt;
&lt;br /&gt;
===The Spirit Hut===&lt;br /&gt;
Protected by [[The_Necromancers_Guild|The Necromancer's Guild]], this hut on the southern edge of Wiksik is a haven for spirits haunting the village. Spirits are encouraged to congregate here and share their knowledge of the afterlife. Spirits ''should not'' be exorcised from this hut. It was made official with its own pretty icon by Simon in April 2009.  The spirit hut is currently open for business.&lt;br /&gt;
&lt;br /&gt;
===Wicksick Isle===&lt;br /&gt;
A heavily-disputed territory, [[Midway Island|Wicksick Island (Babakueria)]] lies due south of Wiksik. It arose from the waters off the shores of Terror Beach in early 2007. It is notable for its multilevel ruined tower, a unique feature on Shartak. There is currently a small orchard on the Isle planted by Mr. Tomas.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Wiksik==&lt;br /&gt;
&lt;br /&gt;
There are a number of groups active in Wiksik, activity varying from month to month.  While in Wiksik you may encounter representatives of the following groups:&lt;br /&gt;
&lt;br /&gt;
*[[The_Necromancers_Guild|The Necromancers Guild]]&lt;br /&gt;
*[[Kingdom of Wiksik]]&lt;br /&gt;
*[[Kingdom Of Skulls]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The WickSick Headhunters]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Exploration_Skills&amp;diff=23248</id>
		<title>Talk:Exploration Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Exploration_Skills&amp;diff=23248"/>
		<updated>2011-08-05T22:34:05Z</updated>

		<summary type="html">&lt;p&gt;Mencken: New page: Although we needed descriptions for the exploration skills, I find these to be a bit too artsy. They should be pretty to-the-point, explaining what the skill does while still having a litt...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although we needed descriptions for the exploration skills, I find these to be a bit too artsy. They should be pretty to-the-point, explaining what the skill does while still having a little character. Also the names picked are all inactive characters, so the joke about serious sam, for example, isn't going to make a lot of sense to newbie readers. &lt;br /&gt;
&lt;br /&gt;
With your permission, Sizzu, I'd like to revise all the new descriptions except the first--The one for the 'exploration' skill sounds good.--Mencken&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:To_the_PKer&amp;diff=23247</id>
		<title>Talk:To the PKer</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:To_the_PKer&amp;diff=23247"/>
		<updated>2011-08-05T22:09:33Z</updated>

		<summary type="html">&lt;p&gt;Mencken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a lot of things here that I don't agree with, or are just wrong. I don't want to give people too much of an advantage over me by revealing all of my personal tricks, but I would like to point out that Wooden Clubs are, in fact, superior to machetes for PKing, even without being able to score a glancing blow: http://forum.shartak.com/index.php/topic,2867.msg81482.html#msg81482 :- [[User:Twist|Twist]] 21:21, 3 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mind if I add advice on tracking? --[[User:Sizzu|Sizzu]] 17:43, 9 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyone who wants to add something to the guide is welcome to do so. --Mencken&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:To_the_PKer&amp;diff=23246</id>
		<title>Talk:To the PKer</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:To_the_PKer&amp;diff=23246"/>
		<updated>2011-08-05T22:09:05Z</updated>

		<summary type="html">&lt;p&gt;Mencken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a lot of things here that I don't agree with, or are just wrong. I don't want to give people too much of an advantage over me by revealing all of my personal tricks, but I would like to point out that Wooden Clubs are, in fact, superior to machetes for PKing, even without being able to score a glancing blow: http://forum.shartak.com/index.php/topic,2867.msg81482.html#msg81482 :- [[User:Twist|Twist]] 21:21, 3 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mind if I add advice on tracking? --[[User:Sizzu|Sizzu]] 17:43, 9 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyone who wants to add something to the guide is welcome to do so.&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Moncler&amp;diff=23087</id>
		<title>User talk:Moncler</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Moncler&amp;diff=23087"/>
		<updated>2011-04-26T04:46:41Z</updated>

		<summary type="html">&lt;p&gt;Mencken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Depending   http://www.cheappandorashop.com/pandora-silver-gold-beads.html  using the seasons, they offer you a vast array from pc totes, messenger bags for laptops, slim be aware make a reservation for carriers etc. nonetheless not http://www.cheappandorashop.com/pandora-silver-beads.html &lt;br /&gt;
&lt;br /&gt;
all laptop or pc bags for girls for girls appear that appealing   http://www.cheappandorashop.com/pandora-gold-beads.html  for your sight but there's this sort that occur for inspiration on the apple company Mac which features  http://www.cheappandorashop.com/pandora-uk.html &lt;br /&gt;
&lt;br /&gt;
a accurate menders micro textile with amazing images from an animal and some embossed structure on its casing. http://www.cheappandorashop.com/pandora-bracelets.html&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Moncler&amp;diff=23086</id>
		<title>User talk:Moncler</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Moncler&amp;diff=23086"/>
		<updated>2011-04-26T04:46:18Z</updated>

		<summary type="html">&lt;p&gt;Mencken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Depending   http://www.cheappandorashop.com/pandora-silver-gold-beads.html  using the seasons, they offer you a vast array from pc totes, messenger bags for laptops, slim be aware make a reservation for carriers etc. nonetheless not http://www.cheappandorashop.com/pandora-silver-beads.html &lt;br /&gt;
&lt;br /&gt;
all laptop or pc bags for girls for girls appear that appealing   http://www.cheappandorashop.com/pandora-gold-beads.html  for your sight but there's this sort that occur for inspiration on the apple company Mac which features  http://www.cheappandorashop.com/pandora-uk.html &lt;br /&gt;
&lt;br /&gt;
a accurate menders micro textile with amazing images from an animal and some embossed structure on its casing. http://www.cheappandorashop.com/pandora-bracelets.html&lt;br /&gt;
&lt;br /&gt;
Don't spam the wiki with your ads.&lt;br /&gt;
&lt;br /&gt;
Don't spam the wiki.&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Moncler&amp;diff=23085</id>
		<title>User talk:Moncler</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Moncler&amp;diff=23085"/>
		<updated>2011-04-26T04:43:25Z</updated>

		<summary type="html">&lt;p&gt;Mencken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Depending   http://www.cheappandorashop.com/pandora-silver-gold-beads.html  using the seasons, they offer you a vast array from pc totes, messenger bags for laptops, slim be aware make a reservation for carriers etc. nonetheless not http://www.cheappandorashop.com/pandora-silver-beads.html &lt;br /&gt;
&lt;br /&gt;
all laptop or pc bags for girls for girls appear that appealing   http://www.cheappandorashop.com/pandora-gold-beads.html  for your sight but there's this sort that occur for inspiration on the apple company Mac which features  http://www.cheappandorashop.com/pandora-uk.html &lt;br /&gt;
&lt;br /&gt;
a accurate menders micro textile with amazing images from an animal and some embossed structure on its casing. http://www.cheappandorashop.com/pandora-bracelets.html&lt;br /&gt;
&lt;br /&gt;
Don't spam the wiki with your ads.&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=23084</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=23084"/>
		<updated>2011-04-26T04:42:30Z</updated>

		<summary type="html">&lt;p&gt;Mencken: Undo revision 23079 by Moncler (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main Page Announcements|&lt;br /&gt;
&amp;lt;!-- Intro --&amp;gt;           &lt;br /&gt;
       &lt;br /&gt;
mainpage_intro=This is an information hub for '''[http://www.shartak.com/ Shartak]''', a browser-based massively-multiplayer online role-playing game (MMORPG).&lt;br /&gt;
New players should read the '''[[Gameplay]]''' guide and perhaps the '''[[Tips and tricks]]''' and '''[[Requests for information]]''' pages.&lt;br /&gt;
       &lt;br /&gt;
The island of Shartak has been inhabited for several hundred years by native tribes from the villages of '''[[Dalpok]]''', '''[[Raktam]]''' and '''[[Wiksik]]'''. In recent times strangers to the island have appeared wearing odd clothes and carrying loud sticks. These outsiders have formed camps known as '''[[Derby]]''', '''[[Durham]]''' and '''[[York]]''' and have been joined by pirates whose '''[[shipwreck]]''' lies on the island's north shore. And now, on dark and stormy nights, the natives whisper tales of the shunned village '''[[Rakmogak]]''' and its terrible secret.&lt;br /&gt;
       &lt;br /&gt;
The strangers once stayed on the coast, away from the jungle, but now they travel inland in search of knowledge and plunder. It won't be long before they stumble across the villages and learn of the treasures of the tribal ancestors.|&lt;br /&gt;
       &lt;br /&gt;
&amp;lt;!-- Alert --&amp;gt;   &lt;br /&gt;
       &lt;br /&gt;
mainpage_alert=''No messages.''|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Wiki activities --&amp;gt;         &lt;br /&gt;
mainpage_activities='''Recent wiki changes and additions'''&lt;br /&gt;
* Almost 50 new achievements have been released, go check them [[Achievements|out!]]&lt;br /&gt;
* A set of [[:Category:Historical_Article|History]] pages charting the island's history continues to be updated.&lt;br /&gt;
* [[Noticeboard]]s are now up in all the towns.&lt;br /&gt;
* Custom huts now deliver special [[Custom Hut Items]]&lt;br /&gt;
* The [[Ghost Ship]] has made a splash in the waters around Shartak, with it's infamous Ghost Crew still on board.&lt;br /&gt;
'''Current projects''' &lt;br /&gt;
* [[Shaman|NPC shamans]] continue to be tracked.             &lt;br /&gt;
* [http://www.itechsc.com/misc/shartak/ubermap/ Shartak UBER MAP project]: Creates a detailed map from user input.       &lt;br /&gt;
* [http://www.philosoph.us/misc/shartak/underworld Shartak Underworld]: Permanently logs kills and deaths.       &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Main Page Navigation|  &lt;br /&gt;
&lt;br /&gt;
mainpage_navi1a=Basics|  &lt;br /&gt;
mainpage_navi1b= &lt;br /&gt;
* [[Newcomers Guide]]        &lt;br /&gt;
* [[Gameplay]]         &lt;br /&gt;
* [[Tips and tricks]]&lt;br /&gt;
* [[:Category:Guides|How-To Guides]]&lt;br /&gt;
** [[A Pirate's Life]]&lt;br /&gt;
** [[The Native Path]]&lt;br /&gt;
** [[Outsider Ingenuity]]&lt;br /&gt;
** [[The_Art_Of_Necromancy_On_Shartak_Island|The Necromancer's Art]]&lt;br /&gt;
* [[User interface]]     &lt;br /&gt;
* [[:Category:Roleplaying|Roleplaying]]  &lt;br /&gt;
* [[:Category:Statistics|Statistics]]    &lt;br /&gt;
|              &lt;br /&gt;
&lt;br /&gt;
mainpage_navi2a=Game information|        &lt;br /&gt;
mainpage_navi2b=                      &lt;br /&gt;
* [[Class]]es         &lt;br /&gt;
* [[Skills]]          &lt;br /&gt;
* [[Items]]     &lt;br /&gt;
* [[NPC]]s&lt;br /&gt;
* [[Animals]]&lt;br /&gt;
* [[Achievements]]&lt;br /&gt;
* [[:Category:Locations|Locations]]      &lt;br /&gt;
** [[Terrain]]&lt;br /&gt;
** [[Camp]]s&lt;br /&gt;
** The [[Parchment Pages]] location list. &lt;br /&gt;
** Derby Evening Press [[Guide to Towns]].&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi3a=Feedback|&lt;br /&gt;
mainpage_navi3b=&lt;br /&gt;
* [[Requests for information]]&lt;br /&gt;
* [[Game design]]&lt;br /&gt;
* [[Bugs]]&lt;br /&gt;
* [[Suggestions]]&lt;br /&gt;
* [http://forum.shartak.com Official forum]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi4a=Site information|&lt;br /&gt;
mainpage_navi4b=&lt;br /&gt;
* [http://www.shartak.com/faq.html FAQ]&lt;br /&gt;
* [http://www.shartak.com/news.html News]&lt;br /&gt;
* [http://www.shartak.com/stats.html Statistics]&lt;br /&gt;
* [http://www.shartak.com/donate.html Donate]&lt;br /&gt;
* [http://www.shartak.com/advertising.html Advertising]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi5a=Clans|&lt;br /&gt;
mainpage_navi5b=&lt;br /&gt;
* [[:Category:Clans|Clan pages]]&lt;br /&gt;
** [[:Category:Clans for natives|Clans for natives]]&lt;br /&gt;
** [[:Category:Clans for outsiders|Clans for outsiders]]&lt;br /&gt;
** [[:Category:Clans for everyone|Clans for everyone]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
mainpage_navi6a=Wiki information|&lt;br /&gt;
mainpage_navi6b=&lt;br /&gt;
* [[Project:Help|Editing and Help]]&lt;br /&gt;
* [[Project:Community Portal|Community portal]]&lt;br /&gt;
* [[The Shartak Wiki:Policies and guidelines|Policies and guidelines]]&lt;br /&gt;
* [[:Category:Delete|Delete]]&lt;br /&gt;
* [[:Category:Redirects|Redirects]]&lt;br /&gt;
* [[:Category:Templates|Templates]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=23062</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=23062"/>
		<updated>2011-04-11T06:38:52Z</updated>

		<summary type="html">&lt;p&gt;Mencken: Significant updates to current village attractions, current location names (former names kept in brackets), some village history added, clans/services no longer active have been listed as such.&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 current [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable, or if you don't want to [[rifle]] through for a good one, the best are listed [[Roads|here]]&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, aggressive animal, sock it one, and wait for it to get you back.  There are of course many variations 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 definitive 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;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  It is a grim place. The area between Dalpok and the Shipwreck, known as Corsair Boulevard, 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, although a land scam in '06 saw some pirates relinquish their claim to the town to a mad outsider called Maevar Raenick who unsuccessfully proclaimed himself mayor. [[Gridflay]], [[Isolation]], [[Vercingetorix]],[[Stargod Tinxiweewee]], [[ClickClick]], [[Ropata]] are the elders of Dalpok, and the [[Dalpok Crownlands]], with its gruesome [[Citadel]], is the main clan, though its long halls are currently empty. Dalpok was once the home of [[Jungle Drums]], the sole native newspaper.&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 home to [[The Hanged Misfit]], run by THE MISFITS, who often informally police Derby's streets. At one time, Derby possessed a hospital, a hotel (the [[Hotel de Derby]]), a local newspaper called the [[Derby Evening Press]], and a duelling academy, but only the duelling academy is still in operation, currently run by instructor Uther. A number of other useful institutions are scattered througout the town. Two successive governments ruled in Derby, the [[Eastern Federation]] and later, the [[Peninsula Federation]]. The nearby delta swamp is rumoured to be a lucky place to find heavy swords. Derby infrequently assists its sister towns York and Durham with various threats, and has cordial relations with Raktam and friendly pirates.&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 dominated by [[Durham]] and by its northern neighbor [[New Haven]], (once the [[Independent Republic of Fort Creedy]]). It was for many years largely controlled by the [[Durham Pistoleers]], a police force that was disbanded in December '07 during the [[Durham Crisis]].  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. Durham is the only town on Shartak with the first democratically elected leader, Governor Jacobi. The current village headman or ''mukhtar'' is Dani al-Ghazali who appointed himself in January '11 after an inconclusive election the month previous. Durham is home to several substantial institutions, notable [[Club Palermo]], a tavern hang-out for mercenaries owned by Giovanni Machetti.&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 kingdom was in '06 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 internecine conflict ended with the reform of the [[Scavengers]] clan in February '07. The village is relatively friendly to outsiders, helped by a pro-outsider tavern, [[La Belle Dame Saloon]], owned by Jeanette Prosper. In March '07, Raktam was the starting point of the inaugural [[Raktam Race]]. The Queen of Greater Raktam, Blue Hummingbird, was the sovereign ruler of Raktam and its surrounding territories, through the [[Royal Court of Greater Raktam]] and its Commonwealth with the [[Independent Republic of Fort Creedy]]. After the Queen's assassination in '08, Raktam and its territories were ruled by a dynasty: SofaKing, the Queen's heir; Dappled Shadow, the Tyrant; Blahmicho, the Worm; culminating in the long and productive reign of Queen monaliza and her consort, Baraka, who were slain by anarchists in January '11. SofaKing has since returned to serve as Regent until a worthy heir can be found. Raktam is the centre of native politics and intrigue.&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 was irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], the [[Scurvy Crew of the Hellborn Strumpet]], the [[1st Imperial Privateers Regiment]], and the [[Brotherhood of the Coast]]who each meted out gleeful vengeance on recidivist pirate murderers until the demise of each of these clans. The main clan at the shipwreck is now [[The Bloody Legion of Black-Hearted Brigands]], captained by the infamous Captain Vesuvius Low. There is a tavern in the galley part of the ship run by Captain Wolf, [[The Gallowed Pirate]]. 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. [[Utility Bank]] once had a branch in the main cabin.&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;
Wiksik is the most populous of the native settlements.  It is not to be confused with [[The WickSick Headhunters|Wicksick]]. Wiksik is the home of spiritual matters on the island, usually of a sinister bent, ably demonstrated by the [[The Necromancers Guild|Necromancer's Guild]]. Wiksik and the surrounding lands form the [[Kingdom Of Skulls]], a native homeland whose people do not tolerate aggressive outsiders. Wiksik is a point of easy access to nearby [[Wiksik#Crystal Lake|Crystal Lake]] and the far North Eastern swamp. A regulalrly used road called the Armachu Trail runs between Wiksik and Raktam. In general Wiksik is intolerant of even peaceful outsiders.&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 its 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 proliferation of extremist groups such as the [[1st Colonial Militia]] and the [[Order of Patriots]] who engage in assassinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  York has a very long history of pirate invasions, attackes by mercenaries, and conflict with natives, which are detailed in the wiki. The town is now largely administered by 5punk.co.uk with the assistance of the long-established [[Colonial Police]], and repels hostile forces with well-honed efficiency. York is by far the best defended town on Shartak. Once the host of two rather excellent newspapers, [[The Yorkman|The Yorkman]], and its competitor, the [[Shartak Financial Times]], it no longer has any press. A small farming district once sat on the River Hazen, north-east of York, run by York non-combatants. A large heavy sword mining operation is in the River Hazen delta, controlled by York authorities.&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;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Originally run by the Derby Hospitallers, and now under the supervision of instructor Uther, 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. No longer in service.&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 cataloging and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier. No longer in service.&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;
Once run by Ibn al Xuffasch, the [[York Observatory]] is dedicated to identifying life beyond the skies. The Observatory is now derelict and is no longer operational.&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 in Dalpok was once operated by Monkeypaw. Since Monkeypaw's demise in '06 this branch is now closed.&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 available 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;
=====Templar Bank=====&lt;br /&gt;
&lt;br /&gt;
The Templar Bank branch in Derby was originally operated by Kristofer Schanz, as part of the [[Imperial Bank]]. Since Schanz's demise this branch temporarily closed, and until October '08 was operated as the headquarters of Shartak's largest bank, Templar Bank, by Orlando Bloom. {{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;
=====Templar Bank=====&lt;br /&gt;
&lt;br /&gt;
The [[Templar Bank]] branch in Durham was operated by Hideo Inakajimita, the bank's president. The bank is now closed.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Templar Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Utility Bank=====&lt;br /&gt;
&lt;br /&gt;
[[Durham Utility]] operated a bank in Durham.&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 available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Crowjane's Bank=====&lt;br /&gt;
&lt;br /&gt;
Crowjane's Bank provided deposit services, loans, and inter-branch money transfers. The bank had an association with the [[Templar Bank]]. No longer in service.&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 was to provide an alternative to the now demobilised Mercenary's Guild. The Consultancy is now defunct.&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;
=====Grand Vizier's Markets=====&lt;br /&gt;
&lt;br /&gt;
The Grand Vizier's Markets, was established by the Queen of Greater Raktam, Blue Hummingbird, in December '07, in honour of her Grand Vizier, [[Neil Tathers]] and was in the southern quarter of Raktam. It consisted of a cluster of huts in the south of Raktam which may be used by any peaceful trader of any nation. Trade in the markets was tariff free. Repeated attacks on foreign traders by local Raktamis forced the closure of the markets in Jan '08. The Markets are presently unoccupied and form a dangerous slum in the south of Raktam.&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 available 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 branch was operated by Justine, and since her death has become inactive.&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 available 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;
=====Templar Bank=====&lt;br /&gt;
&lt;br /&gt;
The Templar Bank branch in York provided 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 was understandably difficult to enforce. Both outsiders and natives were welcome within any branch of the bank - a cause of contention with the [[Colonial Police]]. The branch was operated by Archbishop Blackburne until his relocation of the branch to Derby in late '07 following a series of attacks by York extremists who accused the bank of funding terrorists.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Templar 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 available 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;
=====Port Breton=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to [[York]]. As at November 07 it was a French enclave known as Nouveau Aix-en-Bains, and then was abandoned until a resolution in April '08 of a dispute between the [[Kingdom of Skulls]] and the [[Eastern Federation]] over the control and occupation of [[Midway Island]]. This resolution included the relocation of [[the French]] colony to what is now called Port Breton. It was the site of [[Casino Royale]], a cathedral, and an administraton office. Port Breton was controlled by Baron Surcouf as governor under the mandate of Emperor Napoleon Bonaparte, and the casino was operated by Hercule Le Tof. Port Breton is rumoured to have been the home of an offshoot tribe of Raktamites who were converted by the French missionaries, but as the tribe was said to be exterminated by anarchists in December '10 and the French have seemingly vacated the ruins, it remains a mere tale. A French tricolour flag flies over the settlement, awaiting the return of its masters.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Batavia=====&lt;br /&gt;
Two ruined huts just north-west of Durham, frequently occupied by raiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====New Haven (The Independent Republic of 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. The Creedy Republic declared independence in early '07, electing President Oktavian as its ruler, and has a small but permanent population of both outsiders and natives. Since forming a commonwealth with Raktam in November '07, a Raktam garrison has operated from the armoury. The Creedy Republic often had border disputes with [[Durham]] to the south, and in early '08 this was the subject of a bitter guerilla war known as the [[Durham Crisis]] involving the Commonwealth, the [[Durham government]] headed by its governor, Ron Burgundy, the [[Durham Pistoleers]] and the [[1st Colonial Militia]] from [[York]], which resulting in the disbandment of the Pistoleers. In mid '08, the Creedy Republic hosted [[Shivering Timbers]], Shartak's only functioning brothel, until its closure in the summer of '09. Following Shartak 2.0, Fort Creedy was claimed by Solemn and renamed New Haven, which for a time boasted the largest clan membership in Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Chikram=====&lt;br /&gt;
Three huts a short walk north of Raktam. Until recently occupied by the [[Royal Court of Greater Raktam]] as a northern outpost, this was a favourite haunt of pirates. This location was also known as Winter Palace of the Queen of Greater Raktam, Blue Hummingbird, and later Monaliza, who held Shargletopia there in mid-October 2010. It has since been garrisoned as the Northern garrison of Raktam for its Warriors,and a place of refuge for any native. Formerly maintained by Viceroy Skuzball from 2008-2009. &lt;br /&gt;
Formerly occupied by Warriors of Raktam-1st Garrison&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 heavily fought over in the past but is now firmly in pirate hands and has been used as a gladiatorial arena between pirates engaging in boxing. The ruins are a favorite 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. Subsequent to the Guild's demobilisation, the building was used as the headquarters of the Shartak Protestant League and as the York Courthouse.&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;
=====Chikram=====&lt;br /&gt;
Three ruined huts just north of Raktam, claimed by the [[Royal Court of Greater Raktam]] as a northern outpost.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
=====The Pirates Rest=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck, in close proximity to a fruit tree planatation operated by the [[Exotic Sports Hunting Club]] in '08.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====New Berlin=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula, occasionally occupied by Maximillan Pike, and used as a refuge for travellers between York and Durham.Now Occupied frequently by German Settlers who choose to use the roaming shamans instead of returning home.&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====New Bristol=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula. Occasionally occupied by Hideo Inakajimita, New Bristol is very close to a driftwood shipyard and is used as a free port for traders of any nationality.&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;
=====Azguz'ktam=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road. It is the southern-most citadel of the kingdom of the [[Royal Court of Greater Raktam]], named after Azguz, the hybrid werewolf Protector of Raktam. &lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Casterley Rock====&lt;br /&gt;
A small, thin island just off the southern coast of [[Derby]], once occupied by the clan known as the Lions of Casterley Rock.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Southern Islands|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Arivo Rock====&lt;br /&gt;
&lt;br /&gt;
A very small, crescent shaped-island lying in deep water south-east of [[Derby]]. Discovered in September '08 by a spelunking explorer named Raivo, it has an entrance to the vast underground network of caves underneath the island, and is the quickest entrance to the abandoned gold mine sitting underneath Derby.&lt;br /&gt;
&lt;br /&gt;
====Skull Island and surrounding archipelego====&lt;br /&gt;
&lt;br /&gt;
A large island sitting in deep water to the north-east of the main iasland of Shartak. Inhabited by cannibals, strange geological activity has resulted in a land mass which has an eery visual similarity to a human skull. Two lakes occupy the centre of the island, which contain fresh water. The most southern island of the archipelego is called Mandible Island, and several small islands strech between Mandible Island and Skull Island. The island is riddled with caves, some of which are used by its inhabitants as shelter. Skull Island hosts the small village of [[Rakmogak]], the home of the cannibals - a very dangerous place for visitors.&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, and refuge of Shartak's last remaining sloth. 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;
====Midway Island====&lt;br /&gt;
A small island off the south coast between [[York]] and [[Derby]]. It emerged from the sea in April '07, revealing the ruins of a two-story stone tower. The first person on the island was [[Simeon Carter]] of Derby, and so the channel across from the mainland to the island is called [[Carter Channel]]. It is known by some natives as Barbekuria, and was used as for various religious ceremonies until a joint [[Eastern Federation]]/ [[York Coalition]] attack. The tower was previously hom to a casino operated by [[the French]], however the French fled when words were exchanged between the [[Kingdom Of Skulls]] and various hardline factions of York over the ownership of the Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|217|335}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Southern Islands|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Hawkins Island====&lt;br /&gt;
A small island off the tip of the York Peninsula (Macdonald Point), which has been known as Killer Island and Calvin's Eye-Land. Once declared the Shartak Elephant Preserve, later claimed by the Predators of Killer Island, and then as the headquarters of the [[Kraken Hunters]], it is often used as a staging post for attacks on York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Southern Islands|Wiki]]&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 long- defunct [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair. Alex Rodrigo once inhabited the island as its de facto governor.&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), declared a no-violence zone by a group of powerful clans, and for a time in '07 controlled by a pirate group known as [[the Brotherhood of the Coast]]. The northern tip is called Cape Bonobo, and the southern tip is called Cape Shark, to reflect the former names of the island (Shark island and Bonobo Island). The body of water between Unity Island and the mainland is called Expedition Channel, and the body of water to the east is Cargo Cult Sea, both names honoring the two clans who originally discovered the island.&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, aggressive flightless birds called &amp;quot;shargles&amp;quot;, 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;
====New Mecca (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. Named Echo Beach by the Burgundy-Locksley Commission, it was renamed New Mecca in April '11 by the current ruler of Durham, Dani al-Ghazali. In March '11 it was the site of al-Ghazali's Festival of Submission Scavenger Hunt.&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 river mouth. 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 the beach west of the shipwreck, ending in [[Archer's Pool]]. The clan [[River Born Fury]] had 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;
==== Nihilo's Hollow ====&lt;br /&gt;
&lt;br /&gt;
The catacomb complex found under the Sacred Space. The subterranean cave forms an unbroken ring, and so does not leave out from the Sacred Space. The only entrance and exit is the tunnel to Sacred Space. Although the hollow is technically in Sacred Space, the spirits of the Ancestors do not prevent aggression in it, and therefore players can attack and kill other players or NPCs. There is a fungi vein within the cave, as well as spiders that pose a danger to fungi farmers.&lt;br /&gt;
&lt;br /&gt;
Named after Nihilo, one of its earliest discoverers, and the first person to ruthlessly kill another player in it once it was revealed that the tranquil spirits did not inhabit the premises. Originally called the Pit of Ouroboros, a symbolic attribution of its geometry. &lt;br /&gt;
&lt;br /&gt;
{{pplink|353|443}}&lt;br /&gt;
&lt;br /&gt;
====River Hazen====&lt;br /&gt;
&lt;br /&gt;
This river was also once called the Margaret River. It is named after a now-retired combat veteran of York, WB Hazen, who was a leader of the [[Order of Patriots]]. The River runs from Mt Shartak south to the sea, and forms the south-western boundary of the kingdom of the [[Royal Court of Greater Raktam]]. The mouth of the River Hazen is called the Hazen Delta, generally recognised as York's swampland.&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 were sworn to attack and punish &amp;quot;vile criminals&amp;quot;.  The building is actually a hospital, and at one time there was always a hospitaller either inside or just outside. No longer in service.&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 once declared their intention to, amongst other things, cleanse Derby of PKers. No longer in service.&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 Police=====&lt;br /&gt;
The Durham Police Department was established in March '08 to replace the disbanded Pistoleers. They established an effective defense against the Headhunters in April '08 with the assistance of the Durham Model Army and the 1st Colonial Militia. No longer in service.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Police|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 managed to make York one of the safest towns on Shartak.  They offered protection to all outsiders, and were known to help friendly natives too. No longer in service.&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 were healed by one of their once-daily patrols.  The Hospital later became a safehouse, providing shelter to any peaceful individuals, regardless of their origins. No longer in service.  &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 waited here would be healed by one of the staff, who were almost always present.  Enemies of the Royal Expedition or their allies were more likely to be slain, though, as the expedition claimed this area as their territory. No longer in service.&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 resurrect 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;
=====Derby Rangers HQ=====&lt;br /&gt;
&lt;br /&gt;
The Derby Rangers' leader can be contacted directly in this hut for any purposes, and other Rangers frequently sleep inside, as well. &lt;br /&gt;
&lt;br /&gt;
{{pplink|096|348}}&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 was a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up. Overgrown.&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 controversial ultra-religious clan, and scene of many murders committed 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|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;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak%27s_Organized_Anarchists_Posse&amp;diff=22916</id>
		<title>Shartak's Organized Anarchists Posse</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak%27s_Organized_Anarchists_Posse&amp;diff=22916"/>
		<updated>2011-02-01T16:27:46Z</updated>

		<summary type="html">&lt;p&gt;Mencken: Added link for 'To the PKer'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Clanbox_test|&lt;br /&gt;
 clan_name=Shartak's Organized Anarchists Posse|&lt;br /&gt;
 official_id=549|&lt;br /&gt;
 clan_image=[[Image:Francisco de Goya - The French Penalty.jpg]]|&lt;br /&gt;
 clan_leaders=[http://www.shartak.com/profile.cgi?id=20598 Mencken] and [http://www.shartak.com/profile.cgi?id=21425 The Narrator]|&lt;br /&gt;
 clan_membership=7|&lt;br /&gt;
 clan_goals=Overthrow all native monarchies.|&lt;br /&gt;
 clan_recruit=Minimum level required is 5.|&lt;br /&gt;
 clan_contact=[http://forum.shartak.com/index.php?action=profile;u=1416 Message The Narrator on forum]|&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Goal=&lt;br /&gt;
Our Manifesto:&lt;br /&gt;
&lt;br /&gt;
Shartak has no crown. Shartak NEEDS no crown. Shartak belongs to the state of nature. And no one rules the state of nature.&lt;br /&gt;
&lt;br /&gt;
Shartak's Organized Anarchists Posse (SOAP) is bent on one goal: the assassination of anyone who claims to be a member of royalty on the island.&lt;br /&gt;
&lt;br /&gt;
Every time a crown-wearer dies (preferably in his/her own throne room), we send them this message: You are not powerful. I will not follow you, or serve you, or treat you as my better. You die just as easily as anyone. the difference between you and I is that my death is meaningless; yours is a crime. I will revive and kill another crown-wearer, and another; you will sit back on your throne, in control of nothing, no-one.&lt;br /&gt;
&lt;br /&gt;
NB: SOAP does not engage in griefing. once a royal has been killed, SOAP members should move on to the next village. Killing members of the same royal family is permitted, however.&lt;br /&gt;
&lt;br /&gt;
=Notable Members=&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=20598 Mencken] - Founder and former leader. Now retired.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21425 The Narrator] - Founder and current leader.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=19974 Wall E] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21107 Xom] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=17252 Johnny the Hedgehog] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=8782 gurujerry] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21715 iambecomemontu] - member&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=10965 Anthor] - King of Wiksik.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=14347 monaliza] - Former queen of Raktam. Now retired.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=10089 Baraka] - King of Raktam.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6639 Blue Hummingbird] - Zombie Queen of Dalpok.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2581 SofaKing] - Regent of Raktam&lt;br /&gt;
...And any who protect them ([http://www.shartak.com/clanview.cgi?id=536 The Raktami Royal Guard] for example.)&lt;br /&gt;
&lt;br /&gt;
=Allied Groups=&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=232 The Necromancers Guild]&lt;br /&gt;
&lt;br /&gt;
=Clan's History=&lt;br /&gt;
&lt;br /&gt;
== Origins and Early Days ==&lt;br /&gt;
&lt;br /&gt;
The intellectual underpinnings of SOAP were developed by Mencken after careful study of certain philosophical texts brought by the Outsiders, as well as the writings of Native folk heroes [http://www.shartak.com/profile.cgi?id=8094 AlexanderRM] and [http://www.shartak.com/profile.cgi?id=1332 Ezekiel Jones]. These thinkers convinced him that republicanism was a just cause and the Native monarchies stood in the way of true liberty. Realizing that the Native kingdoms would not relinquish their power voluntarily, Mencken vowed to use any means necessary to force the mainland kingdoms to abdicate. Anarchy, while not an end in itself, became an ideological weapon to terrorize and destabilize Native villages ruled by Monarchs.&lt;br /&gt;
&lt;br /&gt;
Initially, SOAP was a one-man operation, with Mencken causing havoc in Raktam and Wiksik, killing royals and making speeches to rationalize the murders. Upon being killed in one village, he travelled to the other, and so forth. On one such trip between the two villages, Mencken was ambushed by a pirate bandit named gurujerry. Momentarily surprised, he recovered his wits and slew the pirate, admonishing him for attacking random travellers instead of the Outsiders' true enemy, the native kingdoms. Gurujerry became his first recruit. Others soon followed: on a visit to Derby, Mencken argued the peaceful healer Johnny the Hedgehog into submission, convincing him to give up his allegiance to the dying [http://www.shartak.com/clanview.cgi?id=537 Peninsula Federation] and become SOAP's Propagandist. On that same trip, Mencken recruited Xom, a young cannibal who, until then, had been a public menace in Derby. And in Raktam, he recruited Wall E, a former rival to the Crown, and The Narrator, a disgruntled Royal Court copyist. With the arrival of these last two members, SOAP finally became a feared clan.&lt;br /&gt;
&lt;br /&gt;
== Revolution in Raktam ==&lt;br /&gt;
&lt;br /&gt;
In mid-November, 2010, the Queen of Raktam, Monaliza, fell into a coma, plunging the Royal Court into darkness. SOAP took advantage of this weakness and laid a month-long siege to Raktam, joined by members of the [http://www.shartak.com/clanview.cgi?id=500 New Age Mercenaries Guild]. Mencken was absent for much of the fight, conducting a defense of his home in Rakmogak against raiders from York, thus Wall E and The Narrator assumed leadership responsibilities at this time. Although Monaliza recovered in time to drive out her foes, SOAP succeeded in destroying The Stone Witch Tavern, then-thought to be a stronghold of Royalist supporters, as well as thinning the ranks of the Raktami Royal Guard.&lt;br /&gt;
&lt;br /&gt;
In December 2010, King Anthor of Wiksik, outraged at the events in Raktam and the havoc caused in his own village, declared war on the instigators of the Raktam war, SOAP and the NAMG. Despite being formally included in Anthor's war declaration, SOAP played only a minor role in this conflict, its attention turned largely to recruitment efforts. Also during this time Mencken wrote [http://forum.shartak.com/index.php/topic,3137.0.html two memos] detailing SOAP's purpose and methods, as well as [http://wiki.shartak.com/index.php/To_the_PKer a treatise on PKing] discovered posthumously.&lt;br /&gt;
&lt;br /&gt;
In early January, 2011, Monaliza's illness returned, this time proving fatal. With only a few days left to live, the Queen decided to transfer her power to a worthy successor. SOAP learned of this and attempted to kill the Queen before the power-transferance ceremony could be completed, but the Queen was well-guarded and all attacks were repelled. Finally, on the day the ceremony was to occur, Mencken evaded the guards and attacked the Royal Court hut, killing both the King and Queen, as well as the top three Court officials present. With his goal apparently complete, Mencken committed suicide via fungi-overdose. Although the Queen revived determined to complete the ceremony, The Narrator killed her on the steps of Blue Hummingbird's throne, finally bringing an end to The Crimson Dynasty. &lt;br /&gt;
&lt;br /&gt;
== SOAP Today ==&lt;br /&gt;
&lt;br /&gt;
With Mencken dead, The Narrator has assumed control of SOAP. He has vowed to continue to fight until the remnants of the Royal Court have been vanquished, as well as Anthor's still-thriving Kingdom of Wiksik.&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Raktam]][[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=To_the_PKer&amp;diff=22912</id>
		<title>To the PKer</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=To_the_PKer&amp;diff=22912"/>
		<updated>2011-02-01T15:38:59Z</updated>

		<summary type="html">&lt;p&gt;Mencken: To the PKer, in full.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
This is a guide designed to help the aspiring Prince of Killers (PKer) lead a productive and fulfilling life on Shartak by ending the unproductive and meaningless lives of his fellow islanders. I suppose it could also be of use for do-gooders and other meddlers to anticipate the tactics of PKers. The knowledge contained in this guide comes down to you through the benefit of my own life experiences as a revolutionary, as well as my extensive knowledge of lesser practitioners of the Art. Regardless of what romantic or bloodthirsty rationalizations you give yourself, if you are reading this, you are certainly a maladjusted killer. Therefore, the information contained herein will be of use to you, even if you choose not to align yourself in the glorious struggle against tyranny. Ahem.&lt;br /&gt;
&lt;br /&gt;
== Who PKs ==&lt;br /&gt;
Everyone. Do not assume that you need to be a soldier or warrior in order to effectively dispose of your targets. Indeed, some of the most successful PKers have been superstitious shamans (Armadox), scurvy pirates (Long Fin Killie) or women (Ziggyirked). One's class or access to skill trees is incomparable next to the advantage of sound tactics. Indeed, one might say that PKing is the only truly egalitarian way of life, since it is dependant solely on one's intelligence. Now that I have written this guide, you don't even need that. &lt;br /&gt;
&lt;br /&gt;
=Gearing Up=&lt;br /&gt;
As I have already stated that one's class is of little concern, I won't bother with a detailed categorization for each type. If you are a soldier/warrior, bring along as much ammunition as you can.&lt;br /&gt;
&lt;br /&gt;
== Necessities ==&lt;br /&gt;
Every PKer should have the following items close at hand.&lt;br /&gt;
&lt;br /&gt;
[[Machete]] or [[Cutlass]] (5-7): This is your main tool for carving your name into history. Since they are breakable, it is necessary to have a number of them for replacement. Seven is a high number, but once you become known as a practitioner of the Art, you will not want to spend much time in weapon huts resupplying. Do not use wooden clubs, even if you are a cannibal. They cannot chop jungle, nor can they behead one's victims, and more importantly, they do not benefit from the 'Balanced Stance' skill.&lt;br /&gt;
&lt;br /&gt;
[[Knife]] or [[Dagger]] (2-3): This is your main tool for carving your name into walls or sand. Along with shovels, rifle butts, and your own malnourished fists, they are weapons of last resort. As with real weapons like those above, they break, so keep a few spares. They are also needed to start fires.&lt;br /&gt;
&lt;br /&gt;
[[First Aid Kit]] or [[Healing Herb]] (20-30): After reading this guide, you should never again be caught asleep by do-gooders. Accidents happen, however, and you will need to be prepared for the occasional tiger or another PKer stumbling upon your campsite. Do not obsessively heal yourself. If someone or something finds you, you are probably as good as dead anyway, unless you are a cannibal who has learned the ways of the flesh (in which case your brain has evolved beyond the need for mere guides) and can therefore have as much as 109 HP at any one time.  &lt;br /&gt;
&lt;br /&gt;
[[GPS]] (1): Unless you are a hometown killer, you will need this to find places. It is also useful for coordinating gathering points if you find a few like-minded PKers or flunkies to do your bidding. Outsiders instinctively know how to use these machines; Natives require the skill 'Outsider Knowledge'. They have a limited energy capacity but they last for a long time, especially if you turn them off when you are done using them.&lt;br /&gt;
&lt;br /&gt;
[[Driftwood]] (6-12): You need two to start a fire, as well as to make tinder, and I will explain that use later in the guide. Do not underestimate their value. They may also be used for signposts, which may be helpful if you decide to recruit flunkies to your cause.&lt;br /&gt;
&lt;br /&gt;
[[Sharpening Stone]] (1): You will need this to keep your blades sharp, and they are also of use for starting fires. They never break, so don't worry about replacing them. They aren't sold individually, so if you have extras, why not give them away to someone in need? Like your soft-bellied prey, before you kill them.&lt;br /&gt;
&lt;br /&gt;
Those of you who can count will notice that the total number of supplies is less than a hundred if using a backpack, or even seventy if not. Feel free to fill up your space with whatever knicknacks and cultural absurdities you collect along the way, custom items, bottles of juice or wine, etc. I am not concerned with your feeble grasp of aesthetics. The supplies listed above are all that a PKer needs. One thing a PKer does not need, however, is a backpack. Backpacks are used by the booboisie of Shartak, those overly enamoured with their materialistic and flabby civilization(s). Buy a backpack only if you plan to spend most of your time in the jungle, like a witless explorer. &lt;br /&gt;
&lt;br /&gt;
== Luxuries ==&lt;br /&gt;
&lt;br /&gt;
The following are items that will increase the chance of getting away with murder but are not essential.&lt;br /&gt;
&lt;br /&gt;
[[Heavy Sword]]: Found in swamps, heavy swords are both stronger and more accurate weapons than machetes or cutlasses. However, they tend to break easier and are very rare. Be glad if you manage to find or manipulate someone into giving you one, but don't depend on them.&lt;br /&gt;
&lt;br /&gt;
[[Fungi Juice]]: Made from 3 raw fungi, fungi juice can be made by anyone without need for the 'Brewing' skill. They give a momentary AP gain in exchange for an immediate HP loss, and they increase AP loss later on. Fungi is a commodity rarely sold at the Trader hut, so buy them whenever you can, or pick them directly from certain caves. Raw fungi are poisonous and there is no advantage to ingesting them except to die at your own hand.&lt;br /&gt;
&lt;br /&gt;
[[Poisonberry Juice]] or [[Poisonberry Wine]]: Like raw fungi, this can be used to help extinguish your own life. Wine is more deadly than juice, but also requires yeastweed to brew, or the cost to buy is higher. A few of these can be useful if you want to rob your enemies the chance to kill you by doing it yourself.  &lt;br /&gt;
&lt;br /&gt;
[[Gold]]: Gold takes up no inventory space. Since you can trade for what you need without it, gold is of little use to anyone. Some foolish islanders do think gold is valuable, however, and having a fat purse can be a useful bribe for any number of purposes. Some PKers will even kill for gold. I would be very pleased if readers of this guide conveyed their gratitude by exterminating these people. &lt;br /&gt;
&lt;br /&gt;
[[Shovel]]: Unlike the other items listed here, shovels are fairly cheap to buy or trade for. They are not essential for the PKer and I plan to ridicule them later in this guide. The one advantage to including the lowly shovel with one's equipment is that it lessens the need to purchase the truly useless skill 'Digging' at some point. With a shovel, one can dig caches in various places according to one's desire, and mark them using GPS or on one's map, assuming the PKer learns the 'Exploration' skill. Aspiring PKers can dig these caches in advance of their career, burying FAKs and other useful items inside, to serve as emergency rations which will keep the PKer from having to return to a village resource hut to resupply, an activity both arduous and dangerous depending on how well-known the PKer has become.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
The following are general skills every PKer should have. Some classes have specific skills which may also be valuable. Read up on those on your own time. Tiers are listed in order of utility, and the smart PKer will have all three, but any fool can get by on the first tier alone.&lt;br /&gt;
&lt;br /&gt;
== Tier one skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Close Quarter Combat]] and [[Advanced Close Quarter Combat]]: These improve the accuracy of your attacks.&lt;br /&gt;
*[[Balanced Stance]]: This skill gives the chance of turning a miss into a hit for one damage.&lt;br /&gt;
*[[Bodybuilding]]: This skill increases your melee damage.&lt;br /&gt;
&lt;br /&gt;
== Tier two skills ==&lt;br /&gt;
&lt;br /&gt;
*[[Outsider Knowledge]]: Allows one to use GPS kits if Native. The equivalent skill for Outsiders allows you to recognize poison berry juice/wine from tasty berry juice/wine. There are other advantages but these are the only ones that matter.&lt;br /&gt;
*[[Exploration]]: Allows you to keep a map of up to five destinations. The [[Cartography]] skill can raise this to ten destinations, but most PKers rarely need to know ten places to find someone to kill.&lt;br /&gt;
*[[Trekking]]: Reduces AP cost for crossing jungle, beach and grasslands from 1 AP to 0.5 AP.&lt;br /&gt;
*[[Survival - Firecraft]]: This will allow you to create fires so long as you have the supplies listed above. &lt;br /&gt;
*[[Swimming]]: Reduces AP cost for crossing water from 2 AP to 1 AP and AP cost for crossing deep water or swamp from 3 AP to 2 AP.&lt;br /&gt;
&lt;br /&gt;
== Tier three skills ==&lt;br /&gt;
&lt;br /&gt;
*[[First Aid]] and [[Natural Medicine]]: Increases HP gain from 5 HP to 10 HP for First Aid Kits and Healing Herbs for Outsiders and Natives, respectively. Do not use FAKs and Healing Herbs interchangeably, as the foreign one will always heal for the lesser value.&lt;br /&gt;
*[[Stamina]]: Increases HP to 20.&lt;br /&gt;
*[[Tracking]] and its successor skills: Allows you to pick up the trail of a target in your contact list for a set AP cost. further skills in the tree increase the ability and reduce the AP cost. Useful for the discriminating PKer.&lt;br /&gt;
&lt;br /&gt;
== Tier four skills == &lt;br /&gt;
*?&lt;br /&gt;
&lt;br /&gt;
There are other general skills that may be of interest, like the language tree skills for taunting the foreigners, Clan Leadership for recruiting flunkies, or the spirit skills, but none of these are essential for PKing. Necromancers may of course disagree with the exclusion of the latter, but I care not for the croakings of hide-bound mystics. Wiping out these corpse-grasping pariahs would gratify me immensely. There is a good reason for stopping after the third tier. Once you have 1000 XP saved, you can trade it in for 25 AP, for those occasions that warrant the extra effort. So don't bother filling up the limited capacity in your brain with useless skills like 'Agriculture'. Save the XP for what matters. You can always pick up the other skills later, if you should have the urgent desire to trade in your machete for a shovel and plant trees. Hold that desire in check and drink several bottles of poisonberry wine while you make up your mind. On the other hand, a variety of skills not directly useful for practicing the Art can be useful as camouflage, especially for recent newcomers to the island.&lt;br /&gt;
&lt;br /&gt;
=Man and Methods=&lt;br /&gt;
&lt;br /&gt;
At this point in the guide, I need to make a distinction between two types of PKer, based on what he does, not on what he says he does. There is a fundamental difference in tactics between the PKer who kills in secret and the PKer who kills in public. Some of the more imaginative breeds have come up with fancy terms for their chosen type, but let's not bother with semantics. I have listed the characteristics of both types below:&lt;br /&gt;
&lt;br /&gt;
*'''The Quiet PKer:''' This PKer tries not to draw attention to himself. It is the kill itself that satisfies him and the resulting statistic gain, not the effect it has on other people, and certainly not the victim. They tend to be mutes. &lt;br /&gt;
&lt;br /&gt;
*'''The Noisy PKer:''' In stark opposition to the Quiet PKer, this type of PKer actively seeks to draw attention to himself. The kill is meaningless except for the effect the death has on other people or the frustration that the AP loss costs his victim. They tend to be talkative sorts.&lt;br /&gt;
&lt;br /&gt;
There is some overlap between the two types, of course. One may be a mute because he simply doesn't have anything to say to his victim, but he may also be trying to psychologically terrorize his victim with silence. Or a PKer may attack his victims even if they're in a crowded resource hut because he doesn't care whether other people see him or not. The former is a calculating observer of human nature, the latter is an idiot. Now that I've established the two main types, let's consider the methods used by each. Whatever type one is, the smart PKer should study the tactics of both types for knowledge that is applicable to either.&lt;br /&gt;
&lt;br /&gt;
== Killing in Private ==&lt;br /&gt;
*'''Find a Victim''': Ideally, the Quiet PKer's target should be outside the village, far enough away that the body will not be found for awhile, if at all. Road-kills also work, or kills in resource-plentiful areas like grasslands, though the chances of discovery are raised slightly. If the Quiet PKer has enough patience, looking inside unmarked huts can yield unexpected rewards, as do-gooders rarely check all or even most huts on a regular basis, but the AP cost is prohibitive. Killing in resource huts or popular hangouts like taverns can be dangerous, but if only low-level newcomers are inside, the danger is reduced somewhat. This leads to my next point--it is better to kill a low-level newcomer (under level 5) or if one is more discriminating, a character of any level who lacks a profile description, than a character who does have a description or even merely belongs to a clan. The threat of discovery for any PKer is dangerous solely because of village coordination efforts to curb PKing in the area. Characters who RP or at least have some kind of persona are more likely to report PKing then non-descript types, or newbies who don't know any better. Some characters will join clans to puff up their sense of persona, but they may also join clans to give the appearance of belonging to a group that may go after PKers if reported. The smart PKer will therefore check the clan listed to see how many of its members are active. If very few are listed, then it is probable that no one will miss this character or come after you, unless your victim develops a spine. Zomtard complains in his ''Act of War'' that PKers who attack newbies are making an easy kill. I agree completely. So what? The Quiet PKer doesn't care what level their victims are except for the practical considerations stated above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Set-up the Kill:''' This may require a day or two to set up if you're hunting in a village. What you need to do is start a fire in a certain part of the jungle close enough to the village that it will quickly hide your trail, but far enough away that there is less of a chance that someone will see it and put it out. In ''The Art of War'', Zomtard recommends chopping jungle on either side to d0 to form columns; this has the advantage of keeping your fire from spreading and attracting attention. I would suggest, however, that the smart PKer chop jungle only on the nearer side to the village--do not leave a patch of bare jungle for your pursuers to pick up the trail. It is, in fact, a worthwhile investment to have several rows of fire columns to move through, for while the PKer will suffer intensive burns, it will lessen the chances of someone picking up his trail on the other side. Another thing Zomtard points out is the necessity of remembering one's walking trail. A PKer who has been raiding the same village for awhile will inevitably attract some attention; retreading your footsteps has a chance of confusing all but the most dedicated of pursuers. Also avoid entering resource huts or popular hangouts until the day of the kill. Many PKers have been slain because their curiosity overcame their sense and they took a peek inside to see who's who, and that left their trail behind. Even if your victims fail to report you or the do-gooders fail to notice your victims, once they realize you are in the village they will know how many kills you have and how recent they are. Smart do-gooders will even note the average time that your victims died and may attempt a sting to bring you down, or at least prevent your attack in real-time. One way to avoid this problem (if varying the time of day that you make your kill is impossible) is to set multiple fires on different sides of the village. While this increases the chance of their discovery, it also gives the PKer several options when making the escape. Having multiple options also means that your pursuers need to search every area you might go. Of course, if the Quiet PKer is hunting outside a village, then the use of fire is of lesser concern, but the pickings are also leaner the further away one is from a village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Make the Kill:''' The first and only pointer--don't dither. If you followed the first two methods, there should be little chance of surprises. If you didn't, make the best of it by attacking quickly. The only reason to delay would be if you want to add some style to your kill by using an unconventional (that is, impractical) murder weapon, and if you miss more than five times, the RNG is frowning upon you, so kill your victim with a real weapon and get out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''The Getaway:''' If you set up wildfires, you now have a first-rate escape path, or possibly multiple paths. Once you head into the fire, you have the option of staying in. This can be the perfect sanctuary for any PKer since you don't necessarily need to go far and it harms your pursuer to attack you. One problem that exists with this method is that if your pursuer is a Native warrior, he can poison you with blowpipe darts which will weaken you once you get out. If you're at low health at the time, you're probably going to die. A determined pursuer with access to fungi juice and other amenities may also consider it worthwhile to kill you even if you are hiding in fire. If you were a Noisy PKer, this might almost be like a badge, but you're not, so the gesture is worthless. If the PKer didn't set up wildfires, follow the directive in ''The Art of War'' and randomize your escape path with zig-zags and cross-overs to confuse your pursuers. If you're near water or swamp, head in immediately. Don't stay in water, even deep water, because someone will probably find you before you can move out. Going in deep also means that you spend more AP coming out again. Instead, stick to the shallows and make for the shores somewhere far enough away from your entry point that a pursuer may not look for your track there. If you entered swamp terrain, just get out quickly, or depending on which swamp you're in, head for the river. Then head for deep jungle. By this I don't mean, as Zomtard apparently does, that standing in d9 jungle will be of any use to you. What you want to do is go far enough into the jungle that most pursuers will give up the search, but close enough that you can still get back quickly enough the next day to do it all over again. Since the happy medium may not exist here, one thing the smart PKer should do is find a hiding spot far from the village but close to d5 or under jungle, surrounded by d6-d10 jungle. If you have extra AP, you can chop this formation yourself before you go to sleep. Be careful about camping near roads or interesting geography--double-check to make sure you're far enough away to avoid detection by passing travellers. People who hide in the jungles are either inexperienced newbies or lurking PKers, and most people bet on the latter.  &lt;br /&gt;
&lt;br /&gt;
== Killing in Public ==&lt;br /&gt;
&lt;br /&gt;
*'''Find a Victim:''' Noisy PKers tend to devote more time to this activity than Quiet PKers, usually to fulfill some esoteric goal implicit to their persona, rather than to ensure actual success. If the PKer wants to kill a well-known character, make sure the victim is going to be sticking around for awhile. It would be unfortunate to put in sufficient preparation and then discover the person has left the day before. Looking inside the hut where the person will be is a violation of the rule of the Quiet PKer, but the Noisy PKer ''wants'' to attract attention to the fact that he is in the area. One way to minimize the danger, however, is to make a sweep of the village, so that one's trail is scattered everywhere. Remember to retread your path so as not to lead your pursuers to your campsite. One other thing to consider when selecting a target is not to get hung up on one in particular. Stupid PKers have wasted days camped near the place that the intended target was supposed to be in the hope that he/she comes back. On the one hand, the less the PKer moves around, the less chance he has of being discovered. On the other hand, this is a boring activity, and depending on your target, it may be weeks before he/she returns. Most Noisy PKers don't restrict themselves to one target anyway (griefing), but have a list of priority targets to choose from; the Noisy PKer determines the order by whatever ideological dogma he follows, but making the kill is ultimately based on the realist chances for success. There is, however, a more tangible advantage to waiting for that special someone. If the PKer is patient enough to wait a week, he will become eligible for the peaceful intentions status and therefore if he dies prematurely, his AP cost to revive is cut in half.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Set-up the Kill:''' All PKers want to get away alive. Getting away alive means that they can spend less time and less AP to commit more murders, versus the cost of reviving with a recent murder to increase the toll. Noisy PKers don't care so much about getting away with it, which is why they're more likely to kill themselves rather than 'honor' their enemies with the task. If this is the plan, make sure you have enough poison berry juice or wine to do the job, or simply overdose on fungi juice. Even if the Noisy PKer doesn't plan on getting away, the smart PKer should still make wildfires. Unlike the method suggested above, there is no need to place the fires out of villager line of sight. In fact, creating fires as close as possible to the village, and on multiple sides, will convey the impression of being trapped, or that the village is in danger of burning down. Even if your target isn't so gullible, however, the sight of several wildfires are a dramatic thing to behold. They also cost a lot to put out and relatively little to start. If you time it correctly, this will deprive your pursuers of the AP needed to chase you down and kill you, if you should decide to live another day.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Make the Kill:''' Depending on whether the Noisy PKer makes the kill in a crowded hut or alone with the victim will determine how much time is needed to do it properly. Regardless of where it is, all PKers should wait until ''after'' the victim has died before taunting the corpse. It may seem more realistic to mock and swagger while your victim is still breathing, but this gives him/her a chance to wake up and heal up, or even attack you. Your victim's spirit will hear you regardless, so slit his/her throat and get on with it. While not a requirement, Noisy PKers should emote their kills using '/me' as the prefix command in the chatbox. This allows room for props and other theatre, and it can give the impression that one's victim is actively participating in the sideshow. Some players go a bit overboard on the extent to which they perform these pantomimes, but this is consistant with the MO of a Noisy PKer. Don't spend more than an hour playing with the body; it merely gives your pursuers a better chance to catch you in the act. Don't try to kill more than one target if there is little chance of getting away with it, or simply of succeeding at all. PKers gain nothing by carving up half-dead targets who will just heal up and take their revenge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''The Getaway:''' This has already been covered to a large extent. If you plan on getting away, follow the steps listed in the Quiet PKer aspect of this guide. If not, take the poison berry 'pill'. The smart PKer will realize pretty quickly if there's a high chance of being discovered even after getting away and bring along the proper death medication. If the PKer is smart enough to realize this but not smart enough to prepare for the worst possibility, find yourself a tiger and hope he's hungry. Deliberately weakening yourself beforehand with salt water or similar substances may be a useful possibility here. If you do manage to escape, you can always heal yourself up. Otherwise, at least the animals have a better chance of finishing you off before the vengeful do-gooders arrive. The obvious risk, of course, is that someone will attack you in real-time and foil your attack, but this happens only rarely.&lt;br /&gt;
&lt;br /&gt;
=Forbidden Practices=&lt;br /&gt;
&lt;br /&gt;
Most, though not all, islanders respect the PKer as a valid, if unsavoury, lifestyle choice. Now that Sacred Space has been sucked away into the Mountain where it belongs, even the Spirits condone the practitioners of the Art. &lt;br /&gt;
&lt;br /&gt;
There are, however, certain practices that will cause the Spirits to curse you and the island community to reject you. I am speaking of the use of griefing and zerging as tactics in PKing. For the benefit of the do-gooders, I will say that the use of griefing, that is, repeatedly attacking the same player/character, and zerging, the use of multiple alts who act as a collective entity for the benefit of the player, is unconscionably evil and selfish, and has led our island to the brink of destruction at least once in the past. With my clear disdain and moral revulsion for these practices so expressed, let's consider how to use these tactics with a lessened chance of getting caught. &lt;br /&gt;
&lt;br /&gt;
Some may object to my including a section in this guide for such heinous activities, but the do-gooders may refer to my earlier statement that the guide may be of great use to themselves as much as to the PKer this work is offered to, in terms of counter-tactics. This is the danger of releasing texts into the public domain, but I accept the risk as a necessity for reaching a wider audience. Therefore, let us not behave like the buffoons of past epochs, who decried the wise man who first revealed the locations of where to find heavy swords. Information is destined to be free from constraints, and while this may be a product of my anarchical upbringing, it is not, I think, a mere opinion. &lt;br /&gt;
&lt;br /&gt;
As for the PKer himself, the use of these tactics is more variable. Hearken back to my section outlining the danger posed by village coordination. Fortunately, most villages lack even the most basic sense of coordination, my own village of Rakmogak being one of the better examples. For the villages that do have some sense of vigilance, a smart PKer, regardless of which type he belongs to, should actively work toward the destabilization of that village, all the better to prey on its inhabitants with greater ease. These activities, while unscrupulous at best, are very effective at destabilization. &lt;br /&gt;
&lt;br /&gt;
This is not to imply that I have any first-hand experience, of course; this is the section of the guide that draws the most on the work of 'lesser practitioners of the Art.' I bet you thought I was just boasting earlier. That it is entirely theoretical should not dissuade my readers, for I suspect it may be the only guide of its kind to offer practical advice on the subject, if it makes it past the puritanical censors, of course. (Note: I admit that open discussion of these tactics brings the guide into the realm of OOC instruction)&lt;br /&gt;
&lt;br /&gt;
==On Griefing==&lt;br /&gt;
You will get caught eventually. The advantage griefing has over its cousin, zerging, is that it is easy to evade the Spirits. The chief disadvantage posed by griefing is that everyone else will pick up on it, not least of all your target. &lt;br /&gt;
&lt;br /&gt;
One way to avoid this problem is to attack groups rather than a specific individual. The griefer can kill the same person over and over again so long as there is evidence to support the claim that he/she also attacked other members of the group. Most griefers, however, prefer to restrict their target to individuals, in order to pursue motives that have no bearing on my purpose here. Indeed, I suspect many griefers desire for their victims to recognize them as griefers, rather than simply over-exuberant PKers, again, to pursue whatever petty motives they have. &lt;br /&gt;
&lt;br /&gt;
A variation of griefing the same individual character is to grief the alts that belong to the target player. One might be able to convincingly plead ignorance for this, assuming that no prior record of griefing exists for the player. Most claims of ignorance will not work, now that the TOS has been clarified. With so many alts playing different sides of the game, I suspect that a subtle griefer could attack all the alts belonging to one player and persuasively claim it to be a consequence of RPing. While I have strenuously stated my whole-hearted opposition to this tactic, I can think of a few players who may have found themselves targets of such malicious behaviour, considering their tendency to use different alts on opposing sides and thus effectively paralyze gameplay. &lt;br /&gt;
&lt;br /&gt;
In order to minimize detection without reliance on an ignorance plea, a griefer should do one of two things: set up a short-term time limit, or a long-term time limit. By this I mean that the griefer should either grief his target for, say, a period of no longer than one month, or for a much longer period of time, but doing so in cycles, idling out in the interim periods, or better yet, staying active but avoiding player interaction, especially with the target. IRL this would look rather suspicious, but on the island it might do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Zerging==&lt;br /&gt;
&lt;br /&gt;
Zerging can be easily discovered by the Spirits, and an automatic penalty called a curse will be imposed, with varying degrees of strength should the practice continue. &lt;br /&gt;
&lt;br /&gt;
As Zomtard warns us in ''The Art of War'', one should not consider one's 'stash' to be another alt to hold needed supplies, but a hole in the ground. If, however, an alt moves these items to a hole in the ground and then leaves the immediate area, the curse usually fails to register. I can see the value of a niche trader belonging to another player, whose sole use is to transfer items given to him by another player's alt to another of his alts, and be entirely legitimate. This would require the use of a flunky, and rather more of an ability to coordinate with and trust in another person to both move the items and keep the secret than most PKers possess, sadly. It's also peripheral to the actual killing. &lt;br /&gt;
&lt;br /&gt;
Effective zergers require a proxy server to make new alts. The danger here is that the server might be perilously close to one's server in terms of identifiable location, which will cast suspicion on the player as a zerger if there is other circumstantial evidence available. What sort of other evidence do I mean? Many zergers have a bizarre Professor Moriarty-like obsession with creating zerg alts that share common characteristics, particularly in their names. As a tip, do not name alts after household furniture. Do not rearrange words or letters in a random order for your alts (unless you're iwashere) or similar things that make it perfectly obvious that your alts are connected. Give your alts wildly different names, as well as different profile descriptions. Just having profile descriptions can be an advantage, since most zergs don't bother with such 'trivial' matters as camouflage. &lt;br /&gt;
&lt;br /&gt;
Unlike the griefer, most zergers don't want to be caught. The exception is a group like PH, who were, perhaps ironically, griefed out of the game. There's a greater risk of being caught if all your alts are from one village. It isn't that difficult to set a gathering point and meet in one place to do your nefarious activities; it tends to require at least one alt having the skill 'Exploration' and a GPS. If your alts are at different levels, and with varied skill-sets, this again provides valuable camouflage, as the smart PKer knows. &lt;br /&gt;
&lt;br /&gt;
Finally, change the way your different zerg alts speak or interact with other characters. One suspected zerger was recently ousted by an analysis of his speech patterns combined with other evidence. The zerger might think that players don't care enough to police the game, but the power of zerging (and griefing) is that they create distrust and hate among other players. As I say, a smart PKer may be able to capitalize on these emotions either by going the route himself, or by recruiting flunkies to do the 'dirty work' for him, but eventually some players will hate the zerg/griefer enough to track him/her relentlessly.&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
It is my hope that this guide will be of use to PKers for many years to come. One thing that I have not been able to discuss in-depth is the psychology of the PKer. Perhaps I will compose a separate treatise on this subject after I return from my sojourn to Raktam. For now, let me simply point out the crucial difference between murder on the island and murder outside the island. In the land that the Outsiders come from, their lives are undoubtedly nasty, brutish and short. To kill one must simply kill the body, even if the soul yearns to continue the fight. In Shartak, the Spirits infuse our Elder Shamans with the power of life eternal. One can kill the body but the soul will simply return to a new vessel. &lt;br /&gt;
&lt;br /&gt;
Therefore, if the PKer is to truly kill his targets, he must be willing to kill the soul of his targets rather than merely their weak physical shells. Consider the example of the Native who loves the land more than the sentient beings who live on the land. The smart PKer should therefore attempt to burn down the grasslands, or pass rumours to his victim that this is his purpose. Or consider an opposite example, that of the Outsider who loves the peace of his own settlement compared to the wild unknown. The smart PKer should try to infest this settlement with shargle eggs, or at least threaten to do so. &lt;br /&gt;
&lt;br /&gt;
Readers will note that in both examples one could achieve similar levels of fear and panic by merely the forcible suggestion of such acts. Of all the tools that the PKer has at his disposal, none is more valuable nor lasting for the mastery of his Art than his command of Speech. The Noisy PKer, for all his apparent weaknesses in developing a pragmatic strategy of attack, has within him the chief weapon to destroy the souls of his fellow man and through that destruction, to conquer them.&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak%27s_Organized_Anarchists_Posse&amp;diff=22911</id>
		<title>Shartak's Organized Anarchists Posse</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak%27s_Organized_Anarchists_Posse&amp;diff=22911"/>
		<updated>2011-02-01T03:07:04Z</updated>

		<summary type="html">&lt;p&gt;Mencken: /* Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Clanbox_test|&lt;br /&gt;
 clan_name=Shartak's Organized Anarchists Posse|&lt;br /&gt;
 official_id=549|&lt;br /&gt;
 clan_image=[[Image:Francisco de Goya - The French Penalty.jpg]]|&lt;br /&gt;
 clan_leaders=[http://www.shartak.com/profile.cgi?id=20598 Mencken] and [http://www.shartak.com/profile.cgi?id=21425 The Narrator]|&lt;br /&gt;
 clan_membership=7|&lt;br /&gt;
 clan_goals=Overthrow all native monarchies.|&lt;br /&gt;
 clan_recruit=Minimum level required is 5.|&lt;br /&gt;
 clan_contact=[http://forum.shartak.com/index.php?action=profile;u=1416 Message The Narrator on forum]|&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Goal=&lt;br /&gt;
Our Manifesto:&lt;br /&gt;
&lt;br /&gt;
Shartak has no crown. Shartak NEEDS no crown. Shartak belongs to the state of nature. And no one rules the state of nature.&lt;br /&gt;
&lt;br /&gt;
Shartak's Organized Anarchists Posse (SOAP) is bent on one goal: the assassination of anyone who claims to be a member of royalty on the island.&lt;br /&gt;
&lt;br /&gt;
Every time a crown-wearer dies (preferably in his/her own throne room), we send them this message: You are not powerful. I will not follow you, or serve you, or treat you as my better. You die just as easily as anyone. the difference between you and I is that my death is meaningless; yours is a crime. I will revive and kill another crown-wearer, and another; you will sit back on your throne, in control of nothing, no-one.&lt;br /&gt;
&lt;br /&gt;
NB: SOAP does not engage in griefing. once a royal has been killed, SOAP members should move on to the next village. Killing members of the same royal family is permitted, however.&lt;br /&gt;
&lt;br /&gt;
=Notable Members=&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=20598 Mencken] - Founder and former leader. Now retired.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21425 The Narrator] - Founder and current leader.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=19974 Wall E] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21107 Xom] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=17252 Johnny the Hedgehog] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=8782 gurujerry] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21715 iambecomemontu] - member&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=10965 Anthor] - King of Wiksik.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=14347 monaliza] - Former queen of Raktam. Now retired.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=10089 Baraka] - King of Raktam.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6639 Blue Hummingbird] - Zombie Queen of Dalpok.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=2581 SofaKing] - Regent of Raktam&lt;br /&gt;
...And any who protect them ([http://www.shartak.com/clanview.cgi?id=536 The Raktami Royal Guard] for example.)&lt;br /&gt;
&lt;br /&gt;
=Allied Groups=&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=232 The Necromancers Guild]&lt;br /&gt;
&lt;br /&gt;
=Clan's History=&lt;br /&gt;
&lt;br /&gt;
== Origins and Early Days ==&lt;br /&gt;
&lt;br /&gt;
The intellectual underpinnings of SOAP were developed by Mencken after careful study of certain philosophical texts brought by the Outsiders, as well as the writings of Native folk heroes [http://www.shartak.com/profile.cgi?id=8094 AlexanderRM] and [http://www.shartak.com/profile.cgi?id=1332 Ezekiel Jones]. These thinkers convinced him that republicanism was a just cause and the Native monarchies stood in the way of true liberty. Realizing that the Native kingdoms would not relinquish their power voluntarily, Mencken vowed to use any means necessary to force the mainland kingdoms to abdicate. Anarchy, while not an end in itself, became an ideological weapon to terrorize and destabilize Native villages ruled by Monarchs.&lt;br /&gt;
&lt;br /&gt;
Initially, SOAP was a one-man operation, with Mencken causing havoc in Raktam and Wiksik, killing royals and making speeches to rationalize the murders. Upon being killed in one village, he travelled to the other, and so forth. On one such trip between the two villages, Mencken was ambushed by a pirate bandit named gurujerry. Momentarily surprised, he recovered his wits and slew the pirate, admonishing him for attacking random travellers instead of the Outsiders' true enemy, the native kingdoms. Gurujerry became his first recruit. Others soon followed: on a visit to Derby, Mencken argued the peaceful healer Johnny the Hedgehog into submission, convincing him to give up his allegiance to the dying [http://www.shartak.com/clanview.cgi?id=537 Peninsula Federation] and become SOAP's Propagandist. On that same trip, Mencken recruited Xom, a young cannibal who, until then, had been a public menace in Derby. And in Raktam, he recruited Wall E, a former rival to the Crown, and The Narrator, a disgruntled Royal Court copyist. With the arrival of these last two members, SOAP finally became a feared clan.&lt;br /&gt;
&lt;br /&gt;
== Revolution in Raktam ==&lt;br /&gt;
&lt;br /&gt;
In mid-November, 2010, the Queen of Raktam, Monaliza, fell into a coma, plunging the Royal Court into darkness. SOAP took advantage of this weakness and laid a month-long siege to Raktam, joined by members of the [http://www.shartak.com/clanview.cgi?id=500 New Age Mercenaries Guild]. Mencken was absent for much of the fight, conducting a defense of his home in Rakmogak against raiders from York, thus Wall E and The Narrator assumed leadership responsibilities at this time. Although Monaliza recovered in time to drive out her foes, SOAP succeeded in destroying The Stone Witch Tavern, then-thought to be a stronghold of Royalist supporters, as well as thinning the ranks of the Raktami Royal Guard.&lt;br /&gt;
&lt;br /&gt;
In December 2010, King Anthor of Wiksik, outraged at the events in Raktam and the havoc caused in his own village, declared war on the instigators of the Raktam war, SOAP and the NAMG. Despite being formally included in Anthor's war declaration, SOAP played only a minor role in this conflict, its attention turned largely to recruitment efforts. Also during this time Mencken wrote [http://forum.shartak.com/index.php/topic,3137.0.html two Memos] detailing SOAP's purpose and methods, as well as a treatise on PKing discovered posthumously.&lt;br /&gt;
&lt;br /&gt;
In early January, 2011, Monaliza's illness returned, this time proving fatal. With only a few days left to live, the Queen decided to transfer her power to a worthy successor. SOAP learned of this and attempted to kill the Queen before the power-transferance ceremony could be completed, but the Queen was well-guarded and all attacks were repelled. Finally, on the day the ceremony was to occur, Mencken evaded the guards and attacked the Royal Court hut, killing both the King and Queen, as well as the top three Court officials present. With his goal apparently complete, Mencken committed suicide via fungi-overdose. Although the Queen revived determined to complete the ceremony, The Narrator killed her on the steps of Blue Hummingbird's throne, finally bringing an end to The Crimson Dynasty. &lt;br /&gt;
&lt;br /&gt;
== SOAP Today ==&lt;br /&gt;
&lt;br /&gt;
With Mencken dead, The Narrator has assumed control of SOAP. He has vowed to continue to fight until the remnants of the Royal Court have been vanquished, as well as Anthor's still-thriving Kingdom of Wiksik.&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Raktam]][[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak%27s_Organized_Anarchists_Posse&amp;diff=22910</id>
		<title>Shartak's Organized Anarchists Posse</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak%27s_Organized_Anarchists_Posse&amp;diff=22910"/>
		<updated>2011-02-01T03:01:02Z</updated>

		<summary type="html">&lt;p&gt;Mencken: /* Clan's History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Clanbox_test|&lt;br /&gt;
 clan_name=Shartak's Organized Anarchists Posse|&lt;br /&gt;
 official_id=549|&lt;br /&gt;
 clan_image=[[Image:Francisco de Goya - The French Penalty.jpg]]|&lt;br /&gt;
 clan_leaders=[http://www.shartak.com/profile.cgi?id=20598 Mencken] and [http://www.shartak.com/profile.cgi?id=21425 The Narrator]|&lt;br /&gt;
 clan_membership=7|&lt;br /&gt;
 clan_goals=Overthrow all native monarchies.|&lt;br /&gt;
 clan_recruit=Minimum level required is 5.|&lt;br /&gt;
 clan_contact=[http://forum.shartak.com/index.php?action=profile;u=1416 Message The Narrator on forum]|&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Goal=&lt;br /&gt;
Our Manifesto:&lt;br /&gt;
&lt;br /&gt;
Shartak has no crown. Shartak NEEDS no crown. Shartak belongs to the state of nature. And no one rules the state of nature.&lt;br /&gt;
&lt;br /&gt;
Shartak's Organized Anarchists Posse (SOAP) is bent on one goal: the assassination of anyone who claims to be a member of royalty on the island.&lt;br /&gt;
&lt;br /&gt;
Every time a crown-wearer dies (preferably in his/her own throne room), we send them this message: You are not powerful. I will not follow you, or serve you, or treat you as my better. You die just as easily as anyone. the difference between you and I is that my death is meaningless; yours is a crime. I will revive and kill another crown-wearer, and another; you will sit back on your throne, in control of nothing, no-one.&lt;br /&gt;
&lt;br /&gt;
NB: SOAP does not engage in griefing. once a royal has been killed, SOAP members should move on to the next village. Killing members of the same royal family is permitted, however.&lt;br /&gt;
&lt;br /&gt;
=Notable Members=&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=20598 Mencken] - Founder and former leader. Now retired.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21425 The Narrator] - Founder and current leader.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=19974 Wall E] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21107 Xom] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=17252 Johnny the Hedgehog] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=8782 gurujerry] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21715 iambecomemontu] - member&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=10965 Anthor] - Self-proclaimed king of Wiksik.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=14347 monaliza] - Former queen of Raktam. Now retired.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=10089 Baraka] - King of Raktam.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6639 Blue Hummingbird] - Zombie Queen of Dalpok.&lt;br /&gt;
&lt;br /&gt;
...And any who protect them ([http://www.shartak.com/clanview.cgi?id=536 The Raktami Royal Guard] for example.)&lt;br /&gt;
&lt;br /&gt;
=Allied Groups=&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=232 The Necromancers Guild]&lt;br /&gt;
&lt;br /&gt;
=Clan's History=&lt;br /&gt;
&lt;br /&gt;
== Origins and Early Days ==&lt;br /&gt;
&lt;br /&gt;
The intellectual underpinnings of SOAP were developed by Mencken after careful study of certain philosophical texts brought by the Outsiders, as well as the writings of Native folk heroes [http://www.shartak.com/profile.cgi?id=8094 AlexanderRM] and [http://www.shartak.com/profile.cgi?id=1332 Ezekiel Jones]. These thinkers convinced him that republicanism was a just cause and the Native monarchies stood in the way of true liberty. Realizing that the Native kingdoms would not relinquish their power voluntarily, Mencken vowed to use any means necessary to force the mainland kingdoms to abdicate. Anarchy, while not an end in itself, became an ideological weapon to terrorize and destabilize Native villages ruled by Monarchs.&lt;br /&gt;
&lt;br /&gt;
Initially, SOAP was a one-man operation, with Mencken causing havoc in Raktam and Wiksik, killing royals and making speeches to rationalize the murders. Upon being killed in one village, he travelled to the other, and so forth. On one such trip between the two villages, Mencken was ambushed by a pirate bandit named gurujerry. Momentarily surprised, he recovered his wits and slew the pirate, admonishing him for attacking random travellers instead of the Outsiders' true enemy, the native kingdoms. Gurujerry became his first recruit. Others soon followed: on a visit to Derby, Mencken argued the peaceful healer Johnny the Hedgehog into submission, convincing him to give up his allegiance to the dying [http://www.shartak.com/clanview.cgi?id=537 Peninsula Federation] and become SOAP's Propagandist. On that same trip, Mencken recruited Xom, a young cannibal who, until then, had been a public menace in Derby. And in Raktam, he recruited Wall E, a former rival to the Crown, and The Narrator, a disgruntled Royal Court copyist. With the arrival of these last two members, SOAP finally became a feared clan.&lt;br /&gt;
&lt;br /&gt;
== Revolution in Raktam ==&lt;br /&gt;
&lt;br /&gt;
In mid-November, 2010, the Queen of Raktam, Monaliza, fell into a coma, plunging the Royal Court into darkness. SOAP took advantage of this weakness and laid a month-long siege to Raktam, joined by members of the [http://www.shartak.com/clanview.cgi?id=500 New Age Mercenaries Guild]. Mencken was absent for much of the fight, conducting a defense of his home in Rakmogak against raiders from York, thus Wall E and The Narrator assumed leadership responsibilities at this time. Although Monaliza recovered in time to drive out her foes, SOAP succeeded in destroying The Stone Witch Tavern, then-thought to be a stronghold of Royalist supporters, as well as thinning the ranks of the Raktami Royal Guard.&lt;br /&gt;
&lt;br /&gt;
In December 2010, King Anthor of Wiksik, outraged at the events in Raktam and the havoc caused in his own village, declared war on the instigators of the Raktam war, SOAP and the NAMG. Despite being formally included in Anthor's war declaration, SOAP played only a minor role in this conflict, its attention turned largely to recruitment efforts. Also during this time Mencken wrote [http://forum.shartak.com/index.php/topic,3137.0.html two Memos] detailing SOAP's purpose and methods, as well as a treatise on PKing discovered posthumously.&lt;br /&gt;
&lt;br /&gt;
In early January, 2011, Monaliza's illness returned, this time proving fatal. With only a few days left to live, the Queen decided to transfer her power to a worthy successor. SOAP learned of this and attempted to kill the Queen before the power-transferance ceremony could be completed, but the Queen was well-guarded and all attacks were repelled. Finally, on the day the ceremony was to occur, Mencken evaded the guards and attacked the Royal Court hut, killing both the King and Queen, as well as the top three Court officials present. With his goal apparently complete, Mencken committed suicide via fungi-overdose. Although the Queen revived determined to complete the ceremony, The Narrator killed her on the steps of Blue Hummingbird's throne, finally bringing an end to The Crimson Dynasty. &lt;br /&gt;
&lt;br /&gt;
== SOAP Today ==&lt;br /&gt;
&lt;br /&gt;
With Mencken dead, The Narrator has assumed control of SOAP. He has vowed to continue to fight until the remnants of the Royal Court have been vanquished, as well as Anthor's still-thriving Kingdom of Wiksik.&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Raktam]][[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak%27s_Organized_Anarchists_Posse&amp;diff=22909</id>
		<title>Shartak's Organized Anarchists Posse</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak%27s_Organized_Anarchists_Posse&amp;diff=22909"/>
		<updated>2011-02-01T02:42:57Z</updated>

		<summary type="html">&lt;p&gt;Mencken: /* Notable Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Clanbox_test|&lt;br /&gt;
 clan_name=Shartak's Organized Anarchists Posse|&lt;br /&gt;
 official_id=549|&lt;br /&gt;
 clan_image=[[Image:Francisco de Goya - The French Penalty.jpg]]|&lt;br /&gt;
 clan_leaders=[http://www.shartak.com/profile.cgi?id=20598 Mencken] and [http://www.shartak.com/profile.cgi?id=21425 The Narrator]|&lt;br /&gt;
 clan_membership=7|&lt;br /&gt;
 clan_goals=Overthrow all native monarchies.|&lt;br /&gt;
 clan_recruit=Minimum level required is 5.|&lt;br /&gt;
 clan_contact=[http://forum.shartak.com/index.php?action=profile;u=1416 Message The Narrator on forum]|&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Goal=&lt;br /&gt;
Our Manifesto:&lt;br /&gt;
&lt;br /&gt;
Shartak has no crown. Shartak NEEDS no crown. Shartak belongs to the state of nature. And no one rules the state of nature.&lt;br /&gt;
&lt;br /&gt;
Shartak's Organized Anarchists Posse (SOAP) is bent on one goal: the assassination of anyone who claims to be a member of royalty on the island.&lt;br /&gt;
&lt;br /&gt;
Every time a crown-wearer dies (preferably in his/her own throne room), we send them this message: You are not powerful. I will not follow you, or serve you, or treat you as my better. You die just as easily as anyone. the difference between you and I is that my death is meaningless; yours is a crime. I will revive and kill another crown-wearer, and another; you will sit back on your throne, in control of nothing, no-one.&lt;br /&gt;
&lt;br /&gt;
NB: SOAP does not engage in griefing. once a royal has been killed, SOAP members should move on to the next village. Killing members of the same royal family is permitted, however.&lt;br /&gt;
&lt;br /&gt;
=Notable Members=&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=20598 Mencken] - Founder and former leader. Now retired.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21425 The Narrator] - Founder and current leader.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=19974 Wall E] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21107 Xom] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=17252 Johnny the Hedgehog] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=8782 gurujerry] - member&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21715 iambecomemontu] - member&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=10965 Anthor] - Self-proclaimed king of Wiksik.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=14347 monaliza] - Former queen of Raktam. Now retired.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=10089 Baraka] - King of Raktam.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6639 Blue Hummingbird] - Zombie Queen of Dalpok.&lt;br /&gt;
&lt;br /&gt;
...And any who protect them ([http://www.shartak.com/clanview.cgi?id=536 The Raktami Royal Guard] for example.)&lt;br /&gt;
&lt;br /&gt;
=Allied Groups=&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=232 The Necromancers Guild]&lt;br /&gt;
&lt;br /&gt;
=Clan's History=&lt;br /&gt;
The intellectual underpinnings of SOAP were developed by Mencken after careful study of certain philosophical texts brought by the Outsiders, as well as the writings of Native folk heroes AlexanderRM and Ezekiel Jones. These works convinced him that republicanism was a just cause and the Native monarchies stood in the way of true liberty. Realizing that these kingdoms would not relinquish their power voluntarily, Mencken vowed to use any means necessary to force the mainland kingdoms to abdicate. Anarchy, while not an end in itself, became an ideological weapon to terrorize and destabilize Native villages ruled by Monarchs.&lt;br /&gt;
&lt;br /&gt;
Initially, SOAP was a one-man operation, with Mencken causing havoc in Raktam and Wiksik, killing royals and making speeches to rationalize the murders. Upon being killed in one village, he travelled to the other, and so forth. On one such trip between the two villages, Mencken was ambushed by a pirate bandit named gurujerry. Momentarily surprised, he recovered his wits and slew the pirate, admonishing him for attacking random travellers instead of the Outsiders' true enemy, the native kingdoms. Gurujerry became his first recruit. Others soon followed: on a visit to Derby, Mencken argued the peaceful healer Johnny the Hedgehog into submission, convincing him to give up his allegiance to the dying Peninsula Federation and become SOAP's Propagandist. On that same trip, Mencken recruited Xom, a young cannibal who, until then, had been a public menace in Derby. And in Raktam, he recruited Wall E, a former rival to the Crown, and The Narrator, a disgruntled writer. With the arrival of these last two members, SOAP finally became a feared clan.&lt;br /&gt;
&lt;br /&gt;
In mid-November, 2010, the Queen of Raktam, Monaliza, fell into a coma, plunging the Royal Court into darkness. SOAP took advantage of this weakness and laid a month-long siege to Raktam, joined by members of the New Age Mercenaries Guild. Mencken was absent for much of the fight, conducting a defense of his home in Rakmogak against raiders from York, thus Wall E and The Narrator assumed leadership responsibilities at this time. Although Monaliza recovered in time to drive out her foes, SOAP succeeded in destroying the Stone Witch Tavern, then-thought to be a stronghold of Royalist supporters, as well as thinning the ranks of the Raktami Royal Guard.&lt;br /&gt;
&lt;br /&gt;
In December 2010, King Anthor of Wiksik, outraged at the events in Raktam and the havoc caused in his own village, declared war on the instigators of the Raktam war, SOAP and the NAMG. Despite being formally included in Anthor's war declaration, SOAP played only a minor role in this conflict, its attention turned largely to recruitment efforts and the arrival of St. Klaus in Grottoram.&lt;br /&gt;
&lt;br /&gt;
In early January, 2011, Monaliza's illness returned, this time proving fatal. With only a few days left to live, the Queen decided to transfer her power to a worthy successor. SOAP learned of this and attempted to kill the Queen before the power-transferance ceremony could be completed, but the Queen was well-guarded and all attacks were repelled. Finally, on the day the ceremony was to occur, Mencken evaded the guards and attacked the Royal Court hut, killing both the King and Queen, as well as the top three Court officials present. With his goal apparently complete, Mencken committed suicide via fungi-overdose. Although the Queen revived determined to complete the ceremony, The Narrator killed her on the steps of Blue Hummingbird's throne, finally bringing an end to The Crimson Dynasty. &lt;br /&gt;
&lt;br /&gt;
With Mencken dead, The Narrator has assumed control of SOAP. He has vowed to continue to fight until the remnants of the Royal Court have been vanquished, as well as Anthor's still-thriving Kingdom of Wiksik.&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Raktam]][[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak%27s_Organized_Anarchists_Posse&amp;diff=22908</id>
		<title>Shartak's Organized Anarchists Posse</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak%27s_Organized_Anarchists_Posse&amp;diff=22908"/>
		<updated>2011-02-01T02:36:17Z</updated>

		<summary type="html">&lt;p&gt;Mencken: The History of SOAP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Clanbox_test|&lt;br /&gt;
 clan_name=Shartak's Organized Anarchists Posse|&lt;br /&gt;
 official_id=549|&lt;br /&gt;
 clan_image=[[Image:Francisco de Goya - The French Penalty.jpg]]|&lt;br /&gt;
 clan_leaders=[http://www.shartak.com/profile.cgi?id=20598 Mencken] and [http://www.shartak.com/profile.cgi?id=21425 The Narrator]|&lt;br /&gt;
 clan_membership=7|&lt;br /&gt;
 clan_goals=Overthrow all native monarchies.|&lt;br /&gt;
 clan_recruit=Minimum level required is 5.|&lt;br /&gt;
 clan_contact=[http://forum.shartak.com/index.php?action=profile;u=1416 Message The Narrator on forum]|&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Goal=&lt;br /&gt;
Our Manifesto:&lt;br /&gt;
&lt;br /&gt;
Shartak has no crown. Shartak NEEDS no crown. Shartak belongs to the state of nature. And no one rules the state of nature.&lt;br /&gt;
&lt;br /&gt;
Shartak's Organized Anarchists Posse (SOAP) is bent on one goal: the assassination of anyone who claims to be a member of royalty on the island.&lt;br /&gt;
&lt;br /&gt;
Every time a crown-wearer dies (preferably in his/her own throne room), we send them this message: You are not powerful. I will not follow you, or serve you, or treat you as my better. You die just as easily as anyone. the difference between you and I is that my death is meaningless; yours is a crime. I will revive and kill another crown-wearer, and another; you will sit back on your throne, in control of nothing, no-one.&lt;br /&gt;
&lt;br /&gt;
NB: SOAP does not engage in griefing. once a royal has been killed, SOAP members should move on to the next village. Killing members of the same royal family is permitted, however.&lt;br /&gt;
&lt;br /&gt;
=Notable Members=&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=20598 Mencken] - Founder and former leader. Now retired.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=21425 The Narrator] - Founder and current leader.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=10965 Anthor] - Self-proclaimed king of Wiksik.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=14347 monaliza] - Former queen of Raktam. Now retired.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=10089 Baraka] - King of Raktam.&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=6639 Blue Hummingbird] - Zombie Queen of Dalpok.&lt;br /&gt;
&lt;br /&gt;
...And any who protect them ([http://www.shartak.com/clanview.cgi?id=536 The Raktami Royal Guard] for example.)&lt;br /&gt;
&lt;br /&gt;
=Allied Groups=&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=232 The Necromancers Guild]&lt;br /&gt;
&lt;br /&gt;
=Clan's History=&lt;br /&gt;
The intellectual underpinnings of SOAP were developed by Mencken after careful study of certain philosophical texts brought by the Outsiders, as well as the writings of Native folk heroes AlexanderRM and Ezekiel Jones. These works convinced him that republicanism was a just cause and the Native monarchies stood in the way of true liberty. Realizing that these kingdoms would not relinquish their power voluntarily, Mencken vowed to use any means necessary to force the mainland kingdoms to abdicate. Anarchy, while not an end in itself, became an ideological weapon to terrorize and destabilize Native villages ruled by Monarchs.&lt;br /&gt;
&lt;br /&gt;
Initially, SOAP was a one-man operation, with Mencken causing havoc in Raktam and Wiksik, killing royals and making speeches to rationalize the murders. Upon being killed in one village, he travelled to the other, and so forth. On one such trip between the two villages, Mencken was ambushed by a pirate bandit named gurujerry. Momentarily surprised, he recovered his wits and slew the pirate, admonishing him for attacking random travellers instead of the Outsiders' true enemy, the native kingdoms. Gurujerry became his first recruit. Others soon followed: on a visit to Derby, Mencken argued the peaceful healer Johnny the Hedgehog into submission, convincing him to give up his allegiance to the dying Peninsula Federation and become SOAP's Propagandist. On that same trip, Mencken recruited Xom, a young cannibal who, until then, had been a public menace in Derby. And in Raktam, he recruited Wall E, a former rival to the Crown, and The Narrator, a disgruntled writer. With the arrival of these last two members, SOAP finally became a feared clan.&lt;br /&gt;
&lt;br /&gt;
In mid-November, 2010, the Queen of Raktam, Monaliza, fell into a coma, plunging the Royal Court into darkness. SOAP took advantage of this weakness and laid a month-long siege to Raktam, joined by members of the New Age Mercenaries Guild. Mencken was absent for much of the fight, conducting a defense of his home in Rakmogak against raiders from York, thus Wall E and The Narrator assumed leadership responsibilities at this time. Although Monaliza recovered in time to drive out her foes, SOAP succeeded in destroying the Stone Witch Tavern, then-thought to be a stronghold of Royalist supporters, as well as thinning the ranks of the Raktami Royal Guard.&lt;br /&gt;
&lt;br /&gt;
In December 2010, King Anthor of Wiksik, outraged at the events in Raktam and the havoc caused in his own village, declared war on the instigators of the Raktam war, SOAP and the NAMG. Despite being formally included in Anthor's war declaration, SOAP played only a minor role in this conflict, its attention turned largely to recruitment efforts and the arrival of St. Klaus in Grottoram.&lt;br /&gt;
&lt;br /&gt;
In early January, 2011, Monaliza's illness returned, this time proving fatal. With only a few days left to live, the Queen decided to transfer her power to a worthy successor. SOAP learned of this and attempted to kill the Queen before the power-transferance ceremony could be completed, but the Queen was well-guarded and all attacks were repelled. Finally, on the day the ceremony was to occur, Mencken evaded the guards and attacked the Royal Court hut, killing both the King and Queen, as well as the top three Court officials present. With his goal apparently complete, Mencken committed suicide via fungi-overdose. Although the Queen revived determined to complete the ceremony, The Narrator killed her on the steps of Blue Hummingbird's throne, finally bringing an end to The Crimson Dynasty. &lt;br /&gt;
&lt;br /&gt;
With Mencken dead, The Narrator has assumed control of SOAP. He has vowed to continue to fight until the remnants of the Royal Court have been vanquished, as well as Anthor's still-thriving Kingdom of Wiksik.&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Raktam]][[Category:Wiksik]]&lt;/div&gt;</summary>
		<author><name>Mencken</name></author>
		
	</entry>
</feed>