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		<id>https://wiki.shartak.com/index.php?title=The_Tower_Of_Death&amp;diff=14097</id>
		<title>The Tower Of Death</title>
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		<updated>2007-05-16T01:29:23Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Captain Edwards and The Tower Of Death'' is a popular Shartak published novel, given in instalments. The currently published parts of volume I are displayed below. There has been a slight delay in printing, because trained monkeys (suspect: Zeff) have run off with the printing press. Every effort is being made by the Privateers and JRG to recover it.&lt;br /&gt;
----&lt;br /&gt;
==Part 1 of Capt. Edwards and the Tower of DEATH!!!!==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What do you know about Bauer?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Kjendlie, seriously you need to relax with this whole CTU organization.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Nighter, how could you even say that? He is trying to dissolve the CP and make all our hard work null and void. He is trying to destroy us and everything we stand for!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The pair sat in Czechy's infamous backroom. Smoke and alcohol clouded the air in the cramped inner chamber. A single oil lamp lit the room as Nighter stared across the table to his friend.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Bauer just wants to help. I've talked to the guy, KJ. He's on the level.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Kjendlie just stood up and left. Nighter finished his ale alone.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
===Meanwhile, at the base of MT. Shartak...===&lt;br /&gt;
 &lt;br /&gt;
Capt. Michael Edwards awoke to the glint of a machete, about to cut his head off. He barely rolled out of the way as the weapon dropped. He wobbled to his feet and wobbled some more as he got his bearings. He saw a beautiful native woman standing across from him.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I must confess, if I was to die I'd love it to be by those beautiful bosoms.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Opttk Dack Hjkt Ajth Iut Attck Plut!&amp;quot; Shouted the woman.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Whoa now, I said IF!!!&amp;quot;&lt;br /&gt;
The woman charged at Edwards. He was ready, however, and ran to her left and took out an empty bottle, smashing it over her head and knocking her out cold.&lt;br /&gt;
&amp;quot;Hate to kill lovely ladies,&amp;quot; Edwards mumbled. He took her weapons and sat down on a nearby rock. He fished a bottle of rum from his pack and drank it down with a sigh. &lt;br /&gt;
&lt;br /&gt;
It had been a month, a month from when Patch disappared and Edwards went out looking for him, leaving Rozen to hold down the wreck.&lt;br /&gt;
 &lt;br /&gt;
Edwards drank some more Rum. &lt;br /&gt;
 &lt;br /&gt;
===Derby===&lt;br /&gt;
 &lt;br /&gt;
Tribune Barnes' office was backlogged with hundreds of files. He always tried to keep it neat, but with such a forward moving city like Derby, it's hard to keep up. He heard a knock on the door and Rob Zombie entered the office.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Hey, Rob.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Rob sat in the guest chair and lit a pipe. &amp;quot;Hey James, just came by to finish up any needed work for the new court system. Oh! That and we finally killed that Wiksik raiding party that's been harassing traders.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Good, Rob. Yeah, the courts system is just about finished. All we need is...&amp;quot; CRAAAAAAAAAAACK RUUUUUUUUUUUUMBLE!!!!!!!&lt;br /&gt;
 &lt;br /&gt;
The whole office was knocked down as a huge earthquake rocked Derby.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Everyone okay? Rob, you still alive?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;DAMN!!! My pipe's broke!!!&amp;quot; yelled Rob as he stood up from the rubble. Standing up, he looked out onto the sea and saw what looked like a huge black rift in the horizon. &lt;br /&gt;
&amp;quot;What the hell is up with that?&amp;quot; mumbled Rob.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ames was facing opposite of Rob and surveyed the town for anyone needing medical treatment. He looked north, and the color drained from his face.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Rob, look up north!!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Hey James, what do you make of this? ...James?&amp;quot; Rob turned around and saw James running to the hospital to get more supplies. &amp;quot;James, where you going?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Rob's eyes wandered more north to see 30 1st Derby Privateers drawing up a firing line behind some fencing. He looked past them and swore under his breath.&lt;br /&gt;
                          &lt;br /&gt;
300 Wiksik warriors came charging towards Derby, swinging machetes and wailing shrill warcries.&lt;br /&gt;
       &lt;br /&gt;
Rob placed the broken pipe into his mouth and tried to light it, forgetting it was broken. He let it drop and simply remarked, &amp;quot;Isn't this just the best damn day to be alive...&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
===MEANWHILE -DORK...YORK-===&lt;br /&gt;
 &lt;br /&gt;
If he had cared. Kjendlie would have noticed a small tremor underneath his feet as he walked to the 1st Colonial Militia's headquaters. He did, however, step over some shit near the doorway successfully.&lt;br /&gt;
&lt;br /&gt;
The inside of the building was adorned with various propaganda posters, (THE ONLY GOOD PIRATE IS A DEAD PIRATE!!) (AGAINEST YORK? FOR PIRATES!!) Militia flags and wanted posters. &lt;br /&gt;
&lt;br /&gt;
One poster is particular was of Michael Edwards. It looked like it was used as a dartboard. Another was of Rozen, drawn with fake glases and beard. Nobody was in the front room, so Kjendlie yelled for Sam.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back here!&amp;quot; came the gruff voice.&lt;br /&gt;
&lt;br /&gt;
Kjendlie walked into the backroom of the headquaters and saw Serious Sam sitting at a table, surrounded by rifles, ammo, and machetes. On what little table space was left, Sam cut a mango into bite sizes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sam... Nighter's not with us, any more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Went with that pansy Bauer?&amp;quot; snorted Sam.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. We need to clear out the bad blood around here. You in?&amp;quot; Whispered Kjendlie.&lt;br /&gt;
           &lt;br /&gt;
&amp;quot;KJ, anyone who doesn't side with us doesn't side with York. Anyone who doesn't side with York sides with the pirates, and all pirates need to die,&amp;quot; Sam said as he ate some more mango.&lt;br /&gt;
           &lt;br /&gt;
&amp;quot;Good. Tonight then, Sam.&amp;quot; Kjendlie turned and left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MEANWHILE  MT.SHARTAK===&lt;br /&gt;
&lt;br /&gt;
Edwards was naked. He was naked underneath the summit's waterfall. He had trekked all the way up the mountain and saw no sign of Patch. Or of anyone, really. Upon arriving at the falls and realizing he hadn't bathed in months, Edwards decided to enjoy a swim.&lt;br /&gt;
&lt;br /&gt;
As he enjoyed the cool water he felt a violent after-shock from the earthquake. He got out of the water to  survey any damages. Seeing none, he muttered,&lt;br /&gt;
&amp;quot;Nothing at all up here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He dove back into the water, and then he saw a glint in the corner of his eye from behind the falls. He swam to it and found a small nook behind the falls with a shrine holding the most pristine gold and jeweled plate he ever saw.&lt;br /&gt;
&lt;br /&gt;
He took it and swam over to his belongings, stuffing the plate into his pack.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Least I'm not leaving empty handed.&amp;quot; He fished another bottle of rum out and began drinking.&lt;br /&gt;
&lt;br /&gt;
KAHAHAHAHAHAHAHAHAHAHA...KHAHAHAHAHAHAHA...*COUGH*...*HACK*...*WHEEZE*...KAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edwards was starled by the crackle and sprung out of the water, grabing his cutlass. From his left he could see a dark figure drop from the treeline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Damn preverts... ZEFF, IS THAT YOU?&amp;quot;&lt;br /&gt;
No response.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, then,&amp;quot; grumbled Edwards, &amp;quot;guess someone's picking a fight with a naked pirate. Perv.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===MEANWHILE, IN DERBY:===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Steady, men...&amp;quot;&lt;br /&gt;
                     AIAIIIIIIIIIIIIIIIII!!!!&lt;br /&gt;
&amp;quot;Aim...&amp;quot;&lt;br /&gt;
                     IIIIIIIIIIIIIIIIIIIIII!!!&lt;br /&gt;
&amp;quot;FIRE!!&amp;quot;&lt;br /&gt;
                      IIII *thud*&lt;br /&gt;
&amp;quot;Reload!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rob had sweat dripping down his face as he shouted out the thrid volley of rifle fire. He knelt down and reloaded his rifle. No matter how many times they fired, the Natives would still keep coming. Rob readied himself for the next volley. They were still far enough away, he guessed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready...&amp;quot;&lt;br /&gt;
   &lt;br /&gt;
Than the natives split like waves and dove into the thick jungle, as if they were never there.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They're turning back! We've won!!&amp;quot; shouted a hopeful man down the line.&lt;br /&gt;
&lt;br /&gt;
Rob, however, had a bad feeling in his gut. He had been in enough battles to know something wasn't quite right.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold the line men!&amp;quot; He yelled &lt;br /&gt;
    &lt;br /&gt;
&amp;quot;Capt, we beat them!!&amp;quot; sounded the same voice. Rob saw him stand up.&lt;br /&gt;
&lt;br /&gt;
Rob, still kneeling, turned his head to him. &amp;quot;Hold the line! That's an order!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Listen, you may be the captain but don't think you're so...&amp;quot;&lt;br /&gt;
 *Thwack!*&lt;br /&gt;
A dart flew straight into and out of his head. The corpse fell with a dull thud.&lt;br /&gt;
Soon, a whole storm of venom-tipped darts screamed out of the jungle, felling any one unlucky enough to stop it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RETREAT!!!! RETREAT! FIND COVER!!!!!&amp;quot; shouted Rob as a Corporal near him fell, hit in the chest. Rob grabbed him by the collar and began dragging him to the hospital.&lt;br /&gt;
&lt;br /&gt;
James and other Hospitallers were already treating wounded hit by the darts in and out of the hospital. As the Privateers retreated from their first defensive line, other Hospitallers shot covering fire.&lt;br /&gt;
&lt;br /&gt;
Rob dragged the Corporal over to James. He began to apply first aid on the spot as darts flew threw the air. Rob ran into a woodshed near them, where other Privateers had taken shelter. He looked out the broken window and saw that the natives were forming up for another charge. There were less of them. Some staying in the jungle, no doubt, to rain more darts.&lt;br /&gt;
&lt;br /&gt;
Rob brought his rifle up to his face and looked down the sights, yelling,&lt;br /&gt;
&amp;quot;FIRE AT WILL!!!&amp;quot;&lt;br /&gt;
The message spread like wildfire in Derby.&lt;br /&gt;
&lt;br /&gt;
===MEANWHILE MT. SHARTAK===&lt;br /&gt;
&lt;br /&gt;
Edwards charged at the dark figure in all his naked glory. The figure too charged at Edwards, albeit slower. The two came face-to-face and locked blades. Edwards could see that it was a native. An old man.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What the hell ya bothering me for, old timer?&amp;quot; grunted Edwards. The old man was stronger than he looked.&lt;br /&gt;
&lt;br /&gt;
All the old man did was cackle that same annoying laugh as he shifted his weight, making Edwards trip and fall into mud. He turned to Edwards to deal the finishing blow.&lt;br /&gt;
&lt;br /&gt;
But Edwards was resoruceful and tackled him from all fours, throwing the old man to the ground. Edwards was on top of him: naked, muddy...and pissed off. He began punching the man over and over again in the face. Blood flew until finally Edwards heard,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Please stop...please stop...PLEASE!!!!&amp;quot; shouted the man &lt;br /&gt;
&lt;br /&gt;
Edwards halted and asked, &amp;quot;You speak my language?&amp;quot;&lt;br /&gt;
The old man nodded meekly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MEANWHILE OUSTIDE YORK IN THE JUNGLE.===&lt;br /&gt;
 &lt;br /&gt;
The night air was humid as Nighter and Sam walked side by side. &lt;br /&gt;
&amp;quot;Sam, why'd KJ call a meeting all the way out here?&amp;quot; asked Nighter.&lt;br /&gt;
&amp;quot;KJ doesn't feel the backroom is safe anymore. Simple as that,&amp;quot; Sam grunted.&lt;br /&gt;
They walked in silence the rest of the way.&lt;br /&gt;
&lt;br /&gt;
As they approached Nighter could hear moaning. Not the good sexy time moaning either. More like the &amp;quot;help, I'm dying or hurt badly&amp;quot; moan.&lt;br /&gt;
                &lt;br /&gt;
Nighter, standing in front of Sam, pushed some foliage back to reveal a horrific sight.&lt;br /&gt;
&lt;br /&gt;
Bauer was collapsed on the ground, his arms tied behind a tree. He looked beaten and bloody. Kjendlie stood over him, holding a rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Again, WHAT INFOMATION HAVE YOU GIVEN TO OUR ENEMIES?!!&amp;quot;&lt;br /&gt;
&amp;quot;... ...&amp;quot;&lt;br /&gt;
Kjendlie slammed the butt of the rifle into Bauer's shoulder.&lt;br /&gt;
&amp;quot;BAUER!!&amp;quot; &lt;br /&gt;
&amp;quot;Screw...SCREW YOU KJ!&amp;quot; Bauer yelled out.&lt;br /&gt;
            &lt;br /&gt;
Nighter was shocked. &amp;quot;What the hell are you doing, KJ?!!&amp;quot;&lt;br /&gt;
Kjendlie turned around and looked straight at Nighter. &lt;br /&gt;
&amp;quot;Protecting York. We must ensure that no traitor every crosses us again.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
He extended the rifle to Nighter. &amp;quot;Execute this traitor for crimes against York. Prove your worth.&amp;quot;&lt;br /&gt;
                   &lt;br /&gt;
&amp;quot;No, Kjendlie.&amp;quot;&lt;br /&gt;
                        &lt;br /&gt;
&amp;quot;Do it Nighter. Do it&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;No.&amp;quot;&lt;br /&gt;
        &lt;br /&gt;
&amp;quot;THEN I'LL DO IT MYSELF!!&amp;quot; &lt;br /&gt;
Kjendlie swung the rifle around to Bauer and pulled the trigger...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;BANG&amp;lt;/big&amp;gt; (Note: Extra-big) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“What...Kjendlie...what have you done?”&lt;br /&gt;
&lt;br /&gt;
Nighter looked at a horrific sight. Kjendlie stood over Bauer’s corpse. His whole front was splattered in Bauer’s blood.&lt;br /&gt;
&lt;br /&gt;
“This, Nighter, THIS IS WHAT HAPPENS TO TRATIORS!!!”&lt;br /&gt;
&lt;br /&gt;
Nighter stared at the corpse. He could have sworn he saw a glow from the corpse.&lt;br /&gt;
&lt;br /&gt;
Kjendlie turned to Sam and nodded.&lt;br /&gt;
&lt;br /&gt;
Suddenly Nighter realized that this was to be a purge of all “traitors”.&lt;br /&gt;
&lt;br /&gt;
Like lighting, Nighter jammed his machete’s hilt into Sam’s gut, knocking him down. Kjendlie, however, still had a bullet left. As Nighter made a break for it, he fired...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MT. SHARTAK===&lt;br /&gt;
&lt;br /&gt;
Edwards dressed himself as the old man tried to free himself from his vine rope bindings.&lt;br /&gt;
&lt;br /&gt;
Edwards walked over to him and kicked him in the gut.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What the hell you bother me on my swim for?!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“You stole my plate... Me wonderful plate!!!! Give it back now!!!” shouted the man&lt;br /&gt;
&lt;br /&gt;
Edwards looked over to who he thought was a native, but realized he was in fact a European with a heavy tan. &lt;br /&gt;
&lt;br /&gt;
“Old guy, where the hell did you come from?”&lt;br /&gt;
&lt;br /&gt;
“Me?...a geez...I got thrown off a merchant boat twenty years ago for molesting the captains daughter…Now give me my plate back!!! IT’S THE KEY!!! THE KEY TO MAKE ALL THE NATIVE WOMEN WANT TO MAKE SEXY WITH ME!!!”&lt;br /&gt;
&lt;br /&gt;
Edwards just shook his head at the old man’s ramblings and began his descent back to the jungle and his search for Patch...&lt;br /&gt;
&lt;br /&gt;
===-DERBY-===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“CHARGE!!!” yelled Rob, waving a blood-soaked cutlass in the air.&lt;br /&gt;
&lt;br /&gt;
The whole town of Derby moved like a wave of blades against the natives. Rifles wouldn’t work any more, as the natives were too close, so Rob and his men resorted to more visceral means.&lt;br /&gt;
&lt;br /&gt;
Rob was soaked in native blood as he fought hand-to-hand against hundreds of natives. He used a pirate's cutlass given to him by his brother Rozen.&lt;br /&gt;
&lt;br /&gt;
As the fighting pushed the natives out, Rob ordered his men to begin firing again. As the natives ran back into the jungle, they were chased by good old-fashioned lead.&lt;br /&gt;
&lt;br /&gt;
The battle for Derby had been won. Rob looked around at the remaining carnage. As James and his mean treated one solider to the next, others were moving headless corpses to be buried. &lt;br /&gt;
&lt;br /&gt;
“CAPT. ZOMBIE!!! WE GOT ONE !!” shouted a familiar voice. Rob turned to see Elegost running up to him.&lt;br /&gt;
Elegost stopped to catch his breath, and then looked up and smiled.&lt;br /&gt;
“We caught a native still alive.”&lt;br /&gt;
&lt;br /&gt;
===THE JUNGLES BELOW MT. SHARTAK.===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capt. Edwards walked steadiliy in the jungle. He was examining the beautiful gold plate he “stole” from the perverted old man on MT. shartak. He held up to the jungle treetops and watched as the broken light shined its beauty on it.&lt;br /&gt;
   &lt;br /&gt;
“Hm... Maybe this really can make all the native women love me,” he chuckled to himself. &lt;br /&gt;
&lt;br /&gt;
Than he got hit in the head with a rock.&lt;br /&gt;
    &lt;br /&gt;
“WHO IN THE BLOODY BLAZES!!!” yelled Edwards.&lt;br /&gt;
&lt;br /&gt;
He looked around and saw the native woman he knocked out from before, holding a handful of stones.&lt;br /&gt;
“What the hell!! You don’t even have a weapon anymore!!!”&lt;br /&gt;
The women simply shouted “ATTK!”&lt;br /&gt;
Five huge Warriors emerged from the jungle, brandishing blades.&lt;br /&gt;
“Hello, chaps... This your sister?”&lt;br /&gt;
The natives simply grunted...&lt;br /&gt;
&lt;br /&gt;
===YORK===&lt;br /&gt;
&lt;br /&gt;
Nighter ran for his life. He moved slower, however, due to the horrific pain in his leg. Kjendlie had landed a shot into his thigh.&lt;br /&gt;
He had to get away he had to tell people what had happened. He knew that if…if he could just make it to Derby, he would be safe...hopefully. He ran some more before collapsing from exhaustion. &lt;br /&gt;
   &lt;br /&gt;
Sam was examining a trail of splattered blood from Nighter's wound. &lt;br /&gt;
“KJ, we can follow him pretty easy.”&lt;br /&gt;
Kjendlie was busy digging a hole for Bauer’s body. He grunted his approval. &lt;br /&gt;
“Sam, we go back to york. Get some more men and supplies, then we follow him. Sam, we need to kill him before he talks.”&lt;br /&gt;
Sam grunted as he grabbed Bauer’s body and threw it into Kjendlie’s freshly dug grave.&lt;br /&gt;
&lt;br /&gt;
===-Derby-===&lt;br /&gt;
Rob and James stood in a small hut. A native was tied up sitting on the floor. Elegost stood in the doorway.&lt;br /&gt;
“We caught him while the natives were running away. He got shot in the leg and we picked him up easy. Be careful, he is WickSick.”&lt;br /&gt;
Rob turned to Elegost. “Yeah, all the natives were from Wiksik.”&lt;br /&gt;
James, however, piped up. “WickSick and Wiksik are different. Elegost means this native is a crazed headhunter.”&lt;br /&gt;
Rob grunted. “Not so mighty now, is he? James, ask him what his friends were doing today.”&lt;br /&gt;
James translated.&lt;br /&gt;
The native spat on the ground. He needed no words.&lt;br /&gt;
“Not talking, Rob.” Responded James&lt;br /&gt;
Rob moved closer to the native. “Ask him again, James.”&lt;br /&gt;
Rob then dug his muddy boot right into the native's gunshot wound.&lt;br /&gt;
“HEATKA TOAJ TKKKA THAKK!!! HEATKA TOAJ TKKKA THAKK!!! HEATKA TOAJ TKKKA THAKK!!!” the native shouted.&lt;br /&gt;
“Heads for the tower, heads for the tower... That’s all he is saying, Rob,” responded James.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part 2== Vol2issue1&lt;br /&gt;
&lt;br /&gt;
CAPTAIN EDWARDS AND THE TOWER OF...DEATH!!!! PART6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                                                        THE YORKMAN&lt;br /&gt;
                                                         Issue 16&lt;br /&gt;
&lt;br /&gt;
                                                   HEAD OF CCTU MISSING!!!&lt;br /&gt;
                                          head of CP Kjendlie vows to uncover truth&lt;br /&gt;
 &lt;br /&gt;
Sam tossed the paper onto his desk.&lt;br /&gt;
                                  &amp;quot;Damn KJ these Reporters move fast.&amp;quot;&lt;br /&gt;
Kjenlie was standing across from him staring at a map of Shartak.&lt;br /&gt;
                                  &amp;quot; He'll be moving to derby, best bet for him...Sam you take a garrison of men and patrol the highway to derby. Anyone asks tell them your looking for Bauer. I'll take a squad into the jungle. If neither of us find him we'll blockade Derby as a last resort.&lt;br /&gt;
&lt;br /&gt;
         &amp;quot;KJ don't you think that's a bit over kill?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
         &amp;quot;Sam if any one makes a stink we'll use bauer's disappearance as a scape goat. We are seaching for him after all.&amp;quot;&lt;br /&gt;
                                           Sam just chuckled&lt;br /&gt;
&lt;br /&gt;
Derby&lt;br /&gt;
&lt;br /&gt;
        Rob stood outside enjoying his new pipe he bought. Derbymen ran from area to area asseasing damages and helping wounded. Rob yawned from sleep depravation. James emerged from a nearby hut and walked over to Rob.&lt;br /&gt;
&lt;br /&gt;
        &amp;quot;What do you think the native means?&amp;quot; he asked rob &amp;quot;What prompted a WickSick headhunter invasion...that and what does heads for the towel,sorry tower mean?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        &amp;quot;Hell if I know James, could just be ramblings...they are WickSick.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        &amp;quot;Yeah Rob...just...just something doesn't feel right at all about this. First an earthquake ,first in ages, than a mass invasion of Natives...they've never attacked en mass like that before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        Rob turned to James. &amp;quot;Follow me...we need to talk alone.&amp;quot;&lt;br /&gt;
             &lt;br /&gt;
          Rob headed to the shore and James followed.&lt;br /&gt;
&lt;br /&gt;
             &amp;quot;I swear I wasn't goin touch her!!&amp;quot; shouted Captian Edwards from his bamboo cage.&lt;br /&gt;
        The natives dragged him to their village and locked him up. Know they stood around a huge bonfire chanting. The native gaurding Edwards simply grunted.&lt;br /&gt;
&lt;br /&gt;
   Edwards fished a bottle of Rum out of his coat pocket. The natives hadn't searched him to well and didn't find his rum or the knife he kept in his boot. If he could he would wait till nightfall to escape.&lt;br /&gt;
&lt;br /&gt;
          OMMAK OMMAK OMMAK REKAK REKAK!!!&lt;br /&gt;
   &lt;br /&gt;
Edwards turned to see a Native shaman emerge from the jungle. It was weird to see two Shaman's in the same village but he guessed one must have been roaming.&lt;br /&gt;
&lt;br /&gt;
     As the roaming shaman chanted louder and louder a bright light engulfed his body.&lt;br /&gt;
                Edwards stared in wonderment of the ritual&lt;br /&gt;
&lt;br /&gt;
Nighter looked up at the Island treetops. His clothes were muddy and blood soaked. He tried to move many times now...but he was just to tired...He closed his eyes and heard a soft clicking noise....&lt;br /&gt;
&lt;br /&gt;
BANG! vol2issue2&lt;br /&gt;
&lt;br /&gt;
     &amp;quot;Not bad...for a pirate, You hit the damn thing square between the eyes...&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     &amp;quot;It's from working with you guys, the skills rub off on me a bit. should we go down and help him?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
     &amp;quot;Nah, I'll send a few FAKS near him. We need to head off to Durham anyway, Let all the yorkers kill each other.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
       With that the two figures dissiperead into the jungle.&lt;br /&gt;
&lt;br /&gt;
               A few hundred yards away Nighter woke to the sound of a gunshot. He awoke to see a tiger laying beside him...his head was blown off. Nighter hobbled to his feet and continued his trek to Derby.&lt;br /&gt;
&lt;br /&gt;
                      Than he tripped and fell o his face. Nighter looked to his feet to see a stack of FAKS.&lt;br /&gt;
&lt;br /&gt;
                       30 miles south of Nighter's postion stood KJendlie and his troops. KJendlie sat on a stump while two of his men interrogated a passing Native traders. One spoke Native While the other held him down the native, Bashing his head againest a tree every time he wouldn't answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                  &amp;quot;CAPTAIN KJ!! He don't know anything!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                      Kjendlie had his back turned to the whole scene. &amp;quot;Ask him again&amp;quot; he simply muttered.&lt;br /&gt;
&lt;br /&gt;
           Again the interrogater went threw the motions.&lt;br /&gt;
&lt;br /&gt;
                   &amp;quot;Nothing captain!&amp;quot; the interrogator shouted.&lt;br /&gt;
&lt;br /&gt;
            Kjendlie simply stood up and walk up to the battered native. He than gouged a Knife into the Natives side, dug it 5 deep inchs.&lt;br /&gt;
&lt;br /&gt;
             The native shreiked in terror and pain and began shaking violently, still being held by the second interrogator.&lt;br /&gt;
&lt;br /&gt;
                 kjendlie simply muttered &amp;quot; Ask again&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                             &amp;quot;Sir...uh..&amp;quot;&lt;br /&gt;
       &lt;br /&gt;
                 &amp;quot;DAMN IT ASK AGAIN!!!&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
             The interrogator did as he was told. The native shreiked the same reply he had been giving.&lt;br /&gt;
&lt;br /&gt;
                                Kjendlie simply pulled the knife from out of the natives side. took it in his hand...&lt;br /&gt;
&lt;br /&gt;
                                        And stabbed the Native over and over again in the gut.&lt;br /&gt;
&lt;br /&gt;
                        As blood splattered unto him Kjendlie kept shouting. &amp;quot;WHERE ARE YOU WHERE ARE YOU!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        -Derby-&lt;br /&gt;
&lt;br /&gt;
                      &amp;quot;What is it Rob?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                      &amp;quot;I'm not sure exactly what...I do think it appeared during the earthquake...but that's it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                      The Duo of James and Rob stood on the Derby shoreline staring off into the horizon at a huge Black...thing&lt;br /&gt;
&lt;br /&gt;
                 &amp;quot;What do you suggest we do? Search teams?&amp;quot; Asked Rob&lt;br /&gt;
&lt;br /&gt;
                         &amp;quot;That's are best bet I think right now...we'll assemble them shortly, after Derby gets stableized.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                       Rob nodded his head.&lt;br /&gt;
&lt;br /&gt;
           &lt;br /&gt;
                                      Edwards awoke to nothing. No cage No natives no freaky glowing shaman....just nothing.&lt;br /&gt;
            He searched the Desolate camp for his pack. After finding it he searched it for anything missing.&lt;br /&gt;
&lt;br /&gt;
                      &amp;quot;Damn it he muttered....They stole the last of my rum....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                 He looked around and remembered the night before. All the freaky thing he saw.&lt;br /&gt;
&lt;br /&gt;
                               &amp;quot;no way he could be there&amp;quot; Mumbled Edwards &amp;quot;But...what other leads do I have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                      Edwards got his bearings and began trekking to Derby&lt;br /&gt;
&lt;br /&gt;
                                                               &lt;br /&gt;
&lt;br /&gt;
                                                                 Derby Evening Press Issue 7 vol2issue3&lt;br /&gt;
                                                                       NATIVE INVASION&lt;br /&gt;
                                                                     HALTED IN TRACKS!!!!&lt;br /&gt;
                                                          Strange monolith discovered off derby coast&lt;br /&gt;
                                                               Tribune Barnes promises expedition&lt;br /&gt;
     &lt;br /&gt;
                   Editions of the press blew about derby in the afternoon wind. Rob was sitting in the makeshift Headquaters with James and a&lt;br /&gt;
&lt;br /&gt;
few others plotting the course to which the &amp;quot;monolith&amp;quot;. It was decided that 15 men led by Rob would leave the next day to explore whatever&lt;br /&gt;
&lt;br /&gt;
was actually going on. Some final details were being worked out before Rob turned in for the night.&lt;br /&gt;
&lt;br /&gt;
             &amp;quot;I  can't help but feel that something bad is going to happen out their.&amp;quot; Grumbled James &amp;quot;It's all just to weird....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                          &amp;quot;Well I'll find out in about two days if were doomed or not James.&amp;quot; Joked Rob as he drank some rum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
               FIRE!!!...&lt;br /&gt;
               &lt;br /&gt;
                 A dozen bullets ripped into the jungle. Some dug deep into a fleeing natives back. others shot straight through their heads.  The&lt;br /&gt;
&lt;br /&gt;
corpses landed with a dull thud. In a matter of minutes the native traders camp was desolate.&lt;br /&gt;
&lt;br /&gt;
                                &amp;quot;What now captian Kjendlie?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                        Kjendlie looked over the carnage and wished that every dead body was Nighter. &amp;quot;Burn it all down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
               As the men set about the task and flames began to lap up every ounce of wood, flesh and carbon an extreme heat began to radiate from all around Kjendlie...he liked it.&lt;br /&gt;
&lt;br /&gt;
                         CAPTAIN!!!!!CAPTAIN!!!!!SAM!!!!!SAM!!!!!NIGHTER!!!!&lt;br /&gt;
&lt;br /&gt;
                   Kjendlie turned to receive the envoy.&lt;br /&gt;
&lt;br /&gt;
            Miles away Edwards was coming up on the southern shore. A few more feet and  he would see the ocean.&lt;br /&gt;
&lt;br /&gt;
                            Instead he saw A huge Black as night Spine jutting out of the sea.&lt;br /&gt;
                 &lt;br /&gt;
                                &amp;quot;Damn Bauer you weren't kidding about a tower of death.&amp;quot; muttered Edwards. He stood in awe of it's evil.&lt;br /&gt;
&lt;br /&gt;
                                            Than edwards heard some growling. He turned to see five tigers behind him. They were looking at him as a man looks at a hamburger or is favorite meal.&lt;br /&gt;
&lt;br /&gt;
                             &amp;quot;Hellooooo chaps!&amp;quot; He exclaimed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
         Come on men!! Only been walking for a day!!&amp;quot; Shouted Rob as his men hobbled a few feet behind him.&lt;br /&gt;
&lt;br /&gt;
                       The closest recruit piped up &amp;quot;Where are we heading again sir?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
                      &amp;quot;Where following the southern coast until we get close enough to that tower thing. Than we storm it's beach head and explore it!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                     the Force cheered behind Rob at this proclamation.&lt;br /&gt;
&lt;br /&gt;
                                            &amp;quot;CAPTAIN!! SOMETHING IN THE BUSH!!!&amp;quot; a recruit pointed out in the back.&lt;br /&gt;
&lt;br /&gt;
             There was something rustling in the wild. It was coming closer to the road and was big enough for worry.&lt;br /&gt;
&lt;br /&gt;
                           &amp;quot;Don't worry men!!!&amp;quot; Shouted Rob as he brought his rifle to bear. He aimed for the rustle and fired.&lt;br /&gt;
&lt;br /&gt;
                                           &amp;quot;WHAT THE HELL!!! OOOOW!! CRAP!!! CRAP CRAP!!&amp;quot;&lt;br /&gt;
   &lt;br /&gt;
                               &amp;quot;CAPT. ZOMBIE IT'S HUMAN!!!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
                                         &amp;quot;Really I couldn't tell!&amp;quot; mumbled Rob as he grabbed some FAKS and went into the bush to see the damage he didn't mean to cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                              &amp;quot;All i'm seeing is a dead tiger.&amp;quot; Mumbled Kjendlie.&lt;br /&gt;
&lt;br /&gt;
                                  &amp;quot;Well it's more than just that KJ. See this tiger was killed by gunshot. Than look over here, spent FAKS, KJ I think&lt;br /&gt;
&lt;br /&gt;
                       were on Nighters trail, close to him&amp;quot; exclaimed Sam&lt;br /&gt;
&lt;br /&gt;
                               Kjendlie merely kept looking around with a malaise &amp;quot;Why are you wasteing my time with ifs and maybes? &lt;br /&gt;
DO YOU NEED&lt;br /&gt;
         &lt;br /&gt;
                             ME HERE!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                              &amp;quot;KJ i just thought you might like to kno&amp;quot;&lt;br /&gt;
                   &lt;br /&gt;
                                  &amp;quot;NOT THE QUESTION SAM!!! LET ME REPEAT, I'LL GO SLOWER!!! DOOO YOOUU NEEED MEEE HEEREE??&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                                      &amp;quot;i guess not KJ&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                                  &amp;quot;WHAT WAS THAT SAM? COULDN'T HEAR YOU!! SPEAK UP!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                                        Sam hesitated &amp;quot;NO KJ I DIDN'T NEED YOU...SORRY&amp;quot;&lt;br /&gt;
&lt;br /&gt;
                                     &amp;quot;Good, remember that Sam, don't send your damn lackey's unless nighter is beaten to a bloody pulp!!'&lt;br /&gt;
&lt;br /&gt;
                                            Kjendlie turned and walked off his men followed after, Sam ground his boot into the tiger's corpse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                    PIRATE SHANK SUPER SPECIAL ATTACK!!!! shouted Edwards as he dug his cutlass deep into a tiger's gut and than in one swift&lt;br /&gt;
&lt;br /&gt;
                         motion sliced it in half. (A 10% efective skill which brings about instant death with no XP gain  Tongue )&lt;br /&gt;
&lt;br /&gt;
                                       He turned to face the remaining tigers and  produced from his pack a bottle of rum.&lt;br /&gt;
&lt;br /&gt;
                         As the tigers charged him Edwards finished guzzling the alcohol down. He than struck a match and placed it in front of his &lt;br /&gt;
&lt;br /&gt;
                        mouth. Spewing 10 foot white hot flames onto the tigers burning them to death and crisp. (A 20% effective skill which&lt;br /&gt;
&lt;br /&gt;
                        damages all characters on the same sqaure and is dependant on rum stock Tongue )&lt;br /&gt;
&lt;br /&gt;
    Edwards burped a little an mumbled &amp;quot;Hate using the Secret pirate uber mouth flam sprewer deluxe version. waste of good rum.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 He turned back out to the sea and stared at the onyx Spinal tower of death. Than he began his march into the                                                                   &lt;br /&gt;
         Sea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
If you have been offended by use of your character in ''The Tower Of Death'' then grow up. It's a work of fiction inspired by true life events (well, true Shartak events). &lt;br /&gt;
''The Tower Of Death'' first came on sale during the flocking of visitors to Midway Island, also called Ry'leh.&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Michael_edwards&amp;diff=14096</id>
		<title>User:Michael edwards</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Michael_edwards&amp;diff=14096"/>
		<updated>2007-05-16T01:19:21Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Michael Edwards is the captain of the Jolly Roger Gang. A sometimes controversial character, Michael is the writer of Shartaks favorite Serial Novel Captain Edwards and the tower of...DEATH!!!&lt;br /&gt;
&lt;br /&gt;
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Page under construction When I get to it.&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:RobZombie&amp;diff=12124</id>
		<title>User talk:RobZombie</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:RobZombie&amp;diff=12124"/>
		<updated>2007-01-14T06:10:41Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Well... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, I wish you the best, Rob. Good luck.--[[User:Black Joe|James Barnes]] 17:40, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks BJ/JB, we'll see how my adertising goes. if its a massive flop, will i still be welcome in the DH?.--[[User:RobZombie|RobZombie]]&lt;br /&gt;
&lt;br /&gt;
I can't see why not, though we don't agree with the anti-York feelings. The CP are our allies, after all.  Can't say that we have any feelings one way or another about the OoP or the Pirate Hunters, though. [[User:Black Joe|James Barnes]]&lt;br /&gt;
&lt;br /&gt;
Aye, there's anti-york feelings, but they're not as great as my Derby patriotism. If I was accepted into the DH then i'd leave them at the door. [[User:RobZombie|RobZombie]]&lt;br /&gt;
&lt;br /&gt;
Mr. Rob, what do i need to be doing? I can't find you around right now hehe ;P -elegost55&lt;br /&gt;
&lt;br /&gt;
== Wanted Pages ==&lt;br /&gt;
&lt;br /&gt;
No worries Rob. Really. I have a thing for details :D Plus, I enjoyed doing it. Its the closest thing to &amp;quot;Design&amp;quot; I have done since school finished in November :D&lt;br /&gt;
&lt;br /&gt;
I also did it because for a while there, it seemed Derby was just a backwash of a place with no co-ordination. We need to be taken seriously in Derby as an organised force that can help protect Derby. For me, it starts with how we present ourselves in person and on this wiki.&lt;br /&gt;
&lt;br /&gt;
We're getting attention in Derby and Ive been telling people to look us up. People I bump into in the jungle that aren't in a clan yet. I figure, the only people who would want to join, are those willing to make Derby safe.&lt;br /&gt;
&lt;br /&gt;
Anyways... Ive rambled enough here. :)&lt;br /&gt;
&lt;br /&gt;
One thing though... Do you want me to put together the PKer version of these pages?&lt;br /&gt;
I cant remember who was nominated for that. I would've done it already, but I didn't want to offend anyone. Also thinking of updating the &amp;quot;Outsiders&amp;quot; page with the info on our forum. Your thoughts on that?&lt;br /&gt;
&lt;br /&gt;
Cthulhu&lt;br /&gt;
&lt;br /&gt;
*Cthulhu, you can do whatever you want with the entire wanted list, you've done a brilliant job on the natives thing, so if you're ok with it; id like you to do the rest. Clans and outsiders - take it all over if you want. the only problem is i may have to invent a whole new level to promote you to.  Rob&lt;br /&gt;
&lt;br /&gt;
*Haha! I actually like the sound of Master Sargeant just fine so thats cool. Both pages already up have a listing for naughty clans at the bottom. If you want them brought to the fore, and with their own page, then that's cool too. Cthulhu&lt;br /&gt;
&lt;br /&gt;
*You can do whatever you think is best for it, i think what you've done so far is silver with emeralds in it (much better than gold), but i have one criticism. you've made separate pages for PKers and wanted outsiders, could we have them merged into one please? a wanted outsider is usualy a PKer anwyay, and the 'Crimes:' explains that enough without needing a separate page. keep up the great work! - Rob Zombie&lt;br /&gt;
&lt;br /&gt;
*Okey Dokey... I'll merge the two pages then :) - Cthulhu&lt;br /&gt;
*Ive removed Christian from the wanted listing and from the top of our clan page. I hope you don't mind me editing the main page. I wouldn't want Mr Fletch thinking we still have a thing for him :P - Cthulhu&lt;br /&gt;
&lt;br /&gt;
No problem, consider yorself being able to do what you like with the wiki, as long as its not something HUGE. Rob&lt;br /&gt;
&lt;br /&gt;
== Well... ==&lt;br /&gt;
If ya want someone to look over ya writing I'd be glad to read over a copy. PM if ya feel like it.--[[User:Michael edwards|Michael edwards]] 03:50, 13 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
That'd be amazingly brilliant of you Captain Edwards, I've been dying to find some constructive criticism. I've hit a snag with the actual story at the moment (writers block is a bitch) so I can only send you stuff like character descriptions and a couple of sea-battles. Still interested? [[User:RobZombie|RobZombie]]&lt;br /&gt;
&lt;br /&gt;
Sure Just PM me for my E-mail, I'm also a writer ( More short stories and screenplays ) --[[User:Michael edwards|Michael edwards]] 06:10, 14 January 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=12112</id>
		<title>Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=12112"/>
		<updated>2007-01-13T04:59:29Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* The Shipwreck:A Rough Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_shipwreck.png&lt;br /&gt;
| cx          = -70541&lt;br /&gt;
| cy          = 26546&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 1&lt;br /&gt;
| shaman      = Jakota&lt;br /&gt;
| shaman_gps  = [-70.541,+26.543]&lt;br /&gt;
| shaman_loc  = (06,09)&lt;br /&gt;
| trader      = Sam&lt;br /&gt;
| trader_gps  = [-70.543,+26.542]&lt;br /&gt;
| trader_loc  = (04,10)&lt;br /&gt;
| ammo_gps    = [-70.541,+26.546]&lt;br /&gt;
| ammo_loc    = (06,06) (Armoury)&lt;br /&gt;
| medical_gps = [-70.541,+26.546]&lt;br /&gt;
| medical_loc = (06,06) (Lg cabin)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''shipwreck''' is home to the pirates on the island. Located in shallow water on the island's northwest shore, the shipwreck is the only [[camp]] without an ammunition hut and a medical hut, but weapons and drinks can be found on the ship itself and in its rooms: the large cabin, the armory, the galley, and the hold. Players on the ship see a description:&lt;br /&gt;
:''You are standing on board a large pirate ship with a rather badly damaged bow where it's hit a bunch of rocks. You can see a couple of cabins towards the front, a hatch leading into the hold, and a large room to the rear.''&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Jakota is held captive south of the ship on the shore.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Shipwreck - Territory Map'''&lt;br /&gt;
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| colspan=11 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=10 bgcolor=#f9f9f9 | Ship&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=10 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=10 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|'''S'''&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=10 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle squares will very likely be colored differently in-game than they are here.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
&lt;br /&gt;
=== Armoury ===&lt;br /&gt;
:''This cabin appears to have been used for the storage of weapons although the crew probably weren't all that tidy as there are other things in here too.''&lt;br /&gt;
*'''Approx find rates (40%?):''' [[blunt cutlass]] (?%), [[cutlass]] (?%), [[bottle of rum]] (?%), [[bottle of water]] (?%), [[gourd of water]] (?%), [[gem]] (?%), [[knife]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
:''Here are a number of treasure chests, most of which are open and ransacked but there are a few that aren't so empty.''&lt;br /&gt;
*'''Approx find rates (?%):''' [[gold coin]] (?%), [[gem]] (?%), [[bottle of water]] (?%), [[gourd of water]] (?%), [[bottle of rum]] (?%), [[knife]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Galley ===&lt;br /&gt;
:''Judging by the lack of food in the cupboards, it's probably a good job the ship ran aground!''&lt;br /&gt;
*'''Approx find rates (?%):''' [[bottle of rum]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Large cabin ===&lt;br /&gt;
:''You appear to be in a large cabin at the rear of the ship. There are a number of bunks and personal belongings scattered around.''&lt;br /&gt;
*'''Approx find rates (33%):''' (preliminary) first aid kit (11%), bottle of rum (11%), cutlass (6%), gold coin (6%).&lt;br /&gt;
&lt;br /&gt;
=== Crow's Nest ===&lt;br /&gt;
:''Up in the crow's nest you would be able to see quite a long way under normal circumstances. Unfortunately there's a lot of very low cloud obscuring your view right now.''&lt;br /&gt;
*'''Approx find rates (?%):''' ''unknown''&lt;br /&gt;
 &lt;br /&gt;
==The Shipwreck:A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
The shipwreck is Shartak's most populous settlement.  However, it is more of a camp than a settlement, with Trader Sam occupying the only hut.  First aid kits are harder to find at the shipwreck, and they will usually bring a reasonable price at Trader Sam's.  Peaceful visitors should not sleep on shore, as any non-pirate is generally considered fair game.  The shipwreck is home to several pirate crews, with the Pirate Defense Force serving as the shipwreck's militia.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in the Shipwreck==&lt;br /&gt;
Being the only Pirate city, all Pirate gangs are based and/or operate at the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
*[[Brotherhood of the coast]]&lt;br /&gt;
*[[Ghost Pirates]]&lt;br /&gt;
*[[The Jolly Roger Gang]]&lt;br /&gt;
*[[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:RobZombie&amp;diff=12111</id>
		<title>User talk:RobZombie</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:RobZombie&amp;diff=12111"/>
		<updated>2007-01-13T03:50:07Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, I wish you the best, Rob. Good luck.--[[User:Black Joe|James Barnes]] 17:40, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks BJ/JB, we'll see how my adertising goes. if its a massive flop, will i still be welcome in the DH?.--[[User:RobZombie|RobZombie]]&lt;br /&gt;
&lt;br /&gt;
I can't see why not, though we don't agree with the anti-York feelings. The CP are our allies, after all.  Can't say that we have any feelings one way or another about the OoP or the Pirate Hunters, though. [[User:Black Joe|James Barnes]]&lt;br /&gt;
&lt;br /&gt;
Aye, there's anti-york feelings, but they're not as great as my Derby patriotism. If I was accepted into the DH then i'd leave them at the door. [[User:RobZombie|RobZombie]]&lt;br /&gt;
&lt;br /&gt;
Mr. Rob, what do i need to be doing? I can't find you around right now hehe ;P -elegost55&lt;br /&gt;
&lt;br /&gt;
== Wanted Pages ==&lt;br /&gt;
&lt;br /&gt;
No worries Rob. Really. I have a thing for details :D Plus, I enjoyed doing it. Its the closest thing to &amp;quot;Design&amp;quot; I have done since school finished in November :D&lt;br /&gt;
&lt;br /&gt;
I also did it because for a while there, it seemed Derby was just a backwash of a place with no co-ordination. We need to be taken seriously in Derby as an organised force that can help protect Derby. For me, it starts with how we present ourselves in person and on this wiki.&lt;br /&gt;
&lt;br /&gt;
We're getting attention in Derby and Ive been telling people to look us up. People I bump into in the jungle that aren't in a clan yet. I figure, the only people who would want to join, are those willing to make Derby safe.&lt;br /&gt;
&lt;br /&gt;
Anyways... Ive rambled enough here. :)&lt;br /&gt;
&lt;br /&gt;
One thing though... Do you want me to put together the PKer version of these pages?&lt;br /&gt;
I cant remember who was nominated for that. I would've done it already, but I didn't want to offend anyone. Also thinking of updating the &amp;quot;Outsiders&amp;quot; page with the info on our forum. Your thoughts on that?&lt;br /&gt;
&lt;br /&gt;
Cthulhu&lt;br /&gt;
&lt;br /&gt;
*Cthulhu, you can do whatever you want with the entire wanted list, you've done a brilliant job on the natives thing, so if you're ok with it; id like you to do the rest. Clans and outsiders - take it all over if you want. the only problem is i may have to invent a whole new level to promote you to.  Rob&lt;br /&gt;
&lt;br /&gt;
*Haha! I actually like the sound of Master Sargeant just fine so thats cool. Both pages already up have a listing for naughty clans at the bottom. If you want them brought to the fore, and with their own page, then that's cool too. Cthulhu&lt;br /&gt;
&lt;br /&gt;
*You can do whatever you think is best for it, i think what you've done so far is silver with emeralds in it (much better than gold), but i have one criticism. you've made separate pages for PKers and wanted outsiders, could we have them merged into one please? a wanted outsider is usualy a PKer anwyay, and the 'Crimes:' explains that enough without needing a separate page. keep up the great work! - Rob Zombie&lt;br /&gt;
&lt;br /&gt;
*Okey Dokey... I'll merge the two pages then :) - Cthulhu&lt;br /&gt;
*Ive removed Christian from the wanted listing and from the top of our clan page. I hope you don't mind me editing the main page. I wouldn't want Mr Fletch thinking we still have a thing for him :P - Cthulhu&lt;br /&gt;
&lt;br /&gt;
No problem, consider yorself being able to do what you like with the wiki, as long as its not something HUGE. Rob&lt;br /&gt;
&lt;br /&gt;
== Well... ==&lt;br /&gt;
If ya want someone to look over ya writing I'd be glad to read over a copy. PM if ya feel like it.--[[User:Michael edwards|Michael edwards]] 03:50, 13 January 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_010&amp;diff=11912</id>
		<title>Talk:The Yorkman/Issue 010</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_010&amp;diff=11912"/>
		<updated>2007-01-08T03:49:00Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Flood of News Overwhelms Editor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Discussion==&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
&lt;br /&gt;
===Dust Settles in Durham===&lt;br /&gt;
Wait, there were NATIVES at the DHC? &lt;br /&gt;
Whoa. &lt;br /&gt;
No mention on how the MG had the largest amount of people present despite them being a filthy group of semi-bandits, of course. &lt;br /&gt;
-[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;The Malice&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 23:57, 7 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Derby Prepares to Repel Headhunters===&lt;br /&gt;
&lt;br /&gt;
Dear Sir: Wiksik yesterday in the Healing Hut I was in, there lot of discussion about [[Derby Derby]]. Emile Durheim urging locals to involved. Given  proximity Wiksik numbers of warriors deploy could be considerable! - Blue Hummingbird on the Left.&lt;br /&gt;
&lt;br /&gt;
===Maevar Radnik Accepts Presidency of Dalpok===&lt;br /&gt;
And me being Maevar Ralnik, I feel it safe to say that there is no D in my name. Also, I purchased for 50 gold and 11 gems, which totaled to exactly 151 gold pieces. I have no problem with the JRG tavern in town, and I slept there relatively safely for two nights. I was attacked by two natives, one of them a newbie, and I killed the non-newbie after he'd slain Patch, who was overseeing the tavern and had saved my life before. There is no fierce guerilla action at all. There's a single pocket of resistance for the sake of resistance, but the majority of Dalpok has no problem with me. I healed, I distributed gold, and well over 50 natives had the chance to kill me. I spent hours at the time in the medical hut and talked to a few natives live, after only being attacked once for identification. Get your facts straight. - [[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;The Malice&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 00:06, 8 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Editor - There were no atrocities in New Amsterdam as described in your newspaper, aside from the accidental killing of some healers and other non-combatants. As for dubbing the operation a &amp;quot;raid&amp;quot;, it was in fact a highly tactical battle: the Imperials attacked the town in a pincer movement with Rotten Balls, David Hassellhoff and Ella Chen from the north, and myself and Timothy Trust from the south. Setting aside the Healing Hut in the north west, occupied by some 20 natives, the streets of New Amsterdam were safely in Imperial hands before its sale to Maevar. Finally, the Order of Patriots' support of the rebel Novamsterdammers demonstrates they they are actually native sympathisers, who no doubt practice lechery with monkeys and fondle over-ripe tropical fruit.- First Amongst Daves.&lt;br /&gt;
&lt;br /&gt;
I have to say that the OoP are quite despicable. They persecute most Natives who enter York, yet support them when it suits them best - they should stick to their ideals, and actually do something useful...wait, they only have two members, sorry, carry on--[[User:HVLD|HVLD]] 02:08, 8 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Derby Academy Opens to Public===&lt;br /&gt;
 &lt;br /&gt;
James Barnes is delighted at the Yorkman's comments on Derby.  He's happy to see that the rest of island is noticing Derby coming into its own!&lt;br /&gt;
&lt;br /&gt;
===Flood of News Overwhelms Editor===&lt;br /&gt;
&amp;quot;the highly-regarded newspaper&amp;quot; - I'm sorry, which one? Frankly, your 'newspaper' gets so many facts wrong it could barely be called a newspaper. Perhaps 'gossip' would be a better term to describe your journalism? --[[User:HVLD|HVLD]] 02:12, 8 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Whoa now, We should be a bit more respectful to the Yorkman team. They do make an extremely good and fun to read paper, For Free. This is a &amp;quot;gift&amp;quot; from them to Shatak. So don't take it so seriousl;) --[[User:Michael edwards|Michael edwards]] 03:49, 8 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Interview – Nathan Hale===&lt;br /&gt;
===Ads===&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_009&amp;diff=11473</id>
		<title>Talk:The Yorkman/Issue 009</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_009&amp;diff=11473"/>
		<updated>2006-12-13T03:01:09Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* An Audience with a Headhunter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion==&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
&lt;br /&gt;
===Durham Headhunt Special===&lt;br /&gt;
===Meet the Hunters===&lt;br /&gt;
===Shaky Start for Privateer Truce===&lt;br /&gt;
===An Audience with a Headhunter===&lt;br /&gt;
&lt;br /&gt;
I feel where you're coming from Headhunter. most of us outsiders, we kill and destroy and act like children, but like you said, not all of us are like that. I studied with various native peoples on other islands in this region, i learned Bushcraft. This is all just an aside, saying the Zombie knows a little of how you feel, and wants to put right these injustices. [[User:RobZombie|RobZombie]]&lt;br /&gt;
&lt;br /&gt;
I've got a comment on the Belgium part. My family line is Belgian as well, though we're from the Dutch speaking part. My brother Erados is most interested in this than you are. He contacted me by carrier parrot, sending me the ninth issue with this article circled and some notes written in the margin. He wants to know if you're really Belgian or if you did that for flair, and if your family name was based on the famous &amp;quot;Drawn-man,&amp;quot; Tintin, or &amp;quot;Kuifje&amp;quot; in Dutch. - The Malice -[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 02:06, 13 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wow...That was a great interview!! you should get big name Clan/crew members for that guy to interview.--[[User:Michael edwards|Michael edwards]] 03:01, 13 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Native Shaman Dies for York===&lt;br /&gt;
===Ads===&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=11133</id>
		<title>Talk:Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=11133"/>
		<updated>2006-11-16T23:36:21Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
You guys seem like a nice, civilised group of people.  If you'd be interested in opening relations with the Royal Expedition, contact us via our forum: http://s9.invisionfree.com/Royal_Expedition/index.php?  --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Hi Yeah, signed up on your forums. We're definitely interested. Look forward to doing buisiness with you.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, any chance you can put up a section on this wiki to report crimes? I posted on the PK thread and nothing yet. I was hoping you guys could help. He is Stoertebecker  [ http://www.shartak.com/profile.cgi?id=1553 ] and i'd like to see him dead. He killed me, then attacked me the very same day after I resurrected (and that, my friend, is not very sportsmanlike, PKer or not). I also found him in the far westerly area of York, where there are five huts bunched together. Can you make an 'arrest'? Jack W Spalding.&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Yeah, we've heard of him Jack. In fact, he killed one of our officers. We're doing all we can to stop him. Oh, and if you want to add a criminal to the list, just put them under &amp;quot;--Criminals--&amp;quot; at the bottom of this page and they'll be added A.S.A.P.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Arwedda - &amp;quot;We would, of course, like some proof in the way of a screenshot of the murder. We've had trouble with people not being identified correctly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I was in the York medical hut on May 14, and in the recent actions log it displayed that Lord Paul Reefer killed czech1.  I'm sure your probably already aware of this, but I'd like to help your cause in anyway I can.  Cheers --[[User:Gandhi|Gandhi]] 03:32, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Yeah, we know. Thanks anyway Gandhi, any information you can give us is always a great help.&amp;quot;&lt;br /&gt;
== Most Wanted ==&lt;br /&gt;
&lt;br /&gt;
Hell yeah, I made a wanted list and wasnt even trying!  You guys should totally do a 'ten most wanted' or suchlike.  It'd stoke my ego no end :P -- Dave C&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Watch yourself Dave... Murders in York will NOT be tolerated...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Dont worry, I'm busy deforesting an islet for the hell of it at the moment.  You're dave-free for a while ;) -- Dave C&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Heh, good luck with that. See you round Dave... see you round...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Aw, crap. &amp;quot;Justin Fected&amp;quot; decided to come to Shartak. In UD, he's a fairly infamous PKer. Keep an eye open for an alt he'll likely have, &amp;quot;Justin Time.&amp;quot;--[[User:Wifey|Wifey]] 00:21, 9 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Thanks Wifey, we'll keep our eyes peeled.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==Raktamites==&lt;br /&gt;
As a Raktamite, I'm fairly certain when I say... It's just Phutnanog.--[[User:Wifey|Wifey]] 07:27, 11 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;No matter who they are, if someone kills another player in York, they will be brought to justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Lord Paul Reefer's Group==&lt;br /&gt;
(Any information on Lord Paul Reefer or his lackeys would be appreciated. If the information leads to his execution, a reward of gold will be provided.)&lt;br /&gt;
&lt;br /&gt;
==Criminals==&lt;br /&gt;
I was killed by [http://www.shartak.com/profile.cgi?id=1828 Mal] completely unprovoked.--[[User:Tom Failur|Tom Failur]] 19:33, 28 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Thanks Tom. Mal has just been executed.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, you missed some of my murders. I updated your page with the correct number.--[[User:Sora Lamal|Sora Lamal]] 20:55, 24 July 2006 (GST}&lt;br /&gt;
&lt;br /&gt;
I've dealt with eminem1 after he assaulted everyone who was inside the Colonial Police Headquarters-- [[User:Zydd Soral|Zydd Soral]] 23:16 16 August 2006&lt;br /&gt;
&lt;br /&gt;
My peacable pirate [http://www.shartak.com//profile.cgi?id=1604 Patch] just got attacked by Che a little ways outside York.  Is this the welcome York reserves for an honary member of the [[Durham Pistoleers]]? -- [[User:Gitboy|Less Than Lethal]] 00:08, 20 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==New Recruits==&lt;br /&gt;
(If you are interested in joining the CPHQ post your name and profile here)&lt;br /&gt;
&lt;br /&gt;
I know my reputation with you isn't spotless, but I'd like to change my ways and right my wrongs.--[[User:Sora Lamal|Sora Lamal]]&lt;br /&gt;
&lt;br /&gt;
==Great News!==&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1327 Tom Failur], the 'Butcher of York', known murderer and scallywag, was executed by the [http://wiki.shartak.com/index.php/Order_of_Patriots Order of Patriots] last night.  Despite having slain over 20 yorkmen without warning or provocation, Tom was quietly removed from the CP's Most Wanted list, and has in fact been aided by them when attacked by a native nearby.  Why was he not apprehended and despatched before these atrocities could happen?  Clearly the time is long overdue for right-thinking citizens of York to take matters into their own hands!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I must say I was shocked when I was helped after I had killed so many York citizens. I was also quietly disaapointed to be removed from the wanted list. It does seem like the CP is not able to enforce law and order in York. However death isn't the end. I will return to York to kill again as I am being paid to do it. I'm sure we will meet agin.--[[User:Tom Failur|Tom Failur]] 12:51, 1 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh right, so NOW you add him to the wanted list.  Don't you think thats a bit late?  -- Order of Patriots 11:13, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We had our reasons...&amp;quot;'''&lt;br /&gt;
::'''[[User:Arwedda|Arwedda]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;The Colonial Police would like to take this opportunity to state that although we asked for evidence of these atrocities, multiple times, none was presented. At the moment we do ''NOT'' unprovokedly attack people without proof, unlike ''some vigilante organisations'' that I do not care to mention. However, with the above admission of guilt coming to light, we have added him to our wanted list. Secondly, we would like to state that ''we do not encourage murder in any capacity'', and the apparent &amp;quot;Helping&amp;quot; of Tom Failur was merely the removal of a different dangerous criminal from the streets of York.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==The South Shartak Trading Company==&lt;br /&gt;
&lt;br /&gt;
Hi! Great work you're doing! I was wondering, I have a couple of natives in my company. They would like to do business with the Outsider towns. Could you guys make sure you and your boys at least don't shoot them? They're good people, and they wouldn't be agents of the SSTC if they're proven to be killing without provokation. I also hope you'll persecute anyone that murders my fellow traders, be it pirate, native or outsider. They'll be on the member list of the SSTC wiki page. Again, thanks for the law enforcement! '''Jack W Spalding'''&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We never attack natives unprovoked. We can only protect them in York. But, if they're heading that way, tell them to stay in the western part of York. That way we can keep our eyes on them.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mercenaries Guild==&lt;br /&gt;
As I have said on the OOP wiki talk, I feel your persecution of the Mercenaries Guild is unfounded. We Mercenaries are simply trying to earn an honest living - and we are honest. We work for anyone, providing the coin is good enough. No coin, no kill/job. We do not kill out of malicious intent, we're trying to survive in a merc-unfriendly world...--[[User:HVLD|HVLD]] 23:41, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We never attack ANYONE unprovoked.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''[[User:Arwedda|Arwedda]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We execute anyone who commits murder, even if they do so for money. In fact, last time I checked, killing someone for money was an even worse crime than killing someone in anger. Of course, we do also want to punish those who pay you to take out hits on people, but as of yet, we have no way of divining who these are. We would also like to point out that we have not openly declared a Guild-wide war on your dubiously legal organisation, a move we like to think of as somewhat generous.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==JB Aristide's Terms of Surrender for the CP==&lt;br /&gt;
&lt;br /&gt;
I grow weary of our war, and is it obvious now that the only time the CP can kill me is when there are [http://wiki.shartak.com/index.php?title=Main_Page&amp;amp;action=history more pressing matters] in the world.  Therefore, i offer the following terms of surrender to the CP:&lt;br /&gt;
&lt;br /&gt;
* the CP ceases all action against me.&lt;br /&gt;
* the CP gives me a one-time payment of 100 gold.&lt;br /&gt;
* the CP agrees that they will never, under any circumstances, participate in any raid of Raktam.&lt;br /&gt;
&lt;br /&gt;
In return, I cease all action against you, and will guarantee that my York spies do not help in any other actions against the CP.&lt;br /&gt;
&lt;br /&gt;
Otherwise, how long will this war continue?  How many more unanswered killings will the CP suffer?  Let us put an end to it.&lt;br /&gt;
--[[User:Frisco|Frisco]] 02:30, 16 July 2006 (UTC) (as JB Aristide)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;I too would like to see the end of this war. I'm sure we can come to some arrangement. Here are our terms:&amp;lt;br&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
::* '''the CP will cease all action against JB Aristide and his partners.'''&amp;lt;br&amp;gt;&lt;br /&gt;
::* '''JB Aristide and his partners will cease all action against the CP and all the citizens of York.'''&amp;lt;br&amp;gt;&lt;br /&gt;
::* '''the CP agrees that they will never, under any circumstances, participate in any raid of Raktam.'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::'''If you don't agree to these terms we can try to come to another agreement.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
== Inaccuracies in offence lists ==&lt;br /&gt;
&lt;br /&gt;
Between my first execution (2006-07-09 23:13) and eight offense (a killing of [[User:MickR|MickR]] at 2006-07-16 18:20), I also killed Kjendlie, was killed by Kjendlie, and killed Kjendlie once again, as [http://www.philosoph.us/misc/shartak/underworld/?id=2445 my Underworld page] shows. I feel somewhat slighted, even though this ommitted information will make the kill to death ratio next to my name less flattering. By the way, might I suggest that times for executions be included &amp;lt;nowiki&amp;gt;&amp;lt;!--in comment tags--&amp;gt;&amp;lt;/nowiki&amp;gt; so they'll correspond to logged deaths?&lt;br /&gt;
&lt;br /&gt;
Oh, and it was nice to hear your voice the other day, MickR. I'm sorry I didn't have time to stick around and chat back. ;)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:05, 17 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Sorry if the list isn't always perfect, we try our best. I've fixed it for now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I killed {{profile|2435|sayt}} recently (see [http://www.philosoph.us/misc/shartak/underworld/?id=2445 my Underworld page]) and that hasn't been mentioned on your offense list yet. Maybe this notice will help.&lt;br /&gt;
&lt;br /&gt;
Given that my kill of a clan member has escaped notice for several days, and given that attacks on non-CP members account for a mere handful of the offenses on your list (I count eight), it seems like your clan's vindictive goal of executing everyone who's ever killed an outsider (or merely attacked one, in some cases) is well beyond your reach. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:54, 24 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
joef1day is not the guy who's been tagging &amp;quot;Blame Josef&amp;quot;. Why you people insist on crediting a target so obvious is beyond me. [[User:Josef|Josef]] 07:35, 23 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unprovoked attack at SCS HQ ==&lt;br /&gt;
&lt;br /&gt;
Hello, [[User:John Sevier|John Sevier]] here to report being killed without provocation at York, at the [[Shartak Cryptozoological Society]] Headquarters by [[user:eminem1|eminem1]], who claimed I was guilty of something, though did not bother to say what. As I have only killed an outsider once [and then in self-defense], I have no idea what he is referring to do.  The proof is in my profile {{profile|4420|John Sevier}}.  I have since returned to my HQ and have weakened him, but I would appreciate assistance from the Colonial Police as I will not be able to finish him off this cycle. --[[User:John Sevier|John Sevier]] 14:00, 23 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update:  eminem1 told me he was attacking me as he thought I might be behind the 'Blame Josef' nonsense (for the record, I am not; in fact I am getting sick of constantly writing over).  I let him go with 1 hp despite killing me earlier.  I consider the matter resolved.  Also, feel free to list the [[Shartak Cryptozoological Society]] as an ally, I appreciated your assistance earlier with my clan's HQ. --[[User:John Sevier|John Sevier]] 01:52, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
... How in the name of The Great Zombie did that water collector come to that most erroneous conclusion? Seriously. I am not John, I am not joef1day. For the love of the Gods, people. At least post your guesses here before you start kicking the crud out of fellow outsiders. [[User:Josef|Josef]] 05:25, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No, you idiots! IDIOTS! ==&lt;br /&gt;
&lt;br /&gt;
Eli's not the spammer either. HOW DO YOU COME TO THESE CONCLUSIONS!? HOW HOW HOW HOW!?!!?!?!?!?!?!?!? IDIOTS. [[User:Josef|Josef]] 23:33, 30 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arwedda Leaving ==&lt;br /&gt;
The other founder and ex-leader of the Colonial Police has decided to leave, due to the general inactivity of both him and many clan members. He wishes those who remain luck and success. --[[User:Arwedda|Arwedda]] 07:36, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best of luck Arwedda ==&lt;br /&gt;
&lt;br /&gt;
Best of luck Arwedda, I have personally never seen the CP so active as of late. Hopefully one day you will return. - Nighter&lt;br /&gt;
&lt;br /&gt;
== And Josef is... ==&lt;br /&gt;
&lt;br /&gt;
Wolf Kazumaru, beaches. He's sleeping at CPHQ, so go toast him. &lt;br /&gt;
&lt;br /&gt;
And yes. I'm absolutely sure you'll just take my word on this, because you're complete morons and have little to no critical thinking skills. [[User:Josef|Josef]] 07:33, 9 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Your wanted lists... ==&lt;br /&gt;
&lt;br /&gt;
First, you still list joef1day as a possible me, which he is not. Second, do I, Wolf Kazumaru, at least get a place under Executed? If not, I'm not sure whether I'm able to get back into York without instadeath or not. [[User:Josef|Josef]] 00:03, 17 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Looks like someone needs more attention. We forget about you for a while, but you can't live without attention. -[[User:Che|Che]] 01:29, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
No, I'm just rather obsessive and would prefer the wanted list to be correct. [[User:Josef|Josef]] 01:39, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== While in Durham ==&lt;br /&gt;
Because we (JRG) follow Durham law while in their domain we will not attack you in or around Durham. We to have good relations with the pistoleers and are coming to aid in their defense also. This is for CP troops only.--[[User:Michael edwards|Michael edwards]] 23:36, 16 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:1st_Colonial_Militia&amp;diff=11116</id>
		<title>Talk:1st Colonial Militia</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:1st_Colonial_Militia&amp;diff=11116"/>
		<updated>2006-11-15T22:47:15Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== hopefully a worthy foe... ===&lt;br /&gt;
&lt;br /&gt;
A few questions, Is this a &amp;quot;rebirth&amp;quot; of the pirate hunters or something new? Also do you think you have the guts to raid Shipwreck? That and will you attack pirate traders in Durham and Derby where they are protected under the Pistoleers ans Hospitalers?&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Durham_Nationalists&amp;diff=11115</id>
		<title>Talk:Durham Nationalists</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Durham_Nationalists&amp;diff=11115"/>
		<updated>2006-11-15T22:43:29Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== news to me ===&lt;br /&gt;
&lt;br /&gt;
The JRG has never launched an attack from Durham AT ALL. We only trade with durham for much needed FAKS. Now if ya want to kill for that go ahead but we will bite back.--[[User:Michael edwards|Michael edwards]] 00:04, 15 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
And presumably we have your word that you never will?  Regardless, your use of our town as a supply camp for your troops puts us all at risk, and your membership of the group who control much of Durham does not bode well for your intentions towards our town.  The people of Durham deserve better than to become a battleground between the likes of you and the Order.  --[[User:Nathan Hale|Nathan Hale]] 13:23, 15 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey, I've been to Durham twice and found the folks to be very pleasant towards Pirates such as my self - JRG members who trade. While I've been in and near Durham i've healed your people and they've healed me, i've helped them in fights and they've helped me. I go there to stock up on FAKs and usualy I buy something at the trader's hut on my way in/out which brings gold to the city and FAKs are infinate so what's your problem with us taking them? As far as I know, the JRG will NEVER stage an attack from Durham, we look at it with respect because its been nice to us and we'll continue to be nice to it. PS: I'll be coming down soon. --[[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
We TRADE with durham we bring goods from the shipwreck ( Rum, cutlass' and other trinkets) down to durham where we sell them and buy things we may need. Than we gather up FAKS and sell them to our trader up here. There has never been a JRG force larger than two in Durham. That and were coming down south tho help You guys defend againest natives. IF the CP come down we won't kill them either.&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Durham_Nationalists&amp;diff=11106</id>
		<title>Talk:Durham Nationalists</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Durham_Nationalists&amp;diff=11106"/>
		<updated>2006-11-15T00:04:54Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== news to me ===&lt;br /&gt;
&lt;br /&gt;
The JRG has never launched an attack from Durham AT ALL. We only trade with durham for much needed FAKS. Now if ya want to kill for that go ahead but we will bite back.--[[User:Michael edwards|Michael edwards]] 00:04, 15 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=11093</id>
		<title>The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=11093"/>
		<updated>2006-11-14T03:50:01Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Clan News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name= The Jolly Roger Gang|&lt;br /&gt;
official_id=59|&lt;br /&gt;
open_to=outsiders |&lt;br /&gt;
clan_image=http://i108.photobucket.com/albums/n12/whitedragon5577/jollyroger.jpg|&lt;br /&gt;
clan_leaders= {{profile|4251|Michael Edwards}}|&lt;br /&gt;
clan_membership= 14 at the moment!|&lt;br /&gt;
clan_goals= to pirate and pirate some more |&lt;br /&gt;
clan_recruit= If you enjoy gold, rum and killing, sign up! |&lt;br /&gt;
clan_contact= Ingame with Mr. Edwards, on the forum(http://jrgcamp.proboards58.com/index.cgi). After you are a member, just put your name under &amp;quot;The Gang&amp;quot;|&lt;br /&gt;
sort_as=Jolly Roger Gang, The|&lt;br /&gt;
}}&lt;br /&gt;
''' We are the second largest Pirate clan, Rum for all!!!'''&lt;br /&gt;
''' Any unactived members on the JRG board have been activated (In my drunkness this had passed me by) Really sorry for any problems!'''&lt;br /&gt;
&lt;br /&gt;
== JRG grows by leaps and bounds! ==&lt;br /&gt;
In our quest to bring power to pirates the JRG has opened trade routes with Durham and Derby. Due to this crew funds have doubled! Any JRG crewmen who are registered on our forums can collect their pay no questions asked. Check our forum for details. Also please rember to check the medals section and see if you are able to claim a reward!&lt;br /&gt;
http://jrgcamp.proboards58.com/index.cgi&lt;br /&gt;
&lt;br /&gt;
== March On York My Fellow Rum Smelling Pirates!==&lt;br /&gt;
Men it seems that the Mercs guild needs some help down in york.(Check the talk page for the details) As such I've pleged JRG support. This will not be an offical raid nor for the long haul, Just go down to york and kill as many yorkers as you can before they get you. I know this is sudden But i'm going to offer a 3 gold bounty for every Yorker you can prove you killed, To help sweeten the pillage--[[User:Michael edwards|Michael edwards]] 01:14, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arr! The Mercenary's Guild are fine wholesome men with much in common with corsair folk - they may not be scintillating and engaging conversationalists, but they not be shy on slitting throats with rusty knives! This talk of death and gore puts sparkle in me bloodshot eyes and fire in me skanky loins! Or is that the other way about? I'm in Irony Bay but will stop peeing into Wiksik skulls, aft about, call me shipmates to arms, and be on me way! Last man to use the Colonial Police hut as a head can clean me arse (poor bastard)! - {{profile|4770|First Amongst Daves}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Mr. Michael C. Edwards crashed into the isle of Shartak along with every other [[pirate]]. While not a violent fellow at heart he traveled the island with hopes of being a merchant. He traveled to Durham and was given the respect a man such as him needed. He left the town thinking that all outsiders were kind.&lt;br /&gt;
Oh how wrong he was!&lt;br /&gt;
Mr. Edwards, while traveling to [[York]], was brutally attacked and killed, just for being a pirate! After the attack, Mr. Edwards began to hate most outsiders and natives now he preys upon them.&lt;br /&gt;
Won't you help him?&lt;br /&gt;
&lt;br /&gt;
== The PDF == &lt;br /&gt;
Please check our talk page for our wanted Pirate Pker list.&lt;br /&gt;
Report all murders on the wiki to Rozen or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Message to all PDF squad members. Before you kill a wanted man you must alert him and the peoples around him.'''&lt;br /&gt;
&lt;br /&gt;
== Goals == &lt;br /&gt;
You may be wondering what our goals are. We want to be the best pirates we can be and foster a working relationship with outsiders (who are also welcomed to the clan).&lt;br /&gt;
People from anti-pirate towns like York need not apply.&lt;br /&gt;
The Jolly Roger Gang will '''NEVER''' attack or cause mayhem in [[Durham]].&lt;br /&gt;
&lt;br /&gt;
== The Book of the Skull ==&lt;br /&gt;
&lt;br /&gt;
The Book of the Skull is the doctrine and rules by which all Jolly Roger Gang members follow. Any member who breaks these rule will recieve 40 slashs of a cutlass.&lt;br /&gt;
&lt;br /&gt;
1. &lt;br /&gt;
'''York'''&lt;br /&gt;
The Town of York is the center of all anti-pirate groups.&lt;br /&gt;
As such it is an enemy to all pirates. Any Yorkman you find should be swiftly killed. Do not trust a Yorkman who says they are friendly, as soon as you turn your back they will gut you. HOWEVER!! due to rule  11 if a yorker is a peaceful player and his profile shows that you should not kill him.&lt;br /&gt;
&lt;br /&gt;
2. &lt;br /&gt;
'''Durham'''&lt;br /&gt;
The Town of Durham should never be attacked by pirates, any pirate who does attack is a mutineer and should be delt with as such. The laws of Durham should be followed while in Durham. If they ask you to not kill a Yorkman wait till he is in the jungle to slit his throat.&lt;br /&gt;
&lt;br /&gt;
3. &lt;br /&gt;
'''Derby'''&lt;br /&gt;
The Town of Derby is neither friend nor foe. &lt;br /&gt;
The peoples of Derby should be dealt with on a case by case basis. peoples of Derby on the whole mean little harm. We have a peace pact with them.&lt;br /&gt;
&lt;br /&gt;
4. &lt;br /&gt;
'''Issues of Rum'''&lt;br /&gt;
Rum is God's gift to pirates. As such all pirates should partake in this fine drink. A Pirate should carry Rum with him into battle to help soothe his wounds.&lt;br /&gt;
&lt;br /&gt;
5. &lt;br /&gt;
'''The Cutlass'''&lt;br /&gt;
All pirates should carry at least three Cutlasses into battle. The Cutlass is a raiding pirates best friend. &lt;br /&gt;
&lt;br /&gt;
6. &lt;br /&gt;
'''Mutineers'''&lt;br /&gt;
A Mutineer is a pirate Pker&lt;br /&gt;
Any pirate who attacks his own people is the lowest form of life. A mutineer is a pirate who has no Loyality or Honor. Due to this fact he should be killed in the most brutal fashion.&lt;br /&gt;
&lt;br /&gt;
7.&lt;br /&gt;
'''The PDF'''&lt;br /&gt;
The PDF is in place to stop Mutinners. All Pirates can report a Pker to the PDF safely. All PDF members must give the Mutineer the right to know that they are wanted men for Pking.( It IS more than they deserve however but The JRG works with Honor.)&lt;br /&gt;
&lt;br /&gt;
8.&lt;br /&gt;
'''Meetings'''&lt;br /&gt;
The Jolly Roger Gang is always opened to talks with other clans.&lt;br /&gt;
However from York we will only talk to the CP (The only true enforcement in York). In-game talks will be held in netrual settings(Most likely Shark,Storybook,New Tortuga) Island.&lt;br /&gt;
&lt;br /&gt;
9.&lt;br /&gt;
'''Pirates'''&lt;br /&gt;
The Jolly Roger Gang By default is an ally of all upstanding Pirate clans.( eg. The Strumpet, Pirate captians crew etc.) And if need be the JRG will aid pirates without question&lt;br /&gt;
&lt;br /&gt;
10.&lt;br /&gt;
'''Secret Hiding spot of Zeff's Pants'''&lt;br /&gt;
No Jolly Roger Gang Member will every give the whereabouts of where we hid Zeff's Pirate hunting pants!!!. It took a long time to train that monkey...&lt;br /&gt;
&lt;br /&gt;
11.&lt;br /&gt;
'''Peaceful clans and peoples'''&lt;br /&gt;
Clans which support peace (ex. Open Arms) Or people who do not kill outsiders,natives or pirates will never be harmed by JRG members when it can be helped.&lt;br /&gt;
&lt;br /&gt;
12.&lt;br /&gt;
'''Joining'''&lt;br /&gt;
Any well respecting Pirate can join the Jolly Roger Gang. As a member you get a weekly wage and protection. Also you can see the Island while helping to strenghen Shipwreck! Just tell a senior member you joined and register at our fourms.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
&lt;br /&gt;
Within the pirate lands we have many a strange and wonderful...ah...wonder. The JRG has given names to some of these wonderful wonders.&lt;br /&gt;
( Names to come as soon as I iron out the details.)&lt;br /&gt;
&lt;br /&gt;
== Clan News ==&lt;br /&gt;
&lt;br /&gt;
''' Nov 13, 2006'''&lt;br /&gt;
All Able JRG crewmen should be heading down to Durham to help in killing natives and protecting durhamnites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Nov 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
FirstAmongestDaves has left the crew to help work for the king of Holland. Also the JRG has signed a peace-pact with Derby. Peacful Pirates and traders can travel in peace there. Also Zom-Vld has been made head of the booty. Any active JRG Members can collect their pay fridays at Shipwreck, See our forum for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Oct 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
The west coast trade route has been a sucess for all pirate kind! Also the first Pirates have landed in or near york.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Oct 3, 2006'''&lt;br /&gt;
&lt;br /&gt;
Give a punch in the arm and a rough set of knuckles along the scalp to me ole shipmate Timothy Trust, who has joined the Gang. Never was there a better Helmsman in the Spanish Main, o'er he was never sober in the 6 years I've known him and is covered from head to manky toe in crotch lice - {{profile|4770|First Amongst Daves}} &lt;br /&gt;
&lt;br /&gt;
'''Sept 15, 2006'''&lt;br /&gt;
Argh!! we've got oursleves a forum matey's!!! http://jrgcamp.proboards58.com/index.cgi&lt;br /&gt;
&lt;br /&gt;
'''Sept 11, 2006'''&lt;br /&gt;
&lt;br /&gt;
1. Dispatched at the cowardly hands of the blowpipe wielding warrior {{profile|3875|Azuma}} during the raid on Dalpok while he slept, and then forced away from the Dalpok shaman by the unearthly powers of Teia, {{profile|4770|First Amongst Daves}} awoke in the deep south of the island in a foul mood and with a taste for fetid blood. He has since slit the quivering throat of the churlish Captain Hallister, a pompous rogue of York, with a fine edge of steel and sent him to Hell to meet his wormy decomposing ancestors. Presently en route north back to the shipwreck, west of some grasslands, haunted by the pitiful ghost of Hallister.&lt;br /&gt;
&lt;br /&gt;
Beware the native warrior {{profile|1360|Kepple}}. {{profile|4862|Rozen}} has already met his fate once at this man's hands. A gold coin to the pirate who can find him for me. I have a blood feud with this native.&lt;br /&gt;
&lt;br /&gt;
I'd like to add my gold to the bounty on him. - Rozen&lt;br /&gt;
&lt;br /&gt;
'''Sept 10, 2006'''&lt;br /&gt;
&lt;br /&gt;
1.I would like to welcome {{profile|1604|Patch}} the Pirate and {{profile|5447|LePreto}} to The Jolly Roger Gang. Men This means We've broken the 10 members mark! A jug of my own private rum for all members!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.I would like to annouce to all Pirates and to JRG members the Creation of a new Squad within the JRG. The Pirate Defence Force!! The PDF will be lead by the Slayer of Pker's {{profile|4862|Rozen}}. It will be part of the JRG to help protect players in and around the shipwreck. any member of the JRG who would like to be a part of this please talk to {{profile|4862|Rozen}} or me.''' The PDF is NOT a sperate clan but a sub-branch of the JRG you must be a member of the JRG to be on the PDF.&lt;br /&gt;
&lt;br /&gt;
3.'''I need all clan members to meet me in game at the traders hut. I have important clan dealings I need to go over with you all.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sept 9, 2006'''&lt;br /&gt;
Still without contact with the main branch of the gang, {{profile|5195|Havokk}} has been making attempts to recruit people and keep himself safe as well as the lost pirates around him.&lt;br /&gt;
&lt;br /&gt;
'''Sept 6, 2006'''&lt;br /&gt;
On his way to the raid {{profile|5195|Havokk}} saw some nearby sport and went hunting, to find himself extremely lost, but met up with a fellow pirate named {{profile|5338|Reaper}}. With his natural born ability to pursuade, {{profile|5195|Havokk}} Encouraged him to join the group and now both are currently training, but are at the moment cut off from any info on how the raid is going, and will be trying to find a way back to the shipwreck and possibly to rejoing the raid party again...&lt;br /&gt;
&lt;br /&gt;
'''Sept 5, 2006'''&lt;br /&gt;
We add our ninth member to the gang!!! Welcome to&lt;br /&gt;
{{profile|3171|b4ll54ck kill3r}}!!!!&lt;br /&gt;
&lt;br /&gt;
'''Sept 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
HAHAHA! A new pirate has joined us!! welcome to {{profile|5338|Reaper}}&lt;br /&gt;
&lt;br /&gt;
ATTENTION MEN!!! I've heard reports that Capt. Whitney of the Hellborn Strumpet has allowed his men onto the killing fields of Dalpok. Expect a few more pirates to partake in the pillage.&lt;br /&gt;
&lt;br /&gt;
'''Sept 2, 2006'''&lt;br /&gt;
&lt;br /&gt;
The Gang has added another to our foul smelling fold A harty welcome to{{profile|4269|Petedotnu}}.&lt;br /&gt;
&lt;br /&gt;
'''Sept 1. 2006'''&lt;br /&gt;
&lt;br /&gt;
The Raid on Dalpok has started! All pirates who have signed should move their rum smelling arse over to Dalpok to kill Natives!!&lt;br /&gt;
&lt;br /&gt;
''' August 31,2006'''&lt;br /&gt;
&lt;br /&gt;
Ahoy! We have new members in our Jolly gang, A warm welcome to {{profile|5239|Necropolis123}} and {{profile|4770|FirstAmongstDaves}}&lt;br /&gt;
&lt;br /&gt;
''' August 29, 2006'''&lt;br /&gt;
&lt;br /&gt;
A warm welcome to new gang member {{profile|5188|Daralan}} &lt;br /&gt;
&lt;br /&gt;
''' August 28, 2006'''&lt;br /&gt;
 &lt;br /&gt;
We would like to welcome new members {{profile|5079|Sknig}}and {{profile|5195|Havokk}} to our Ranks. &lt;br /&gt;
&lt;br /&gt;
''' August 26, 2006'''&lt;br /&gt;
&lt;br /&gt;
After being killed by Native gimbo, Mr. Edwards has returned to Shipwreck to find willing pirates to partake in the Dalpok Raid. We hope to have a two pronged attack from Shipwreck and Durham.&lt;br /&gt;
&lt;br /&gt;
'''Augest 23, 2006'''&lt;br /&gt;
&lt;br /&gt;
Mr. Edwards is in Durham getting outsider support for a Dalpok raid. Sign up on the wiki or 1 square North-West of the Durham Pistoleers HQ. &lt;br /&gt;
&lt;br /&gt;
'''August 6, 2006'''&lt;br /&gt;
&lt;br /&gt;
Clan is offical! Sign-Up now!&lt;br /&gt;
&lt;br /&gt;
== The Gang ==&lt;br /&gt;
* {{profile|4251|Michael Edwards}} - founder and leader&lt;br /&gt;
* {{profile|5079|Sknig}} - The Noodly Appendage of Our Delicious Master, the Flying Spaghetti Monster&lt;br /&gt;
* {{profile|5195|Havokk}} - Havokk o' Havoc &lt;br /&gt;
* {{profile|5188|Daralan}} -&lt;br /&gt;
* {{profile|5239|Necropolis123}} - The Harbinger of Death&lt;br /&gt;
* {{profile|4770|FirstAmongstDaves}} - Gargler of Lukewarm Blood&lt;br /&gt;
* {{profile|4269|Petedotnu}} -&lt;br /&gt;
* {{profile|5338|Reaper}} - Lover of The Pillage &lt;br /&gt;
* {{profile|4862|Rozen}} - Slayer of Pker's, leader of the PDF&lt;br /&gt;
* {{profile|1604|Patch}} -&lt;br /&gt;
* {{profile|5447|LePreto}} - Terror of the Tamanca&lt;br /&gt;
* {{profile|2480|Zom-VLD}} - Rum-sloshing Booty Master&lt;br /&gt;
* {{profile|5578|Timothy Trust}} - Bane of all zombie parrots&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=11038</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=11038"/>
		<updated>2006-11-12T23:56:43Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
 &lt;br /&gt;
''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms.  Initially, at least, it would be probably be best if the stockades acted like UD barricades.  Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)&lt;br /&gt;
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=== Build - BOATS ===&lt;br /&gt;
'''''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''''' so basically this patch of beach screams out &amp;quot;search for driftwood and build a boat&amp;quot;, so that is what i hhave been doing but i do not have the tools to build a boat or the skill to do so. so yeah. &lt;br /&gt;
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we need new skills. and pirates need boats for safe travel. i'm not saying a boat as big as the wreck. maybe a canoe, rowboat, or something that would take up a lot of inventory slots.--[[User:Badhammer|Badhammer]] 02:39, 21 September 2006 (UTC)&lt;br /&gt;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
::It would be harder to abuse if it takes something like 50 AP to put down a trap. If you think about it, making traps large enough to hurt humans will take a long time. Since there aren't readymade bear traps these traps would have to be DIY traps made of the enviroment.&lt;br /&gt;
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&lt;br /&gt;
===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
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my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
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&amp;quot;comments Below&amp;quot;&lt;br /&gt;
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Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
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[x] 2. Swarthy attitude&lt;br /&gt;
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[x] 3. Pirate lingo&lt;br /&gt;
&lt;br /&gt;
[x] 4. Murder&lt;br /&gt;
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[ ] 5. Plunder&lt;br /&gt;
&lt;br /&gt;
Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
&lt;br /&gt;
Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
&lt;br /&gt;
So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
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*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim?  That way we have the benefits of the skill, without the annoyance of losing your gold.  And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much.  --Gitboy 17:26, 3 July 2006&lt;br /&gt;
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
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This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
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suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)&lt;br /&gt;
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===Melee buffs for intoxicated pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates under the influence|&lt;br /&gt;
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).&lt;br /&gt;
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Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).&lt;br /&gt;
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I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|&lt;br /&gt;
suggest_time=06:24, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with &amp;quot;flavor text&amp;quot; to let him know he is getting a boost, e.g. &amp;quot;In a drunken rage you inflict more damage on your target&amp;quot;), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)&lt;br /&gt;
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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*This doesn't make sense to me.  When your drunk, your hand eye coordination GETS WORSE, not better!  The only way I could see the idea working is if accuracy decreased as damage increased.  Rewarding pirates for getting sloshed makes about as much sense as drunk driving.  Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.)  Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)&lt;br /&gt;
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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===Technical “spell” skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist/Shaman|&lt;br /&gt;
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|&lt;br /&gt;
suggest_time=09:33, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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&amp;quot;curse&amp;quot; might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)&lt;br /&gt;
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them &amp;quot;tech&amp;quot; skills but have them named within a scientific context, for instance the above &amp;quot;wounding&amp;quot; spell could be named &amp;quot;drug&amp;quot; or &amp;quot;poison&amp;quot; instead of say &amp;quot;curse&amp;quot; or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)&lt;br /&gt;
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===Haggle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=You can haggle with the traders and get stuff cheaper. When they are pissed off at you (for being there too long) the prices would become normal.|&lt;br /&gt;
suggest_time=20:20 EST 28/07/2006|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===FAK/Healing Herb Manufacturing Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists and Shamans|&lt;br /&gt;
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely.  This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs).  Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman.  Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs.  Additionally, these two classes are the most likely to know how to do this.  &lt;br /&gt;
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As for how the skill would work, I would recommend having a &amp;quot;Make FAK&amp;quot; button. They would then have a chance of successfully producing an FAK.  These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a &amp;quot;healer&amp;quot; class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|&lt;br /&gt;
suggest_time=14:28 31 July 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one &amp;quot;Diagnosis&amp;quot; skill that would give these two classes a useful (if minor) healing edge over the others. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)&lt;br /&gt;
**First, let me thank you for responding.  I appreciate any and all input.  I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this &amp;quot;Make FAK&amp;quot; button would (as far as the programming is concerned) serve as a second &amp;quot;search area&amp;quot; button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's &amp;quot;shopping&amp;quot; and &amp;quot;bargain hunting&amp;quot; skills, in that it lets you search for a specific item and gives a boost to the probability of success.  Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)&lt;br /&gt;
**How about having the skill function in a similar manner to the &amp;quot;Manufacture Syringe&amp;quot; skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)&lt;br /&gt;
***I haven't played UD since that was added; that being said, it certainly sounds good to me.  Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations.  As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer.  Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)&lt;br /&gt;
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)&lt;br /&gt;
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go.  With that out of the way, on to business.  You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's.  Your suggestion would somewhat reduce the demand, which would have essentially the same effect.&lt;br /&gt;
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As for the inconsistency, that's part of why I suggested calling it &amp;quot;Make FAK.&amp;quot;  If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance.  That means there's going to be a lot of unused medical material around.  Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it &amp;quot;make FAK,&amp;quot; you can get a message saying, &amp;quot;Using spare supplies, you cobble together a first aid kit.&amp;quot;  Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry.  The shaman could get a message saying, &amp;quot;After looking through the herbs in the hut, you find a healing herb that is ready for use.&amp;quot; &lt;br /&gt;
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Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing.  I definitely agree that it's more realistic to have a healer be better at healing others than themselves.  I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006&lt;br /&gt;
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===Possession===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Yet another spirit suggestion. As far as I can see, this hasn't been suggested yet - but I apologise if it has been suggested under a different guise. With the recent addition of the Exorcism skill, I feel that there is less and less appeal to play as a ghost character, aside from an alternative method of farming xp. The only current features of the ghost &amp;quot;class&amp;quot; is wailing and spamming. The addition of a possession skill might give people more of a reason to play as a ghost and perhaps make gameplay more interesting. A possession skill would be bought after the banshee wail skill. It would allow the user to temporalily take control of another player for the cost of 40AP, allowing the spirit to effectively &amp;quot;act&amp;quot; as this player for their (the spirits, not the victim) remaining AP. When they use up their AP they will return to their spirit form and control will return to the original player. If the possession skill is used on an active player, it will work until this player moves or makes an action of their own, which would return the spirit to their ghost form (and effectively waste the AP spent on using the possession skill). I think this would be a fun addition to the game, and give players a bigger motivation to rp as a spirit, although I'm not sure if this kind of skill would be possible to implement (taking temporary control of other players etc).|&lt;br /&gt;
suggest_time=10:50, 1 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Doesn't sound too appealing to me - would be a real bummer to login and see that one character had taken possession of me, given all my gold to a friend, dropped my other items, and used the remaining AP to punch an elephant or move me to an enemy city.  Maybe if possession was restricted to animals? --[[User:Frisco|Frisco]] 18:57, 8 September 2006 (UTC)&lt;br /&gt;
*There would be restrictions on the skill such as the spirit not being able to possess someone of a higher level and only be able to possess someone for an amount of AP equal to their level (a level 17 spirit would be able to possess someone of a lower level for 17 turns). As well as this, actions that possessed players take dont get deducted from the possessed players AP, they get deducted from the ghosts AP. Also other players would be able to distinguish a possessed players actions by the text describing the action, so instead of &amp;quot;Bob gives Sam 10 gold&amp;quot; it would be something like &amp;quot;Bob with a strange glow in his eyes gives Sam 10 gold&amp;quot; or something similar. I think spirits need some kind of extra skill to make RPing as a spirit as worthwhile as RPing as a native or outsider. [[User:Zeff|Zeff]] 19:19, 9 September 2006 (UTC)&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
===Require Help===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=''Allow you to scream to require help when you are in danger.''&lt;br /&gt;
&lt;br /&gt;
Cost 5APs to prevent your &amp;quot;race&amp;quot; (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|&lt;br /&gt;
suggest_time=17:17, 8 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Ownslaught|Ownslaught]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
===Forensic Analysis/Advanced Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists, Shamans, Warriors, Soldiers, Pirates|&lt;br /&gt;
suggest_description=Allows the character to determine whose body is lying on the ground and the cause of death.  Would require 1 or .5 AP to use, similar to tracking, and would say something like &amp;quot;It looks like Dim Mak is lying on the ground, clawed to death by a parrot.&amp;quot; or &amp;quot;Barbarossa is dead on the ground, seems he ate the wrong berries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Soldiers, Warriors and Pirates would understand forensics as they are used to seeing dead bodies, Scientists because they can think critically to determine the cause of death, and Shamans would hold an advanced seance with the spirits in the area to ask what happened (and perhaps get different flavour text).&lt;br /&gt;
&lt;br /&gt;
There may also be an advanced form of this skill (Advanced Forensic Analysis/Expert Seance) which would indicate approximate time as well as the direction the culprit left, if a PC/NPC did the killing and the character also has the tracking skill - &amp;quot;frisco is shot dead on the ground, his body dead for a while. Tracks show the shooter went southwest recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A further advanced form (Expert Forensic Analysis/Seance Mastery) would provide info about who did other actions, like note writing/signposting - &amp;quot;Scribbled in the sand is 'Arrrgh!!!'.  It looks like Barbarossa's handwriting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This skill may help bounty hunters, pk hunters, clan warfare, provide warning information for everyone, and help combat note spamming.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=16:50, 11 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Good suggestion! I support this idea, I think the skill would be a good addition to the game. I can't really see anything wrong with this skill unless theres a technical reason why it can't be implemented. Seems like a good way to combat spammers as well... [[User:Zeff|Zeff]] 10:06, 12 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support this idea to ! [[User:Ownslaught|Ownslaught]] 00:30, 13 September 2006 (Paris)&lt;br /&gt;
&lt;br /&gt;
I always wanted to know how those people died. Perhaps this should be part of the tracking skill tree.[[User:Darkferret|Darkferret]] 11:02, 17 September 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Fishing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skills|&lt;br /&gt;
suggest_scope=Evreyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
&lt;br /&gt;
With the ''Fishing'' skill, you can catch fish and use them to heal yourself. There are thee types of fish you can catch: '''Minnows''', '''Bass''', and '''Large Catfish''', each with diffrent dificulty levels and skills required to catch them. Here are the skills:&lt;br /&gt;
&lt;br /&gt;
*'''Basic Fishing'''- ''Able to catch Minnows''&lt;br /&gt;
**'''Intermediate Fishing'''- ''Able to catch Bass''&lt;br /&gt;
***'''Advanced Fishing'''- ''Able to catch Large Catfish''&lt;br /&gt;
*'''Fisherman's Luck'''- ''Better chance of cating a fish''&lt;br /&gt;
*'''Fisherman's Lure'''- ''EXP gained is doubled while catching fish''&lt;br /&gt;
''(also see belong for precentages on catcing fish)''&lt;br /&gt;
&lt;br /&gt;
If you wanted to fish, you would have to have a '''fishing pole''' ''(new item)'' that could easily be bought at the trading post for 1-5 gold. You would then head out to a body of water (river, lake, ocean) and cast your line. Depending on if you have &amp;quot;Patience&amp;quot; or not and what Fishing skill you had, you'll have the chance of catching a fish. If you've only got '''Basic Fishing''', you can catch Minnows, if you have '''Internediate Fishing''' you have an equal shot at catching Bass or Minnows, and if you have '''Advanced Fishing''' you have an equal chance of catching Minnows, Bass, or L. Catfish. &lt;br /&gt;
&lt;br /&gt;
The fish will also be able to heal a certain number of HP. Here is what the fish will heal:&lt;br /&gt;
&lt;br /&gt;
*'''Minnows'''- ''2 HP''&lt;br /&gt;
**'''Bass'''- ''5 HP''&lt;br /&gt;
***'''Large Catfish'''- ''7 HP''&lt;br /&gt;
&lt;br /&gt;
Also, when you catch a fish, you will gain EXP. Here is what each fish will earn EXP-wise:&lt;br /&gt;
&lt;br /&gt;
*'''Minnows'''- ''2 EXP''&lt;br /&gt;
**'''Bass'''- ''5 EXP''&lt;br /&gt;
***'''Large Catfish'''- ''12 EXP''&lt;br /&gt;
&lt;br /&gt;
As with evreything in Shartak, when you do something, the action has a description. Here are the discriptions for catching fish:&lt;br /&gt;
&lt;br /&gt;
*You cast your line... but don't get even a nibble.&lt;br /&gt;
*You cast your line... and catch a Minnow!&lt;br /&gt;
*You cast your line... and catch a Bass!&lt;br /&gt;
*You cast your line... and catch a Large Catfish!&lt;br /&gt;
&lt;br /&gt;
Percentages to catch fish:&lt;br /&gt;
&lt;br /&gt;
*With '''Begginer Fishing'''- 10% chance to catch fish&lt;br /&gt;
**With '''Intermediate Fishing'''- 25% to catch fish&lt;br /&gt;
***With '''Expert Fishing'''- 40% to catch fish&lt;br /&gt;
****With '''Fisherman's Luck'''- +25% to catch fish|&lt;br /&gt;
suggest_time=01:54, 24 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Che|Che]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* How about the &amp;quot;patience&amp;quot; aspect being the maximum number of AP you're willing to 'wait' after casting your line... eg [Fish for] &amp;lt;1/2/5/10&amp;gt; minutes. where each minute is the number of AP that you expend. The number of minutes would be a dropdown list, just like targets for attacks. Every minute that you fish for is a separate roll of the dice so you might fish for 10 minutes and not catch anything, or you could fish for 10 minutes and catch something after just 3 minutes. I'm not into fishing so perhaps someone who is can say if those times are wildly inaccurate or not. --[[User:Simon|Simon]] 10:21, 24 September 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Cutlass mastery ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= a skill to add 10% to any player who uses a cutlass|&lt;br /&gt;
suggest_scope= Pirates mostly but any native or outsider group.|&lt;br /&gt;
suggest_description= at the end of the close quarters combat tree this skill would appear. Buy it and the character gains an extra 10% when attackin with a cutlass, Short simple and sweet. Helps out all non-marksman classes have an edge in dishing out damage.&lt;br /&gt;
suggest_time=23:56, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_006&amp;diff=10866</id>
		<title>Talk:The Yorkman/Issue 006</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_006&amp;diff=10866"/>
		<updated>2006-11-08T02:31:43Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Patriots Honour Defenders of York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion==&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Invasion?===&lt;br /&gt;
===Barricades on the Last Chance Highway===&lt;br /&gt;
===Jolly Roger Gang Declare Derby Truce===&lt;br /&gt;
&amp;quot;by accosting and neutralising any pirates they find in possesion of medical supplies with possible intent to abuse said supplies.&amp;quot;- Futher proof that York and the Order would love to see the shipwreck void of needed supplies and having Pirates be their lackeys. The good men and women of the Shipwreck Know the Jolly Roger Gang's true goals, To give power to Shipwreck and it's peoples! signed--[[User:Michael edwards|Michael edwards]] 02:10, 1 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Us, want the shipwreck to be void of supplies?  Sounds about right.  The fewer supplies you have, the less misery you can inflict upon innocent Yorkmen! -- [[User:The Order Of Patriots|The Order Of Patriots]] 18:11, 1 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Oh, don't worry. They can have all the supplies they need. They can have 100 rifles each. Their only problem is actually finding York itself, so we're still safe for now. -[[User:Che|Che]] 03:41, 2 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===The Situation in York===&lt;br /&gt;
We can assure you that the Order of Patriots have no interest in the bickering of foreign tyrants.  Our duty is to the people of Shartak alone and above all else.  Does a letter of marque from any self-proclaimed king convey the right to pillage and plunder the homes and lives of honest working folk?  The Order believe not.  You can keep your 'loyalty' to your petty despot - we in the Order have far higher ideals to protect. -- [[User:The Order Of Patriots|The Order Of Patriots]] 18:11, 1 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
You would call the King of England a &amp;quot;petty despot&amp;quot; sirs?  I believe that says it all. [[User:York Loyalists|York Loyalists]] 18:11, 1 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Tell me this now. If the OoP and the CP did nothing, why did the pirates and mercs leave? They just got bored? Apparently so, because according to this article, they did nothing. Do I smell a York Civil War? Dear Lord, lets hope not. -[[User:Che|Che]] 03:37, 2 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
It says the Order of Patriots are nowhere to be seen when trouble arrives, not the CP.  The CP merely do nothing to stop the OoP from treating York as their personal domain, their courage when faced with pirates isn't in doubt.  It's the OoP that are the main problem.  The question is not why the pirates and mercs left.  It's why they arrived in the first place... -[[User:York Loyalists|York Loyalists]] 09:55, 2 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
The pirates arrived because they where crying over York being Anti-Pirate, which in turn, they have created it into an Anti-Pirate city. The mercs arrived when they where paid to attack York. -[[User:Che|Che]] 13:42, 2 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Not true.  The OoP has previously refused a peace treaty with the Scurvy Crew of the Hell-born Strumpet.  Without may we add, any consultation with the rest of York.  And there's at least one verified case of an unproved attack (on Arwedda) by an OoP activist- see their talk page. -[[User:York Loyalists|York Loyalists]] 14:55, 2 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I cannot speak for the pirates but I can tell you why the mercs left. Because we were no longer being paid to be there. So we immediately ceased our killing and returned to our peaceful selves.--[[User:Tom Failur|Tom Failur]] 17:37, 2 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
YL, of course we refused their 'treaty'!  It was a blatant attempt to gain free access to our city, doubtless to kill and rob in dark corners and generally lower the tone.  Tom, it seems your most recent departure from york was via the blade of one of our operatives, rather than because your patrons had run out of blood money.  Again and again, you claim to be in York only to 'do business', and yet again and again you come back for more.  It's almost as if you feel you need an excuse to justify your ramages.  --[[User:The Order Of Patriots|The Order Of Patriots]] 18:54, 2 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Patriots Honour Defenders of York===&lt;br /&gt;
&lt;br /&gt;
I've got news for you. As mentioned in the talk page of Yorkman 05. Che, leader and sole member of the [[Shartak Rebel Forces]] killed me. I was one of the prominent figures of the York Defense. His reason? Killing Captain Tyler Whitney. When was this? During the initial MG assault. The man is a fraud and does not deserve his decorations. I have spoken to the order and all they do is make excuses. I regained my honour by slaying the little scumbag in a Hut in York. While good people like the [[The Pirate Hunters]] and other unaligned Yorkmen defend York this Che kills them. This is outrageous. I publicly demand an apology from the Order and all decorations be removed. In addition he should be added to the KOS list. If my demands are not met i will cease aiding York and it's defenders. --[[User:Serious Sam|Serious Sam]]&lt;br /&gt;
&lt;br /&gt;
If it is true that Che acted in defense of a pirate he should be Honoured!--[[User:Michael edwards|Michael edwards]] 02:31, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Native Shamen May be to Blame for Wave of 'Unstoppable' Animals===&lt;br /&gt;
===Ads===&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10865</id>
		<title>The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10865"/>
		<updated>2006-11-08T02:26:32Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* A Gentleman's Wager */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Scurvy Crew of The Hell-born Strumpet|&lt;br /&gt;
official_id=10|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Newpiratetee.jpg|300px]]|&lt;br /&gt;
clan_abbrev=SCHBS|&lt;br /&gt;
clan_leaders=Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]|&lt;br /&gt;
clan_membership=There be the Captain, the First Mate, the Sailing Master, the Master's Mate, the Gunner, the Gunner's Mate, the Ship's Surgeon, the Surgeon's Mate, a Rum Runner, the Cabin Boy, the Ship's Carpenter, the Boatswain, the Cartographer the Able-bodied Seamen, and A Monkey.|&lt;br /&gt;
clan_goals=The pursuit of booty and/or rum. YARRR!!!|&lt;br /&gt;
clan_recruit=ARRR!! All crew positions be determined by first-come first-serve or no rules cage death match. Ye must be a pirate or pirate sympathizer. If ye wish to name your own rank ye have liberty to add it to the ship's manifest. |&lt;br /&gt;
clan_contact=E-mail aehrig@hamilton.edu to be added to the manifest. |&lt;br /&gt;
sort_as=Scurvy Crew of The Hell-born Strumpet, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A Gentleman's Wager=&lt;br /&gt;
&lt;br /&gt;
It appears that recently a member of the Scurvy Crew has had a beef and has started hunting a member of the Jolly Roger Gang. Rather than let this encourage more violence between the crews the Captains have decided to let them settle it between themselves. The recent decision to start placing bets on who wins and the possible profits of such had absolutely nothing to do with the Captains' judgement in this case. &lt;br /&gt;
&lt;br /&gt;
That being said, '''PLACE YOUR BETS! PLACE YOUR BETS RIGHT HEAH!!!'''&lt;br /&gt;
&lt;br /&gt;
*Captain Michael Edwards: 7 on the Roger boy to win&lt;br /&gt;
*Captain Tyler Whitney: 5 gold on Mr. Xintlaer to win, with a side bet of six gold that he gets lucky and lands two 5-damage swings of the cutlass in the process.&lt;br /&gt;
*Captain Dan wages '''30 golden coins''' on Xintlaer to beat this here Roger boy! Note, this be a private bet. Anyone wish to risk 30 coins on that Zom-VLD will beat our boy?&lt;br /&gt;
*Rozen, JRG's PKer slayer, wagers 5 on Zom, with a side bet of 5, on the fight ending with the winner (whoever it be) on lower than 15 HP.&lt;br /&gt;
*Zom-VLD, JRG's treasurer - 30 gold to whoever wins (challenge bet)&lt;br /&gt;
*Xintlaer, Strumpet's boatswain - 30 to the winner too.&lt;br /&gt;
As it appears Mr. Xintlaer and the Jolly Roger's treasurer are the offending parties they are encouraged to approach the beach adjacent to the shipwreck on Friday (exact time to be determined) when the match will begin.&lt;br /&gt;
&lt;br /&gt;
The Captains have been approached with the possibility that the fight be held further south so that other Outsiders and perhaps even Natives could witness it and bet unharrassed. Captain Whitney is loathe to accomodate the Natives in anything, but is sorely tempted by the thought of all their savage Gold.  Captain Whitney proposes that the fight be held outside the ruins south of the Wreck so that visitors may witness and wager as they please. Whatever massacres occur a discrete distance and lapse of time from the match might be another matter entirely. The location is fitting in any case. God knows what savage, backward rituals took place on that spot before the Strumpet had the ill-fortune to wreck on this coast. What says the Jolly Roger Gang?&lt;br /&gt;
&lt;br /&gt;
Also Mr. Xintlaer has yet to respond to the prospect of the fight (not surprising since the idea only took shape this morning). If he's still absent by friday another member of The Scurvy Crew can represent the Strumpet in the match. And either party always has the possibility of a rematch...&lt;br /&gt;
&lt;br /&gt;
I am present and I agree for the duel. --[[User:Xintlaer|Xintlaer]] 14:45, 7 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dude, frickin awesome... [[User:Tyler Whitney|Tyler Whitney]] 01:25, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also I vouch for the ruins to host the match, We should start spreading the word around Shartak.--[[User:Michael edwards|Michael edwards]] 02:26, 8 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Vendetta!=&lt;br /&gt;
&lt;br /&gt;
Over the past few months the Scurvy Crew and other Pirates have become increasingly aware of Outsiders directing violence at their Pirate cousins.&lt;br /&gt;
&lt;br /&gt;
[[ image:Tableau-barbenoire.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Unidentified members of the Scurvy Crew and Anti-Pirates engage in battle at the Hell-born Strumpet's Wreck).&lt;br /&gt;
&lt;br /&gt;
For some reason nearly all the clans that have made slaying Pirates their mandate are based out of York. To determine the actual situation the Captain went on a goodwill tour to the Yorkmen's camp. Believing that it was bad manners for a visitor to arrive at a neighbor's empty-handed Captain Whitney brought a bag filled 43 bottles of rum (one for every member of the Crew), and several cutlasses with which to impress the locals. By the time he arrived in York only half a bottle of rum was left, and this was soon thrown at a nearby wild boar. After announcing his presence and intentions at the local Colonial Police station the Captain decided to hit the town. There he saw a pub and several huts in which Outsiders and Natives cohabited peacefully and in which Captain Whitney was welcomed with opened arms and bottles. Such civility between Outsiders and Natives seemed unnatural to the Captain, but he was determined not to offend his hosts, especially while they were picking up this round. &lt;br /&gt;
&lt;br /&gt;
It was during his second night of carousing with the locals that the Captain was assaulted by his first Anti-Pirate. It was one of the same Yorkmen who had been harrassing the Strumpet's Wreck and any other pirates they happened across.&lt;br /&gt;
&lt;br /&gt;
With what he now knew about the population of York, and its Anti-Pirate minority the Captain is convinced that a declaration of Vendetta is in order. The Captain declares Vendetta as approved murdering of one or more clans rather than the indiscriminate targeting of a village as in a Raid. While individual members of these clans have whispered their belief that their machetes might abstain from Scurvy Crew blood (due to the Crew's general policy of non-violence towards other Outsiders) their actions speak differently. The Scurvy Crew cannot also stand by while other Pirates are slain simply for loving rum and brawling more than the island's more timid elements. The Crew be hereby ordered to sink their daggers and cutlasses into members of the following clans wherever they be found:&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.shartak.com/index.php/The_Pirate_Hunters The Pirate Hunters]: Goes without saying...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/York_Pirate_Slayers York Pirate Slayers]: Same as above...&lt;br /&gt;
*[http://wiki.shartak.com/index.php/Order_of_Patriots The Order of Patriots]: It at first appeared the Order's mandate be only the defense of citizens of York and not indiscriminate pirate-hunting. This led the Captain to propose Parley with the Order. The Captain's offer of Parley [http://wiki.shartak.com/index.php/Talk:Order_of_Patriots#PARLEY.21.21 was soundly rejected] and they have made it clear through their words and actions that their goal is the complete obliteration of Pirates from the island. They should be considered as no better than the rumless Natives...&lt;br /&gt;
&lt;br /&gt;
A member of one of the clans mentioned above recently approached the Captain in York and asked for a temporary ceasefire. It seems someone has contracted the Mercenary's Guild to attack the same clans the Scurvy Crew has now declared Vendetta against. This was done before the start of the Captain's goodwill tour of the Yorkmen's camp.&lt;br /&gt;
&lt;br /&gt;
The Captain sees no reason to declare a ceasefire. Why should we, your targets since your clans' inception be moved to restraint now when you have demonstrated none towards us in the past? Are Pirates supposed to pity you now that you are seeing the result of your months of indiscriminate violence towards us? Why should we sheath our cutlasses and wait for your machetes to be sunk into our backs at your convenience? No, many strange and evil things dwell in the hearts of pirates, but mercy isn't one of them. &lt;br /&gt;
&lt;br /&gt;
=New Tortuga Has Been Achieved=&lt;br /&gt;
&lt;br /&gt;
'''At the conclusion of negotiations with various other outsider groups the island that the Scurvy Crew calls New Tortuga has been declared a nonaggression zone. The Captain protected the Scurvy Crew's right to behave like violent, drunken villians throughout the lengthy parley. This natural right has been reinforced (so long as no outsiders are harmed on the island or within its shallow waters). What follows below is the original account of the Captain's spiritual awakening and call to New Tortuga:'''&lt;br /&gt;
&lt;br /&gt;
The Wiksik Raid was hard fighting, no denying that. Those members of the crew who braved the jungle, ill-educated anti-pirate outsiders, native beasts, and savage natives, found themselves several days travel away from their home shaman. The glory and rum won by our cutlasses was that much sweeter with the struggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ image:42699438_5b6c0cc023.jpg ]]&lt;br /&gt;
&lt;br /&gt;
(Derbymen, unaligned Pirates, and members of The Scurvy Crew battle through the island's natives to assault the shaman of Wiksik.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Pirates and Outsiders died in the Wicksick raid. The Captain himself greeted his pirate brethren in the afterlife. It was in this shadow realm that the Captain witnessed the Giant Bottle of Rum. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Behold your better,&amp;quot; said the Bottle of Rum, &amp;quot;And Despair...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And the Captain of The Scurvy Crew beheld the Giant Bottle of Rum. &amp;quot;Truly I both love and fear you O' Giant Bottle of Rum, but what of my Pirate brothers and sisters? We have been scattered across the island&amp;quot; he said. &amp;quot;We are hunted for our heads by rumless savages. Where can we go to celebrate our bloody plunder and drain the island of rum?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And yay the Giant Bottle of Rum looked upon the Scurvy Crew in their toils in Wiksik and said, &amp;quot;Know that I have created an island for ye who hunger, and thirst for drunkeness, and it is not the island you stand on. It is the island west of Shartak, and as ye pirates (the beloved children of the Giant Bottle of Rum) love inebriation, so shall you find rum on this island. And it shall be named [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
And the Captain understood The Giant Bottle of Rum, and knew its purpose for the Scurvy Crew. All Crewmembers be hereby ordered to flood the large, horizontal island west of the greater island of Shartak. This island, south of the Strumpet's wreck and west of the Native village of Dalpok, shall be known as [http://en.wikipedia.org/wiki/Tortuga &amp;quot;New Tortuga&amp;quot;]. New Tortuga shall henceforth be known as a private gaming preserve for outsiders in general, but pirates especially, and especially The Scurvy Crew of the Hell-born Strumpet. &lt;br /&gt;
&lt;br /&gt;
=Bloody Dalpok!=&lt;br /&gt;
&lt;br /&gt;
It was in the midst of a late afternoon apertif of 3 liters of Derby Rum that a sharpening stone was dropped in the Captain's lap by a particularly ugly monkey. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goddamit Monkey!&amp;quot; the Captain said. &amp;quot;That's the fifth time ye interrupted my pouring!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Captain then proceeded to waste three days of his life hunting the particularly ugly monkey through jungle, ruins, and shipwreck. He finally cornered it in the Strumpet's Crow's Nest (that sounds a bit racy doesn't it? Nevermind!). After the long pursuit, and being a bit peckish, the Captain ate the monkey. &lt;br /&gt;
&lt;br /&gt;
[[ Image:Monkey2.jpg ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources believe this to be the monkey in its natural habitat, and before the Captain ate it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was only when he got to the tail that he noticed a missive tied to it with a green ribbon. Picking his teeth with a monkey rib the Captain sat down to read the message with an after-supper pint of rum. It read: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--Michael edwards 00:17, 31 August 2006 (UTC)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Four Cannon's A-Blazing!&amp;quot; exclaimed the Captain with what he believed to be a pirate expression (it was not, in fact no pirate until him had '''ever''' said those words). &amp;quot;There are other pirates on the island besides my beloved Scurvy Crew?&amp;quot; The Captain then sat down and spent the rest of the day drinking and thinking about the implications of this discovery.&lt;br /&gt;
&lt;br /&gt;
The Captain awoke the next morning to hear a ghost whispering in his ear. Shooting up ramrod straight the Captain climbed up Crow's Nest once more, and pulled from his pocket a whistle made of Native bones. Taking a deep breath the Captain then blew on the whistle, but no sound was heard. In fact, the dozens of pirates around the Strumpet's wreck (who the Captain had been too drunk or insane to notice until a day ago) were completely oblivious to the tiny figure at the top of the Crow's Nest, playing a whistle with all his formidable might. But across Shartak, in jungles and mountains, villages and grasslands, buried in swamps and floating in water, specially trained sets of ears heard a faint ringing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My Beloved Scruvy Crew of the Hell-Born Strumpet!&amp;quot; bellowed Captain Tyler Whitney from the Crow's Nest, &amp;quot;Blood's being spilled in a Native Village and we're not the cause of it! All crewmembers be ordered to join our pirate brothers in flooding the dirt paths of Dalpok with blood! BYOB!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Royal Expedition ==&lt;br /&gt;
&lt;br /&gt;
Mr Dan here. I cannot stop ye or order ye to do anything, but for Christ Sake, PLEASE DON'T ATTACK ANY ROYAL EXPEDITION MEMBERS!!! I've spent a fair while negotiating with them not to attack us. We do not need a war. For more details, look at their talk page. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I don't know why, but I just got killed by mister Jones Dye, a member of the Royal Expedition --[[User:Xintlaer|Xintlaer]] 17:23, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah hell with it. I can't negotiate. Kill em if you want. I wish you would have put a word in this Captain. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
that bastard jones dye just killed me too! he's on new tortuga! someone kill him--[[User:Badhammer|Badhammer]] 14:51, 3 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Parley has been resumed with York and the Royal Expedition. If no appropriate reply is sent ye have liberty to pursue your vengance without fear of censure from your crew.&lt;br /&gt;
&lt;br /&gt;
== Current goals be: ==&lt;br /&gt;
&lt;br /&gt;
*Crew the ship: The Hell-born Strumpet (the bonniest ship in whatever ocean the island's in)&lt;br /&gt;
*Terrorize the locals&lt;br /&gt;
*Pursue the elusive three-headed monkey&lt;br /&gt;
*Rum&lt;br /&gt;
*Keelhauling&lt;br /&gt;
*Wenches&lt;br /&gt;
*Plunder&lt;br /&gt;
*Grog&lt;br /&gt;
&lt;br /&gt;
== The Code of The Scurvy Crew ==&lt;br /&gt;
&lt;br /&gt;
Any Pirates with the fortitude of spirit, or plenty of the hard spirits with which to fortify themselves may join, er, yargh...&lt;br /&gt;
&lt;br /&gt;
*Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Surgeon, Boatswain and Gunner shall have one Share and quarter. &lt;br /&gt;
*If any man shall offer to run away, or keep any Secret from the Company, he shall be marroon'd with one Bottle of Powder, one Bottle of Water, one small Arm and shot. &lt;br /&gt;
*If any Many shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. &lt;br /&gt;
*If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. &lt;br /&gt;
*That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. &lt;br /&gt;
*That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. &lt;br /&gt;
*That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and the Company shall think fit. &lt;br /&gt;
*If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. &lt;br /&gt;
*If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death.&lt;br /&gt;
&lt;br /&gt;
= The Scurvy Crew is Legion =&lt;br /&gt;
YAHRR! We be the first clan on the island to break '''40''' members!! The Captain decrees an extra pint of grog to all members in celebration.&lt;br /&gt;
&lt;br /&gt;
[[ Image:On beach.jpg ]]&lt;br /&gt;
&lt;br /&gt;
==Now accepting crew for the positions of: ==&lt;br /&gt;
&lt;br /&gt;
*The Captain: [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney] &lt;br /&gt;
&lt;br /&gt;
Welcome aboard Mr. Cutthroat and Mr. Xenor!!&lt;br /&gt;
&lt;br /&gt;
The Captain's offer of Parley to the Order of Patriots was soundly denied. The Scurvy Crew is now free to hunt them and the Pirate Hunters wherever they are found. Special care must be taken that innocent outsiders are not also slain so all crewmembers are advised to check their prey's profile before they strike.&lt;br /&gt;
&lt;br /&gt;
*First Mate: [http://www.shartak.com/profile.cgi?id=153 Johnny Bollocks] Last one to get drunk and laid will feel the lick o' the cat!&lt;br /&gt;
*Sailing Master: [http://www.shartak.com/profile.cgi?id=897 Rob Cath]I'm trying to start a dialoge with the outsiders. Somehow they keep falling over saying &amp;quot;why did you stab me??&amp;quot; it's like they don't know how to talk to a pirate??&lt;br /&gt;
*Master's Mate:  [http://www.shartak.com/profile.cgi?id=1540 Teach]&lt;br /&gt;
*Ship's Surgeon: [http://www.shartak.com/profile.cgi?id=2039 Captain Dan] Me blades are sharp and I be bored. For the Crew!!!&lt;br /&gt;
*Surgeon's Mate: [http://www.shartak.com/profile.cgi?id=2336 Rob Da Blades]&lt;br /&gt;
*Boatswain: [http://www.shartak.com/profile.cgi?id=177 Xintlaer] They shall feel my blade deep between their ribs... &lt;br /&gt;
*Gunner: [[User:Wifey#Wifey|Wifey]] Yargh!&lt;br /&gt;
*Gunner's Mate: [http://www.shartak.com/profile.cgi?id=2691 Wolverine] This bein' before the whole Weapon X thing o' course.&lt;br /&gt;
*Cartographer: [http://www.shartak.com/profile.cgi?id=592 Baron Von Roeboat]&lt;br /&gt;
*Quartermaster: [http://www.shartak.com/profile.cgi?id=1337 badhammer]&lt;br /&gt;
*Carpenter: [http://www.shartak.com/profile.cgi?id=2073 Dian Cecht]&lt;br /&gt;
*Carpenter's Mate:&lt;br /&gt;
*Steward:&lt;br /&gt;
*Cook: Pieman&lt;br /&gt;
*Sailing Instructer: [http://www.shartak.com/profile.cgi?id=4868 Captain Barbossa]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/The_Hunting_of_the_Snark Billiard-marker]: [http://www.shartak.com/profile.cgi?id=1987 Tycho &amp;quot;Yarr&amp;quot; Everett]&lt;br /&gt;
*Cabin Boy:[http://www.shartak.com/profile.cgi?id=2305 born to kill]&lt;br /&gt;
*Wenches: [http://www.shartak.com/profile.cgi?id=1620 Irene]&lt;br /&gt;
*Rum Runners: [http://www.shartak.com//profile.cgi?id=2542 Opium Joe]&lt;br /&gt;
*Ship's Monkey: [http://www.shartak.com/profile.cgi?id=2054 Dr Capitalism](The monkey was attacked by natives... time to go pillage a village.)&lt;br /&gt;
*Monkey's Mate: [http://www.shartak.com/profile.cgi?id=4747 oneguynamedjosh]&lt;br /&gt;
*Our preserved Native head: Shrubar, shaman of Dalpok&lt;br /&gt;
*and Able Bodied Seamen:&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1857 Crimson Jake]&lt;br /&gt;
:[[User:Wifey#Sigfrid|Sigfrid Süßermann]] Avast!&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2525 Anne Bonny]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=2377 Axelius]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3347 Jim Davey Jones]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4070 Karrak the Drunk]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=3006 Xenor]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=4677 Cutthroat]&lt;br /&gt;
:[http://www.shartak.com/profile.cgi?id=1809 Jimbo Cooke]&lt;br /&gt;
*Marines(Outsider Soldiers):&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=276 Gunga Din]&lt;br /&gt;
*Drunk, One-Eyed, No-Thumbed Swordsmith Who's Responsible for Every Poorly made Cutlass on the Island:&lt;br /&gt;
*Gold Biter &amp;amp; Rum Tester [http://www.shartak.com/profile.cgi?id=1556 Arr Matee]&lt;br /&gt;
&lt;br /&gt;
== Pirates be expert cartographers ==&lt;br /&gt;
&lt;br /&gt;
There has been talk of pirates scouring the mountain for buried treasure, and the Captain has seen Mr. Wifey in one of the tunnels. To help with navigation here be the first map of paths under the mountain yet produced.&lt;br /&gt;
&lt;br /&gt;
[[ Image: Dr_j_tunnel1.png ]]&lt;br /&gt;
&lt;br /&gt;
Thanks go to Dr J for his spelunking.&lt;br /&gt;
&lt;br /&gt;
== Mr. Badhammer! ==&lt;br /&gt;
&lt;br /&gt;
The Case of Mr. Badhammer has been moved to the discussion page in lieu of a dedicated history page to come later (once there's enough history to justify its existence). Any who wish to read about the first application of nautical justice in the island's history may find it there.&lt;br /&gt;
&lt;br /&gt;
Your unknowingly disgraceful conduct embarrased the crew in the past (if it is indeed possible to disgrace persons such as we). You have, however, performed your duties admirably these past few months, and remained steadfastly loyal to the crew even during your demotion to Able Bodied Seaman. Your continued service to the crew in these conditions points to the high quality of your character. In light of your lengthy service, and the good conduct that was named as a necessity for your continued presence among the crew, your case is hereby dismissed. Ye be now reinstated to your former position as Quartermaster of the Scurvy Crew of the Hell-Born Strumpet. Congratulations, Quartermaster Badhammer! The crew lifts its flagons to you. You can drink at my table anytime. YAAHRRGH!! [[User:Tyler Whitney|Tyler Whitney]] 04:37, 14 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== As the man said: ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The average man will bristle if you say his father was dishonest, but he will brag a little if he discovers that his great-grandfather was a pirate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[ Image:Flynn.jpg ]]&lt;br /&gt;
&lt;br /&gt;
== Native Guide ==&lt;br /&gt;
&lt;br /&gt;
The Crew of the Hell-born Strumpet are looking for a native guide not only to translate and inform the crew of any hidden island booty, but also to be mocked and paid in small pox.&lt;br /&gt;
&lt;br /&gt;
== Total Natives Killed in the First Dalpok Raid: ==&lt;br /&gt;
&lt;br /&gt;
*46 (This be only the official count given by those who posted their exploits here. Several crewmembers may have cut swaths through the Dalpokers, yet abstained from announcing themselves because they did not know they could, or abstained from boasting for other, more mysterious reasons. Many, many more natives tasted cold steel, yet escaped death due to the crew's fatigue or their cutlasses' notoriously shoddy workmanship.)&lt;br /&gt;
&lt;br /&gt;
==Summation of Wiksik Raid==&lt;br /&gt;
Will be here once all parties are accounted for.&lt;br /&gt;
&lt;br /&gt;
==Second Dalpok Raid==&lt;br /&gt;
&lt;br /&gt;
Tyler Whitney: My apologies, my beloved crew, that I have not been able to join you personally in the razing of Dalpok. As I'm sure you know, I've been occupied with a fact-finding mission to York. The good news is that in the meantime 2 pirate-slaying outsiders and 2 natives have tasted cold steel. My congratulations to the members of the Scurvy Crew who have lent such impressive aid to our Pirate brethern in Dalpok.&lt;br /&gt;
&lt;br /&gt;
Johny Bollocks: &lt;br /&gt;
&lt;br /&gt;
Rob Cath: &lt;br /&gt;
&lt;br /&gt;
Teach: &lt;br /&gt;
&lt;br /&gt;
Captain Dan: 25 - A bottle of rum to OpiumJoe and Xintlaer on me! I buy the first round for the entire crew!!!&lt;br /&gt;
&lt;br /&gt;
Rob Da Blade: 4&lt;br /&gt;
&lt;br /&gt;
Xintlaer: 25 Enough for me&lt;br /&gt;
  &lt;br /&gt;
Wifey: &lt;br /&gt;
&lt;br /&gt;
Wolverine: &lt;br /&gt;
&lt;br /&gt;
Baron Von Roeboat: &lt;br /&gt;
&lt;br /&gt;
badhammer: &lt;br /&gt;
&lt;br /&gt;
Pieman: 3&lt;br /&gt;
&lt;br /&gt;
Tycho &amp;quot;Yarr&amp;quot; Everett: &lt;br /&gt;
&lt;br /&gt;
Born to Kill: &lt;br /&gt;
&lt;br /&gt;
Dr Capitalism: &lt;br /&gt;
&lt;br /&gt;
Crimson Jake: &lt;br /&gt;
&lt;br /&gt;
Sigfrid: &lt;br /&gt;
&lt;br /&gt;
Anne Bonny: &lt;br /&gt;
&lt;br /&gt;
Axelius: &lt;br /&gt;
&lt;br /&gt;
OpiumJoe: 25. I finally got ganked, so I'm throwing my hat in and heading off to York to kill Pirate Hunters. Good hunting, gentlemen.&lt;br /&gt;
&lt;br /&gt;
Irene:  &lt;br /&gt;
&lt;br /&gt;
Karrak the Drunk:&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Jolly_Roger_Gang&amp;diff=10837</id>
		<title>Talk:The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Jolly_Roger_Gang&amp;diff=10837"/>
		<updated>2006-11-06T04:09:21Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Oi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Just Wondering...==&lt;br /&gt;
Why do you say you're going to kill Natives too? Reading your life story, they didn't do anything to you. And let me get this right, you're killing all outsiders, but you're also trying to start a healthy alliance with them AND they're welcome in your clan? [[Colonial Police|But, I suggest you don't hurt anyone in York]]. [[User:Che|Che]] 16:50, 21 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey, pirates are all the same.  They claim they're peacable folk at heart, then ask if you want to join them on their next pillaging spree.  And views such as &amp;quot;People from anti-pirate towns like York need not apply&amp;quot; are why we had to drive those dastardly brigands from our fair city in the first place.  --[[User:The Order Of Patriots|The Order Of Patriots]] 16:41, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
All outsiders have a common enemy with natives. I also enjoy a good relationship with Durham which is were I am now and who i'm starting an alliance with. I still am anti-york and will be--[[User:Michael edwards|Michael edwards]] 23:37, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ohhhh....I see now! Just because someone from York killed you, you want to kill evrey single person from York ever. I get it. Totally Understadable. Sorry for asking...[[User:Che|Che]] 05:01, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yorkers are the turds of the devil. They have sex with common livestock, including chickens, in the sad hope of producing magical chimera, blow their noses into the palms of their hands because snot is their currency, and eat small children in demonic ceremonies at midnight. I will not rest until I have used the mouth of every Yorker as a repository for my urine, and the throat of every Yorker as a scabbard for my blade. Any man in the Jolly Roger Gang who will not swear that oath should sever his tongue from his mouth and gift it to the filthy Dalpok tribe for use as toilet paper. [[User:FirstAmongstDaves|First Amongst Daves]]&lt;br /&gt;
&lt;br /&gt;
I swear that the next yorkman to set foot on our fair sand, will have his entrails ripped out and he'll be hung from the main-mast as a testament to the powers of bloody vengeance at my disposal! Gahar! Don't forget, on sept 17th we must all talk like pirates, it be international talk like a pirate day! [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
Ahoy shipmates. Why are we camped on the beach when we should seize the ship as our base of operations? It randomly generates supplies, arms and gold. Seize the ship and we hold an asset.[[User:FirstAmongstDaves|First Amongst Daves]]&lt;br /&gt;
&lt;br /&gt;
I thought the ship was the hell-bound-strumpet base? if they dont have it though...yahar! [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
And for no particular reason....aye!! avast ye scurvy landlubbers!!! [[User:Necropolis123|Necropolis123]] 18:22, 19 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arr. Missed the Dalpok-York Road, and am south of the island near the beach, stalking an elephant. Diamond Dog is down there, looks like he has not moved for a few days. I am now heading toward York to slay as many of the inhabitants as possible. With my time zone advantage I expect to give their guts some fresh air while they sleep. A gold coin bounty to any man for every dead Colonial Policeman's shield: list your dead CPs here .[[User:FirstAmongstDaves|First Amongst Daves]]- 21 September 2006&lt;br /&gt;
&lt;br /&gt;
Arr. Got mauled by a tiger, then killed by a small deer. Such indignity. I am heading to Shark Island to headbutt hippies. [[User:FirstAmongstDaves|First Amongst Daves]] - 25 Septemeber 2006.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===GAR! The PDF! WANTED LIST + AIMS===&lt;br /&gt;
Aye, the Cap' has invited me to the crew, and as a semi-experienced PK'er slayer, he's put me in charge of the PDF. Our objectives...simple:&lt;br /&gt;
&lt;br /&gt;
-Enjoy the EXP your about to get by following the next objective.&lt;br /&gt;
&lt;br /&gt;
-Kill any York luvin', PKin', son-o-a-sea turtle mutineer that sets foot on dry sand!&lt;br /&gt;
&lt;br /&gt;
-And of course, pirate to the best o' ye ability.&lt;br /&gt;
&lt;br /&gt;
Rozen -- http://www.shartak.com/profile.cgi?id=4862&lt;br /&gt;
[[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
'''WANTED - DEAD.''' (Add more when you find more) &lt;br /&gt;
&lt;br /&gt;
{{profile|4401|Sreath123}} - Small time PKer, we've been trading blows since i got on the island. I've killed him a few times, he's kiled me once. &lt;br /&gt;
&lt;br /&gt;
Killed Sreath 123 on 13 Sept 2006 - {{profile|4770|First Amongst Daves}}&lt;br /&gt;
&lt;br /&gt;
Burchill - NOT CONFIRMED. Widespread rumour and an entry in Long Fin's profile, probably a PKer but the jury is still out. &lt;br /&gt;
&lt;br /&gt;
{{profile|1594|Long Fin Kille}} - VERY DANGEROUS, KILL ON SIGHT. He's got over 150 pirate kills, very dangerous, dont sleep near him or he'll slit your throat. If you kill anyone, make it Long Fin. He's never killed me, but not for lack of trying, and over 150 good pirates have died by his hands.&lt;br /&gt;
&lt;br /&gt;
{{profile|5006|Ciberwolf}} - Killed LePreto outside the traders hut. An enemy of the JRG.&lt;br /&gt;
&lt;br /&gt;
{{profile|1186|Henry Morton Stanley}} - a protector of natives and an avowed pirate hunter. Last spotted west near Movan on 11 Sept 2006, where he killed First Amongst Daves.&lt;br /&gt;
&lt;br /&gt;
{{profile|1776|a nobleman}} - Killed Lucidiots on the camp. Alleged PKer.&lt;br /&gt;
&lt;br /&gt;
{{profile|1067|japani}} - stupid profile, and 4 kills. Was killed by Long Fin Kille, no honor amoung PKers then.&lt;br /&gt;
&lt;br /&gt;
{{profile|2829|petey}} - Attacked me and called the clan gay, I think he needs to be killed, numerous times. - {{profile|4862|Rozen}}&lt;br /&gt;
&lt;br /&gt;
{{profile|3065|Grimmig}} - Big time PKer.&lt;br /&gt;
&lt;br /&gt;
Remember - It doesn't matter if you've already killed them, that just means they'll look for you now. KILL KILL KILL KILL KILL and KILL them some more.&lt;br /&gt;
&lt;br /&gt;
=== Sorry ===&lt;br /&gt;
Regrettably i will be unable to join in the raid on Dalpok today. I mistook SW for SE and i ploughed off in the wrong direction.... and as it happenns i'm nearly dead from a shark attack and i don't have a first aid kit.... my second day on this island isn't going well [[user:necropolis123|necropolis123]] 16:27 GMT 1st September&lt;br /&gt;
&lt;br /&gt;
Don't worry about it just get your self killed and return to the shipwreck via shaman. you can still join in the pillage!--[[User:Michael edwards|Michael edwards]] 15:55, 1 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== HARHARHAHHRR!!! ===&lt;br /&gt;
A raid on Dalpok says you? A change in the wind says I! The Scurvy Crew will be more than eager to once more flood the dirt paths of Dalpok with blood. The fact that this might be the one of the first instances of multiple clans agreeing on an act only sweetens the rum! Expect us to emerge mysteriously from the jungle soon. - [http://www.shartak.com/profile.cgi?id=242 Captain Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Yarrr!==&lt;br /&gt;
&lt;br /&gt;
Arrr, me ship-wrecked, rum sloshin' matey's, would ye kindly accept this poor [http://www.shartak.com//profile.cgi?id=2480 Zom-VLD] inta yer crew o' noble pirates?&lt;br /&gt;
&lt;br /&gt;
I'd be fearful disappointed if ye were ta say no, but aa would hold no grudge.--[[User:HVLD|HVLD]] 01:22, 29 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sure Go and register at our forums and Report in at the shipwreck--[[User:Michael edwards|Michael edwards]] 03:24, 29 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yarr #Two ==&lt;br /&gt;
It appears that the [[Colonial Police]] and the [[Order of Patriots]] of [[York]] have a burning hatred for your group. &lt;br /&gt;
As you may have heard, the [[Mercenary's Guild]] is attacking the settlement, for reasons we are not willing to disclose in public. The chaos that has ensued since our attack has been in our favor, so we were thinking of ways we could increase the chaos... &lt;br /&gt;
We thought of you. Would you be interested in raiding [[York]], preferably as soon as possible? It would benefit both our groups, as the [[Mercenary's Guild]] would be able to focus on its own missions without being constantly hounded by the CP. [[The Jolly Roger Gang]], in return, would gain status and reputation in Shartak. [[York]] is weak. Either one of our groups could take it alone, but only with great struggle. We offer you the opportunity to fight alongside us and overwhelm York with ease. All we wish is to complete our missions, but I understand that having [[York]] in chaos would be profitable to your group in more ways than one - imagine the acknowledgement from other pirate groups after being the one to eradicate the bastion of anti-pirates... Think on it, and get back to us... -- [[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:18, 30 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Erados, I can send A few men to help with killing the yorkers. However I have the bulk of the group out on the west coast trade route stocking FAKs for Shipwreck. I could have at least four men in york by tuesday however--[[User:Michael edwards|Michael edwards]] 01:09, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will I be there? Does a dolphin piss in the ocean? I'll have a quiet word to Timothy Trust, Sam Bellamy (although he's out Durham way) and Pongo-Pongo and see if we can get a boarding party on deck. Cui bono! - {{profile|4770|First Amongst Daves}}&lt;br /&gt;
&lt;br /&gt;
== Oi ==&lt;br /&gt;
&lt;br /&gt;
To raid York, you'll have to locate it, something I'm sure you'll have alot of trouble with. Then, after you ''finally'' find York, you'll have to attack people, something you'll have even more trouble with. -[[User:Che|Che]] 20:51, 3 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like you, Che. You're charming, sassy and clearly very intelligent. As it turns out, I have a spare piece of driftwood looking for an intimate relationship with a special new girlfriend, and you seem like just its type. We'll all be keeping a lookout on the streets of York for you, sunshine, and we'll see if the driftwood fits. - [[FirstAmongstDaves|First Amongst Daves]]&lt;br /&gt;
&lt;br /&gt;
Yeah, no problem. We'll talk when your level equals half of mine, eh? [[User:Che|Che]] 20:54, 4 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Che How bout you and Daves just have a good ole'druken brawl?:)--[[User:Michael edwards|Michael edwards]] 22:57, 4 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
A good pirate doesn't wrestle girls, Captain, unless it involves action in the crow's nest. We all know she's only posting here because I'm so damn sexy. Arrr. -[[FirstAmongstDaves|First Amongst Daves]]&lt;br /&gt;
&lt;br /&gt;
Arrrr she be a fiesty one ar'ight, ye'll ave to giv' her some o' that 'special treatment' that we gi' ta all york women. -[[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I don't know why Xintlaer was directing others to kill your member. He must have his own beef with your treasurer. My recomendation is that we let them settle the score themselves and start taking bets from the sidelines. I put five gold on my boy to win! [[User:Tyler Whitney|Tyler Whitney]] 01:34, 6 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
If it be a beef between the two then fine by me. I just don't want the whole crew hunting for em, For the fight I got seven gold on my man!--[[User:Michael edwards|Michael edwards]] 04:09, 6 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10831</id>
		<title>The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10831"/>
		<updated>2006-11-05T01:56:13Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name= The Jolly Roger Gang|&lt;br /&gt;
official_id=59|&lt;br /&gt;
open_to=outsiders |&lt;br /&gt;
clan_image=http://i108.photobucket.com/albums/n12/whitedragon5577/jollyroger.jpg|&lt;br /&gt;
clan_leaders= {{profile|4251|Michael Edwards}}|&lt;br /&gt;
clan_membership= 14 at the moment!|&lt;br /&gt;
clan_goals= to pirate and pirate some more |&lt;br /&gt;
clan_recruit= If you enjoy gold, rum and killing, sign up! |&lt;br /&gt;
clan_contact= Ingame with Mr. Edwards, on the forum(http://jrgcamp.proboards58.com/index.cgi). After you are a member, just put your name under &amp;quot;The Gang&amp;quot;|&lt;br /&gt;
sort_as=Jolly Roger Gang, The|&lt;br /&gt;
}}&lt;br /&gt;
''' We are the second largest Pirate clan, Rum for all!!!'''&lt;br /&gt;
''' Any unactived members on the JRG board have been activated (In my drunkness this had passed me by) Really sorry for any problems!'''&lt;br /&gt;
&lt;br /&gt;
== JRG grows by leaps and bounds! ==&lt;br /&gt;
In our quest to bring power to pirates the JRG has opened trade routes with Durham and Derby. Due to this crew funds have doubled! Any JRG crewmen who are registered on our forums can collect their pay no questions asked. Check our forum for details. Also please rember to check the medals section and see if you are able to claim a reward!&lt;br /&gt;
http://jrgcamp.proboards58.com/index.cgi&lt;br /&gt;
&lt;br /&gt;
== March On York My Fellow Rum Smelling Pirates!==&lt;br /&gt;
Men it seems that the Mercs guild needs some help down in york.(Check the talk page for the details) As such I've pleged JRG support. This will not be an offical raid nor for the long haul, Just go down to york and kill as many yorkers as you can before they get you. I know this is sudden But i'm going to offer a 3 gold bounty for every Yorker you can prove you killed, To help sweeten the pillage--[[User:Michael edwards|Michael edwards]] 01:14, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arr! The Mercenary's Guild are fine wholesome men with much in common with corsair folk - they may not be scintillating and engaging conversationalists, but they not be shy on slitting throats with rusty knives! This talk of death and gore puts sparkle in me bloodshot eyes and fire in me skanky loins! Or is that the other way about? I'm in Irony Bay but will stop peeing into Wiksik skulls, aft about, call me shipmates to arms, and be on me way! Last man to use the Colonial Police hut as a head can clean me arse (poor bastard)! - {{profile|4770|First Amongst Daves}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Mr. Michael C. Edwards crashed into the isle of Shartak along with every other [[pirate]]. While not a violent fellow at heart he traveled the island with hopes of being a merchant. He traveled to Durham and was given the respect a man such as him needed. He left the town thinking that all outsiders were kind.&lt;br /&gt;
Oh how wrong he was!&lt;br /&gt;
Mr. Edwards, while traveling to [[York]], was brutally attacked and killed, just for being a pirate! After the attack, Mr. Edwards began to hate most outsiders and natives now he preys upon them.&lt;br /&gt;
Won't you help him?&lt;br /&gt;
&lt;br /&gt;
== The PDF == &lt;br /&gt;
Please check our talk page for our wanted Pirate Pker list.&lt;br /&gt;
Report all murders on the wiki to Rozen or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Message to all PDF squad members. Before you kill a wanted man you must alert him and the peoples around him.'''&lt;br /&gt;
&lt;br /&gt;
== Goals == &lt;br /&gt;
You may be wondering what our goals are. We want to be the best pirates we can be and foster a working relationship with outsiders (who are also welcomed to the clan).&lt;br /&gt;
People from anti-pirate towns like York need not apply.&lt;br /&gt;
The Jolly Roger Gang will '''NEVER''' attack or cause mayhem in [[Durham]].&lt;br /&gt;
&lt;br /&gt;
== The Book of the Skull ==&lt;br /&gt;
&lt;br /&gt;
The Book of the Skull is the doctrine and rules by which all Jolly Roger Gang members follow. Any member who breaks these rule will recieve 40 slashs of a cutlass.&lt;br /&gt;
&lt;br /&gt;
1. &lt;br /&gt;
'''York'''&lt;br /&gt;
The Town of York is the center of all anti-pirate groups.&lt;br /&gt;
As such it is an enemy to all pirates. Any Yorkman you find should be swiftly killed. Do not trust a Yorkman who says they are friendly, as soon as you turn your back they will gut you. HOWEVER!! due to rule  11 if a yorker is a peaceful player and his profile shows that you should not kill him.&lt;br /&gt;
&lt;br /&gt;
2. &lt;br /&gt;
'''Durham'''&lt;br /&gt;
The Town of Durham should never be attacked by pirates, any pirate who does attack is a mutineer and should be delt with as such. The laws of Durham should be followed while in Durham. If they ask you to not kill a Yorkman wait till he is in the jungle to slit his throat.&lt;br /&gt;
&lt;br /&gt;
3. &lt;br /&gt;
'''Derby'''&lt;br /&gt;
The Town of Derby is neither friend nor foe. &lt;br /&gt;
The peoples of Derby should be dealt with on a case by case basis. peoples of Derby on the whole mean little harm. We have a peace pact with them.&lt;br /&gt;
&lt;br /&gt;
4. &lt;br /&gt;
'''Issues of Rum'''&lt;br /&gt;
Rum is God's gift to pirates. As such all pirates should partake in this fine drink. A Pirate should carry Rum with him into battle to help soothe his wounds.&lt;br /&gt;
&lt;br /&gt;
5. &lt;br /&gt;
'''The Cutlass'''&lt;br /&gt;
All pirates should carry at least three Cutlasses into battle. The Cutlass is a raiding pirates best friend. &lt;br /&gt;
&lt;br /&gt;
6. &lt;br /&gt;
'''Mutineers'''&lt;br /&gt;
A Mutineer is a pirate Pker&lt;br /&gt;
Any pirate who attacks his own people is the lowest form of life. A mutineer is a pirate who has no Loyality or Honor. Due to this fact he should be killed in the most brutal fashion.&lt;br /&gt;
&lt;br /&gt;
7.&lt;br /&gt;
'''The PDF'''&lt;br /&gt;
The PDF is in place to stop Mutinners. All Pirates can report a Pker to the PDF safely. All PDF members must give the Mutineer the right to know that they are wanted men for Pking.( It IS more than they deserve however but The JRG works with Honor.)&lt;br /&gt;
&lt;br /&gt;
8.&lt;br /&gt;
'''Meetings'''&lt;br /&gt;
The Jolly Roger Gang is always opened to talks with other clans.&lt;br /&gt;
However from York we will only talk to the CP (The only true enforcement in York). In-game talks will be held in netrual settings(Most likely Shark,Storybook,New Tortuga) Island.&lt;br /&gt;
&lt;br /&gt;
9.&lt;br /&gt;
'''Pirates'''&lt;br /&gt;
The Jolly Roger Gang By default is an ally of all upstanding Pirate clans.( eg. The Strumpet, Pirate captians crew etc.) And if need be the JRG will aid pirates without question&lt;br /&gt;
&lt;br /&gt;
10.&lt;br /&gt;
'''Secret Hiding spot of Zeff's Pants'''&lt;br /&gt;
No Jolly Roger Gang Member will every give the whereabouts of where we hid Zeff's Pirate hunting pants!!!. It took a long time to train that monkey...&lt;br /&gt;
&lt;br /&gt;
11.&lt;br /&gt;
'''Peaceful clans and peoples'''&lt;br /&gt;
Clans which support peace (ex. Open Arms) Or people who do not kill outsiders,natives or pirates will never be harmed by JRG members when it can be helped.&lt;br /&gt;
&lt;br /&gt;
12.&lt;br /&gt;
'''Joining'''&lt;br /&gt;
Any well respecting Pirate can join the Jolly Roger Gang. As a member you get a weekly wage and protection. Also you can see the Island while helping to strenghen Shipwreck! Just tell a senior member you joined and register at our fourms.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
&lt;br /&gt;
Within the pirate lands we have many a strange and wonderful...ah...wonder. The JRG has given names to some of these wonderful wonders.&lt;br /&gt;
( Names to come as soon as I iron out the details.)&lt;br /&gt;
&lt;br /&gt;
== Clan News ==&lt;br /&gt;
&lt;br /&gt;
'''Nov 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
FirstAmongestDaves has left the crew to help work for the king of Holland. Also the JRG has signed a peace-pact with Derby. Peacful Pirates and traders can travel in peace there. Also Zom-Vld has been made head of the booty. Any active JRG Members can collect their pay fridays at Shipwreck, See our forum for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Oct 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
The west coast trade route has been a sucess for all pirate kind! Also the first Pirates have landed in or near york.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Oct 3, 2006'''&lt;br /&gt;
&lt;br /&gt;
Give a punch in the arm and a rough set of knuckles along the scalp to me ole shipmate Timothy Trust, who has joined the Gang. Never was there a better Helmsman in the Spanish Main, o'er he was never sober in the 6 years I've known him and is covered from head to manky toe in crotch lice - {{profile|4770|First Amongst Daves}} &lt;br /&gt;
&lt;br /&gt;
'''Sept 15, 2006'''&lt;br /&gt;
Argh!! we've got oursleves a forum matey's!!! http://jrgcamp.proboards58.com/index.cgi&lt;br /&gt;
&lt;br /&gt;
'''Sept 11, 2006'''&lt;br /&gt;
&lt;br /&gt;
1. Dispatched at the cowardly hands of the blowpipe wielding warrior {{profile|3875|Azuma}} during the raid on Dalpok while he slept, and then forced away from the Dalpok shaman by the unearthly powers of Teia, {{profile|4770|First Amongst Daves}} awoke in the deep south of the island in a foul mood and with a taste for fetid blood. He has since slit the quivering throat of the churlish Captain Hallister, a pompous rogue of York, with a fine edge of steel and sent him to Hell to meet his wormy decomposing ancestors. Presently en route north back to the shipwreck, west of some grasslands, haunted by the pitiful ghost of Hallister.&lt;br /&gt;
&lt;br /&gt;
Beware the native warrior {{profile|1360|Kepple}}. {{profile|4862|Rozen}} has already met his fate once at this man's hands. A gold coin to the pirate who can find him for me. I have a blood feud with this native.&lt;br /&gt;
&lt;br /&gt;
I'd like to add my gold to the bounty on him. - Rozen&lt;br /&gt;
&lt;br /&gt;
'''Sept 10, 2006'''&lt;br /&gt;
&lt;br /&gt;
1.I would like to welcome {{profile|1604|Patch}} the Pirate and {{profile|5447|LePreto}} to The Jolly Roger Gang. Men This means We've broken the 10 members mark! A jug of my own private rum for all members!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.I would like to annouce to all Pirates and to JRG members the Creation of a new Squad within the JRG. The Pirate Defence Force!! The PDF will be lead by the Slayer of Pker's {{profile|4862|Rozen}}. It will be part of the JRG to help protect players in and around the shipwreck. any member of the JRG who would like to be a part of this please talk to {{profile|4862|Rozen}} or me.''' The PDF is NOT a sperate clan but a sub-branch of the JRG you must be a member of the JRG to be on the PDF.&lt;br /&gt;
&lt;br /&gt;
3.'''I need all clan members to meet me in game at the traders hut. I have important clan dealings I need to go over with you all.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sept 9, 2006'''&lt;br /&gt;
Still without contact with the main branch of the gang, {{profile|5195|Havokk}} has been making attempts to recruit people and keep himself safe as well as the lost pirates around him.&lt;br /&gt;
&lt;br /&gt;
'''Sept 6, 2006'''&lt;br /&gt;
On his way to the raid {{profile|5195|Havokk}} saw some nearby sport and went hunting, to find himself extremely lost, but met up with a fellow pirate named {{profile|5338|Reaper}}. With his natural born ability to pursuade, {{profile|5195|Havokk}} Encouraged him to join the group and now both are currently training, but are at the moment cut off from any info on how the raid is going, and will be trying to find a way back to the shipwreck and possibly to rejoing the raid party again...&lt;br /&gt;
&lt;br /&gt;
'''Sept 5, 2006'''&lt;br /&gt;
We add our ninth member to the gang!!! Welcome to&lt;br /&gt;
{{profile|3171|b4ll54ck kill3r}}!!!!&lt;br /&gt;
&lt;br /&gt;
'''Sept 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
HAHAHA! A new pirate has joined us!! welcome to {{profile|5338|Reaper}}&lt;br /&gt;
&lt;br /&gt;
ATTENTION MEN!!! I've heard reports that Capt. Whitney of the Hellborn Strumpet has allowed his men onto the killing fields of Dalpok. Expect a few more pirates to partake in the pillage.&lt;br /&gt;
&lt;br /&gt;
'''Sept 2, 2006'''&lt;br /&gt;
&lt;br /&gt;
The Gang has added another to our foul smelling fold A harty welcome to{{profile|4269|Petedotnu}}.&lt;br /&gt;
&lt;br /&gt;
'''Sept 1. 2006'''&lt;br /&gt;
&lt;br /&gt;
The Raid on Dalpok has started! All pirates who have signed should move their rum smelling arse over to Dalpok to kill Natives!!&lt;br /&gt;
&lt;br /&gt;
''' August 31,2006'''&lt;br /&gt;
&lt;br /&gt;
Ahoy! We have new members in our Jolly gang, A warm welcome to {{profile|5239|Necropolis123}} and {{profile|4770|FirstAmongstDaves}}&lt;br /&gt;
&lt;br /&gt;
''' August 29, 2006'''&lt;br /&gt;
&lt;br /&gt;
A warm welcome to new gang member {{profile|5188|Daralan}} &lt;br /&gt;
&lt;br /&gt;
''' August 28, 2006'''&lt;br /&gt;
 &lt;br /&gt;
We would like to welcome new members {{profile|5079|Sknig}}and {{profile|5195|Havokk}} to our Ranks. &lt;br /&gt;
&lt;br /&gt;
''' August 26, 2006'''&lt;br /&gt;
&lt;br /&gt;
After being killed by Native gimbo, Mr. Edwards has returned to Shipwreck to find willing pirates to partake in the Dalpok Raid. We hope to have a two pronged attack from Shipwreck and Durham.&lt;br /&gt;
&lt;br /&gt;
'''Augest 23, 2006'''&lt;br /&gt;
&lt;br /&gt;
Mr. Edwards is in Durham getting outsider support for a Dalpok raid. Sign up on the wiki or 1 square North-West of the Durham Pistoleers HQ. &lt;br /&gt;
&lt;br /&gt;
'''August 6, 2006'''&lt;br /&gt;
&lt;br /&gt;
Clan is offical! Sign-Up now!&lt;br /&gt;
&lt;br /&gt;
== The Gang ==&lt;br /&gt;
* {{profile|4251|Michael Edwards}} - founder and leader&lt;br /&gt;
* {{profile|5079|Sknig}} - The Noodly Appendage of Our Delicious Master, the Flying Spaghetti Monster&lt;br /&gt;
* {{profile|5195|Havokk}} - Havokk o' Havoc &lt;br /&gt;
* {{profile|5188|Daralan}} -&lt;br /&gt;
* {{profile|5239|Necropolis123}} - The Harbinger of Death&lt;br /&gt;
* {{profile|4770|FirstAmongstDaves}} - Gargler of Lukewarm Blood&lt;br /&gt;
* {{profile|4269|Petedotnu}} -&lt;br /&gt;
* {{profile|5338|Reaper}} - Lover of The Pillage &lt;br /&gt;
* {{profile|4862|Rozen}} - Slayer of Pker's, leader of the PDF&lt;br /&gt;
* {{profile|1604|Patch}} -&lt;br /&gt;
* {{profile|5447|LePreto}} - Terror of the Tamanca&lt;br /&gt;
* {{profile|2480|Zom-VLD}} - Rum-sloshing Booty Master&lt;br /&gt;
* {{profile|5578|Timothy Trust}} - Bane of all zombie parrots&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10827</id>
		<title>Talk:The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10827"/>
		<updated>2006-11-03T15:35:52Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arrr! All this talk o' wenches and giving natives smallpox has piqued me interest, matey! Count me in!--[[User:Wifey|Wifey]] 06:34, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Avast! Ye Jolly Roger, she be a mite large. With yer blessin' I reckon I can shrink it down a tad and place it fancy like in yer clanbox. --[[User:Lint|Lint]] 03:28, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Tcho Arr Everett or whatever his name is is with the Royal Expedition. I thought he was with us? His name is on the manifest. I don't know... '''Captain Dan/Surgeon''' &lt;br /&gt;
&lt;br /&gt;
- Mr. Everett is a member of the crew as there is precedent in other cases of persons who hold dual citizenship with many nations. &lt;br /&gt;
&lt;br /&gt;
== Glad to see the Vendetta ==&lt;br /&gt;
Ahoy! Captian glad to see that ya finally attacking those anti-pirate Yorkers. I be having some o my men heading south, Ya can trust them ta help ya out.--[[User:Michael edwards|Michael edwards]] 00:26, 3 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
We'll be waiting for you seadogs. Can't wait to kill the Captain for the Third Time. I'm waiting for you Captain Dan. The Headhunters got you this time but you won't escape that easily. As for the JRG, we'll be ready to cut them to pieces just like we did to the MG pirates. See you in York!--[[User:Serious Sam|SeriousSam]]&lt;br /&gt;
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== Treachery in the clan ==&lt;br /&gt;
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Captain Whitney and all other clan members, my name is kjacobso (http://www.shartak.com/profile.cgi?id=4344) and I am a loyal member of the Scurvey Crew. On 08/18/2006 I was ruthlessly attacked and murdered by a fellow crew member, Sigfrid (http://www.shartak.com/profile.cgi?id=1567).  This attack was unprovoked and I ask that appropriate action be taken.  Here is an ingame-shot (http://pichostwizard.com/show.php?id=257244).  Thank you.&lt;br /&gt;
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Yarr, I been paid by [[User:Gandhi|Gandhi]] of the [[Royal Expedition]] to aid in destabilizing ye crew. The leader of the mutiny be Johnny Bullocks. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 18:28, 4 October 2006 (UTC)&lt;br /&gt;
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I can assure you the Royal Expedition had no such intentions, and I nor any other member of the RE ever paid B4ll54ck_kill3r to destabilize your Crew.  B4ll54ck_kill3r has defaced the Royal Expedition wiki multiple times and has spread lies and rumors about RE members.  I speak for the Royal Expedition when I say B4ll54ck_kill3r is a menace and has not a single metric unit of truth or honor in his bones.  We are currently trying to ban him from the wiki to prevent lies about other clans from being spread and causing more damage.  [[User:Gandhi|Gandhi]] 21:03, 5 October 2006 (UTC)&lt;br /&gt;
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[[User:Gandhi|Gandhi]] be the very man who paid me to do 'uch deeds! He put a 50 coin 'ounty on me 'ead. [[User:B4ll54ck kill3r|B4ll54ck kill3r]] 15:49, 8 October 2006 (UTC)&lt;br /&gt;
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Any mutineers will have to go through me and half the crew to reach the Cap'n. And Gandhi, if I find anything different from what you say, you will see me after the raid. '''Captain Dan'''&lt;br /&gt;
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I assure you Captain, I have never paid nor will ever pay B4ll54ck kill3r to harm a pirate, native, outsider, or anything for that matter.  Why would I pay him to kill either you or any other crew member when I can do so completely under my own ability?!  I would be deeply offended if you took B4ll54ck kill3r's word over mine, especially given the current peace between the Scurvy Crew and the Royal Expedition. [[User:Gandhi|Gandhi]] 17:51, 10 October 2006 (UTC)&lt;br /&gt;
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And who are we to believe Gandhi? You or one of our own? Would you believe me other one such as LessThenLethal or another of your brothers? And does it not say in your Wiki profile that you specalize in Espionage? That, if I am not mistaken, is the act of spying, spreading disorder and '''destabilizing''' the enemy? Quite honestly, I don't believe you, and I don't want to either. I value pirates over outsiders, especialy Yorkmen, who are known for their prejudice against our kind. So, in short, why in all of the rumless hell should we believe you or your group? '''Captain Dan'''&lt;br /&gt;
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Oh, and you mentioned it being in your ability to slay me? I seriously doupt that any Yorkman will ever outskill a Man of the Strumpet and certainly will never outfight me and escape with his life. And, ''speaking for myself and not the Crew'', I don't trust you at all. '''Captain Dan'''&lt;br /&gt;
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Captain, I can assure you that the Royal Expedition has no need or desire to engage in such underhanded activity against your clan.  --[[User:Gitboy|Less Than Lethal]] 20:59, 12 October 2006 (UTC)&lt;br /&gt;
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One of your own kind?  If you check the history of your own wiki, you will learn that B4ll54ck kill3r was once a member of the Scurvy Crew, then suddenly left the clan to join the Jolly Roger Gang, and then left that clan to remain independent.  I wonder how you can call this man &amp;quot;one of your own.&amp;quot;  And as to me being able to kill you Captain Dan, I am referring to the discourse we had on the Western Isle during the conflict between our clans.  I killed you once, but only while the conflict was escalating.  Once you returned to the Isle, I had the opportunity to take you and Tyler Whitney out with my sword, but instead used diplomacy.  Our clans found common ground in securing the Western Isle as a safe haven to all citizens of Shartak.  Do our peaceful efforts mean nothing to you?  I have no desire to harm the Scurvy Crew or any of its member.  If you cannot see that, I consider all of the constructive work to make the Western Isle a peaceful haven for all nothing but a waste of time.  Please realize what you are suggesting, and that B4ll54ck kill3r is merely a lying nuisance that should be banned from the wiki and Shartak. [[User:Gandhi|Gandhi]] 23:35, 12 October 2006 (UTC)&lt;br /&gt;
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The Yorkman asked me to comment and you'll be able to see my response in the next issue. Basically, I'm saying why the hell we should believe a guy who says he was paid to kill us? I also highly doubt him given the admirable display of bare-knuckled diplomacy that resulted in the Non-Aggression Zone around New Tortuga/&amp;quot;Unity Island.&amp;quot; And if they wanted to hit us I'd like to think one of the oldest and largest outsider groups on the island would have the huevos to do the dirty work themselves. Not hire some clanless joker to pk the nearest Scurvy Crew member and make an ass of himself on the wiki. Mr. Dan, your eagerness to protect a percieved member of the crew from slander is admirable, but consult with your other crewmates before threatening violence with another clan. [[User:Tyler Whitney|Tyler Whitney]] 12:12, 13 October 2006 (UTC)&lt;br /&gt;
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I was not threatening the RE, but more or less Gandhi. As for this matter, my pride is hurt, but it also demands an apology. Gandhi, too you I offer an apology for my rudeness which could have destroyed what careful negotiations had built. To the Captain, I offer an apology for straying into matters outside that of a Surgeon's duty or a Surgeon's knowledge. And too the RE, I hope I never have to talk to any member of the group again, as all I can manage is unnneeded aggression. And as for you, B4ll54ck kill3r, I stood up for you and lost some of my honour. As far as I am concerned, you are no longer one of my blood brothers. I will say no more on the matter, as a Surgeon should not care or be needed in the running of a Ship, esspecialy one as dignified as the Strumpet. Again, my apologies to all... '''Captain Dan'''&lt;br /&gt;
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Thank you for seeing the true nature of this conflict.  To Captain Dan, in retrospect I too offer my apologies for the unkind exchanges made both here and on the Western Isle.  In the context of war or conflict, it's easy to forget who your opponents are and to treat them with respect.  I can ensure that any further discourse between the Scurvy Crew and I will be nothing but tasteful and professional. [[User:Gandhi|Gandhi]] 14:45, 14 October 2006 (UTC)&lt;br /&gt;
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== Intelligence ==&lt;br /&gt;
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Captain Dan here. I decided that we ought to have some way to keep up on the other groups so we can neutralize threat, keep alliances going and the such that the Captain could look at quickly and help decide what to do next. Just add your bit of info.&lt;br /&gt;
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*A new group called the &amp;quot;Pirate Hunters&amp;quot;. Small and new, no need to worry, but maybe we should deal with it before it becomes a problem. I can't locate it though, maybe we could hire the mercenart Guild... '''Captain Dan'''&lt;br /&gt;
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As has already been elaborated on, the Captain has invoked the right of Parley with one anti-pirate group (although they have yet to respond). There is the possibility that New Tortuga may become a pan-Shartak summit of interested Pirate and Outsider groups who wish to determine each others' exact allegiances and spheres of influence. More on this possibility to come... &lt;br /&gt;
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== The Route to Raktam ==&lt;br /&gt;
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Aye, note from the Boatswain - as we are going to burn down Raktam, the route from the deck is 58 paces due SE,145 paces E and 15 paces SE&lt;br /&gt;
:Why Raktam? Why not Dalpok? Is not Dalpok closer? And we already have a road leading straight to Dalpok from the ship! It's scarcely two days' walk.--[[User:Wifey|Wifey]] 23:14, 23 April 2006 (BST)&lt;br /&gt;
::As it wasn't my decision I am only giving the route... talk to the Captain for details.--[[User:Xintlaer|Xintlaer]]&lt;br /&gt;
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== Impersonation of the Captain ==&lt;br /&gt;
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Captain, some mangy dog has called himself 'Tyler Whitey' in a cheap impersonation of yourself. Do you know anything about this? '''Captain Dan'''&lt;br /&gt;
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&amp;quot;Tyler Whitey&amp;quot; merely be ICDIF with lifts to make him appear taller and more threatening and, hrm... &amp;quot;Stuffing&amp;quot; to disguise his other obvious inadequacies.&lt;br /&gt;
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== The Battle of Dalpok ==&lt;br /&gt;
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Argh, having just joined the Scurvy Crew meself, I'm proud t' report me first kill for you lads is none other than Xyu. I [http://i55.photobucket.com/albums/g138/Rip_Purr/Shartak%20screens/Xyuscalp.jpg nabbed] him just off the road to [[Dalpok]]. We've set up a bit of a camp, and are guerilla-ing it back and forth. - Wolverine.&lt;br /&gt;
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Well done! Xyu is also the name of a player who started the Mal Tour 06 in Urban Dead. Well done! Captain '''Dan/Surgeon'''&lt;br /&gt;
: Wow! I was going to mention that I was wondering if it was him, but I thought it best not to mention UD as if everyone played it, because that would be bad form. I hope it was him, though such a legend should have had more skills than Close Combat and Advanced CC. -Wolverine&lt;br /&gt;
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Secured a hut to the very South West. Moving to take control of their armoury. '''Captain Dan/Surgeon'''&lt;br /&gt;
:Bugger. I took one out then got hit. Will be at the hut soonish I hope. -'''Wolverine'''&lt;br /&gt;
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Armoury secured. Need more men. Whos supposed to be leading the raid? '''Captain Dan/Surgeon'''&lt;br /&gt;
:Yarr, Cap'n, I've come to bolster your security. All priates heading to Dalpok, get to the South West most hut. Tis offering good protection. Do we have a forum for this sort of thing? -'''Wolverine'''&lt;br /&gt;
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Blow me away, I be not a good geography plotter! The hut we are all in is somewhere along the western side. The armourie is captured, but can't be defended. I NEED MORE MEN TO HELP ME!!! As this is also to get our name recognised, I've been writing on all the Empty Huts &amp;quot;Hut has been taken by the Men of the Strumpet!&amp;quot; (Do pirates have medals? 'Cause I damn well diserve one!!!) '''Captain Dan/Surgeon'''&lt;br /&gt;
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To anyone in Dalpok, aim for the Shaman!!! '''Captain Dan/Surgeon'''&lt;br /&gt;
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WHICH GOD FORSHAKEN BASTARD CARVED THIS INTO THE GROUND BY ME?!!! &amp;quot;This is where Captain Dan lost his anal virginity.&amp;quot; I CHALLENGE WHOEVER IT WAS TO SINGLE COMBAT AFTER THE BATTLE OF DALPOK! '''Captain Dan/Surgeon'''&lt;br /&gt;
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Excellent work on the raid! The Captain would will that it continue, except that since there's no way to really occupy a village due to the presence of the shamen. There's also been a flood of new crew members (at the rate of 1-2 a day) since the clans feature was upgraded. To encourage further additions to the ranks, and so the Natives in Wicksick and Raktam don't start thinking that the Scurvy Crew is a &amp;quot;Dalpok problem&amp;quot; we're going to take advantage of our new numbers and start attacking other villages. Two weeks is long enough for a raid anyhow. The Captain is open to suggestions as to which should be our next target. Something with an established group of defenders (like the Wicksick Headhunters or Raktamites) would seem most likely.- Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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A possibility that has been brought up by members of the crew who shall remain nameless is that the Scurvey Crew's next raid should be an outsider village. Why? Because we're pirates. Yar... This would have a large effect on the crew and relations between pirates and outsiders as a whole. Many crew members who have only recently signed up might be less willing to attack their outsider cousins than the stinking natives. Attacking York or Deby would also make it more difficult for any pirate to travel or trade there. The Captain wills that the matter be opened to debate within the crew. &lt;br /&gt;
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It has also been suggested that we start charging protection money from villages we don't raid, or that we continue raiding them until we are paid. The Captain has already grown quite fond of this idea, but would like to hear from the rest of the crew. There are other matters to consider, such as (most importantly) how much do we charge? Which representatives will pay us and who will collect the loot? In true pirate fashion the Captain would collect and distribute whatever booty collected, but how would we decide on each pirate's share? Discuss... -Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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:Perhaps in true pirate fashion, the Captain could divvy out an arbitrary amount in advance to each pirate, or pay each pirate for their service upon the initiation of village-pillaging activities. After that, pillaging would continue until locals have given the Captain enough gold to persuade him to call off the raid. So if one local wanted to cover for all the rest, they could pay a full amount. If no local wanted to pay, the raid would continue until the Captain got bored. A friendly pirate crew might give advance warning, e.g., &amp;quot;we're going to raid York next Friday, and kill everyone in the Colonial Police, unless the Captain receives 45 gc by Thursday midnight...&amp;quot; --[[User:Tycho44|Tycho44]] 07:53, 15 June 2006 (BST)&lt;br /&gt;
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I have asked this on the page, but do I count as a senior member? I believe that I fought harder then most in Dalpok, only being beaten by the Captain and equaled with Wolverine. I would not fail you, and would not require any reward for my service. I am a Surgeon, I know, but... you decide Captain...&lt;br /&gt;
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I belive it is wrong to upset the Pirate/Outsider balance. It would be stupid and unnescary to annoy such powerful adversarys. Natives r one thing, but outsiders... It would be silly.&lt;br /&gt;
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'''Captain Dan/ Surgeon'''&lt;br /&gt;
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== Pirate on Pirate crime Policy ==&lt;br /&gt;
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Garr, does the captain have a policy regarding fellow pirates who slaughter our crew? --b4ll54ck kill3r&lt;br /&gt;
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Why do you ask? '''Captain Dan/Surgeon'''&lt;br /&gt;
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I was killed by ICDFIFiringSquad, a fellow pirate. '''b4ll54ck kill3r'''&lt;br /&gt;
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The mangy dog be back? I fought I took all the fight out of him when I ripped his balls off in our previous encounter. Just ignore em, and kill em if yee can! '''Captain Dan/Surgeon'''&lt;br /&gt;
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I'd normally say Pirate v. Pirate brawling is between the two pirates but ye have liberty to murder Firingsquad if ye wish it. -The Captain.&lt;br /&gt;
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October 24, 2006 - James Norrington had the dastardly nerve to attack me in the hold of our very own ship. &lt;br /&gt;
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http://www.shartak.com/profile.cgi?id=4997&lt;br /&gt;
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I encourage all good Strumpet men to seek this man out and kill him.&lt;br /&gt;
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== A Bounty on my Head? ==&lt;br /&gt;
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I had just reached York, and some guy called oden147(not sure if the number is right) attacked me saying there me a bounty on my here head. Any one got any imfomation on this? '''Captain Dan/Surgeon'''&lt;br /&gt;
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:See [[Order of Patriots#Bounties]]. According to [[Talk:Order_of_Patriots|the talk page]], [http://www.shartak.com/profile.cgi?id=1467 oden184] claimed your kill and was paid for it. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:37, 27 June 2006 (UTC)&lt;br /&gt;
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== additon by Anne Bonney == not knowing how else to communicate what has occurred  see&lt;br /&gt;
http://www.shartak.com/profile.cgi?id=1553 Stortebecker is a pirate killer, he has killed an even dozen - including most recently our little 'borntokill'  - and as such I killed him. I know nothing of the badhammer case.- (moved by the captain from the front page to discussion)&lt;br /&gt;
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== Dalpok Raid ==&lt;br /&gt;
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I didn't know if we should keep this tally as part of the crew's history or not. If anyone wanted to see how many each crewmember has killed they could always just look at their profile so it seemed less important. In any case each raid's total will be a permenant part of the main page.&lt;br /&gt;
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Just set this up so we could keep track of how many natives we get on THIS trip to Dalpok. Put your count next to your name. Captain Dan/Surgeon &lt;br /&gt;
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Tyler Whitney: Total is now five with many more bloodied in the night. &lt;br /&gt;
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Johny Bollocks: &lt;br /&gt;
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Rob Cath: 6 &lt;br /&gt;
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Teach: &lt;br /&gt;
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Captain Dan: 7 (10 times dead!!! Coming back to the Strumpet to guard it.) &lt;br /&gt;
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Rob Da Blade: 5 (Not one death so far!) &lt;br /&gt;
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Xintlaer: That'll be 9 mateys... &lt;br /&gt;
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Wifey: &lt;br /&gt;
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Wolverine: 4 (Tis funny how we run so hard into battle after dying) &lt;br /&gt;
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Baron Von Roeboat: &lt;br /&gt;
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badhammer: &lt;br /&gt;
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Pieman: &lt;br /&gt;
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Tycho &amp;quot;Yarr&amp;quot; Everett: 0 (altho one native looked nigh unto fainting in terror when I lay into the trader with my driftwood) &lt;br /&gt;
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Born to Kill: &lt;br /&gt;
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Dr Capitalism: &lt;br /&gt;
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Crimson Jake: &lt;br /&gt;
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Sigfrid: &lt;br /&gt;
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Anne Bonny: 5 &lt;br /&gt;
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Axelius: &lt;br /&gt;
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OpiumJoe: 4 &lt;br /&gt;
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Irene: 1&lt;br /&gt;
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== Before the raid ==&lt;br /&gt;
Be sure to check out the next Pirates of the Carribbean movie. If only to improve your pirate vocabulary, savvy?&lt;br /&gt;
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During the last raid several pirates hid in the high grass west of Dalpok to pounce on the village like lions in the savanna before withdrawing at the end of the day. The benefits of this were that it would take a dedicated tracker to follow the footsteps back to a bloody, sleeping pirate. This of course means one must spend more ap charging into the village and withdrawing each day but it usually means fewer pirate deaths. The Captain only died two or three times during the entire Dalpok raid! &lt;br /&gt;
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It also be the Captain's will that the crew use wandering shamans (shamen?) exclusively during this raid to cut down on time spent running through the jungle.&lt;br /&gt;
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== Raiders ==&lt;br /&gt;
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Wondering if you fellows would like to subscribe to this umbrella group? All we live for is organizing raids on Natives and stealing their gold! --[[User:Maestro Raider|Maestro Raider]] 18:20, 6 July 2006 (UTC)&lt;br /&gt;
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Tis not my place to say, but it twould be rude not to respond. I'm sure that the Captain would be pleased to have your group as an alliance or something of the likes. Please wait for the Captain to respond before making any assomtions, but I'm pretty sure he would welcome the friendship. Captain Dan/Surgeon&lt;br /&gt;
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== Congratulations for killing Foo Fighter ==&lt;br /&gt;
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Captain Dan managed to kill me yesterday, after I chopped him down to 30 HP and fell asleep for some reason. When he logged in, he payed me back in the same currency and sent me to the spirits. My congratulations for that one. Maybe the captain may mention as well that he got chopped down short time afterwards by a fellow headhunter, Crotchbat, who had followed my newsgroup warcry.--[[User:Foo Fighter|Foo Fighter]] 16:43, 13 July 2006 (UTC)&lt;br /&gt;
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Its good to see some civilised brutal killers amongsted the natives. My congratulations to Crotchbat. He is a continuing nuisance and a worthy foe, and so is my nest target. I hope to see ye both in Wiksik. And yes I was cut down, but death is nothing to me. I fight for the pure reason to die and come back to fight for the crew. '''Captain Dan/Surgeon''' Let it be known, I am no Captain. I serve Tyler Whitney and the rest of the crew, and do not wish to be Captain.&lt;br /&gt;
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Well, if we want to go into technicalities - I am not the fucking leader of the WickSick Headhunters; we are egalitarian and go to great lengths to avoid leaders. Thank you. --[[User:Foo Fighter|Foo Fighter]] 17:48, 14 July 2006 (UTC)&lt;br /&gt;
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I avoid being called a Captain because I am not and I have no wish to be. And if ye wish to be using language like that, save it for the raid, ye rumless, monkey fucking native. '''Captain Dan/Surgeon'''&lt;br /&gt;
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There is a difference between swearing and calling someone a sodomist, but you don't seem to get it. --[[User:Foo Fighter|Foo Fighter]] 12:18, 15 July 2006 (UTC)&lt;br /&gt;
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I have no idea what sodomist is, but I'll take as an insult. I'll see you in Wiksik. '''Captain Dan/Surgeon'''&lt;br /&gt;
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== Pirate drawing ritual in Wiksik ==&lt;br /&gt;
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That was very cute natives... I am a little disappointed that things seem to have gotten personal between certain members and their native counterparts. We do not hold anything against the natives personally. They are merely our natural prey. After all, what peace can there be between sheep and lions? As for rarely seeing us, well wiksik isn't exactly a thriving metropolis. Hardly anybody seems to be lingering outside and most of the huts are empty. That's not quite the experience we had in Dalpok where there were over a dozen natives lingering at the shaman or around the village at any given time. The goal of Scurvy Crew raids is also not one of occupation, merely murder and plundering. Crewmembers are encouraged to pounce on the natives, then withdraw back into the jungle to spend the rest of the day drinking rum and sharpening their cutlasses. This might explain to the easily confused why there's no permenant Scurvy Crew presence in the village. - [http://www.shartak.com/profile.cgi?id=242 The Captain]&lt;br /&gt;
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A pity you deleted all of the ritual, so the context of your letter will remain unknown. We never expected you to occupy Wiksik. The purpose was to attract and kill more of your kind, since we got a bit bored. And it just worked well, seeing how one of your underlings fell to the machete of Wambayak yesterday and yourself to my machete today. --[[User:Foo Fighter|Foo Fighter]] 09:50, 28 July 2006 (UTC)&lt;br /&gt;
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== The Case of Mr. Badhammer ==&lt;br /&gt;
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Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
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The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
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== MR. BADHAMMER!! ==&lt;br /&gt;
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You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
&lt;br /&gt;
Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
&lt;br /&gt;
I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
OI!!! cap'n can I get m' job back as Quartermaster? i took m' punishment an' i rallied the lot o' th' crew into the pillagin' dogs o' war we be. an my cutlass be loyal t' yer orders. i am more scurvy of a dog than jus' an able bodied sea man, i be a master o' quarters an such. yarrr. i be seein ye' at new toruga mate.--[[User:Badhammer|Badhammer]] 04:45, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Bring the Crew 5 ears of native pirate-killers and you can resume your former duties. Ears in this case being links to their profiles demonstrating they kill pirates and the standard timestamps proving you killed them. There'll be plenty of opportunities for this in Dalpok or anywhere else you wish to go.-[http://www.shartak.com/profile.cgi?id=242 The Captain] &lt;br /&gt;
&lt;br /&gt;
== The Yorkman - New Tortuga ==&lt;br /&gt;
&lt;br /&gt;
We're interested in running a story on the current situation regarding New Tortuga in the second issue of the Yorkman (to be published around 1st sept).  If any of you, espcially Captains Whitney or Dan, are willing to answer some questions about the island, your plans for it, and negotiations and relations with the Royal Expedition and the Discordians, please [[Special:Emailuser/The_Yorkman|e-mail]] us in the next few days. -- [[User:The Yorkman|The Yorkman]] 14:28, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Jolly Roger Gang's raid on Dalpok ==&lt;br /&gt;
&lt;br /&gt;
Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--[[User:Michael edwards|Michael edwards]] 00:17, 31 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyler Whitney:''' The Captain, in what can only be described as an act of thrilling heroics, slew [http://www.shartak.com/profile.cgi?id=1093 Foo Fighter] just as he was about to finish off Mr. Kill, the Cabin Boy. In real-time!! With Mr. Kill down to his last four hitpoints and Foo Fighter with a full 85! The Captain is more than pleased to mark this as his sixth kill of the Wicksick Raid.&lt;br /&gt;
&lt;br /&gt;
It seems the Wicksick Antidote Trust is guided less by a chief than by an even more uncivilized &amp;quot;communal&amp;quot; existence. As such Foo Fighter is merely one of the more active members. Not that this should interrupt our toasting his death...  &lt;br /&gt;
&lt;br /&gt;
As of the night of the 20th Your Captain has killed 7 Wicksickers&lt;br /&gt;
&lt;br /&gt;
'''Johny Bollocks:'''&lt;br /&gt;
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'''Rob Cath:''' &lt;br /&gt;
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'''Teach:'''&lt;br /&gt;
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'''Captain Dan: 6'''&lt;br /&gt;
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'''Rob Da Blade:''' &lt;br /&gt;
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'''Xintlaer:''' *... eight of them ended up in Davy Jones locker...&lt;br /&gt;
 &lt;br /&gt;
'''Wifey:'''&lt;br /&gt;
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'''Wolverine:''' &lt;br /&gt;
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'''Baron Von Roeboat:'''&lt;br /&gt;
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'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC) Badhammer's kills are at a lowly 4, i have been haunting the medicine hut for the last week. getting that extra level i wanted for expert tracking. harharhar, i'll be killing them tomorrow though! back to the flesh!--[[User:Badhammer|Badhammer]] 12:09, 23 July 2006 (UTC)&lt;br /&gt;
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'''Pieman:'''&lt;br /&gt;
&lt;br /&gt;
'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
&lt;br /&gt;
'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
OY! Cap'n! thanks fer killin' Foo Fighter! so m' kill count is currently at 8 as ov th' mornin' ov th' 23rd ov july. why arrr thar so many natives that be from somewhere else? i killed a level 26 shaman from dolpak and some rakamites! yarrrghh&lt;br /&gt;
This count is for Wiksikers ONLY! No other natives count. '''Captain Dan'''&lt;br /&gt;
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'''Dr Capitalism:'''&lt;br /&gt;
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'''Crimson Jake:'''&lt;br /&gt;
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'''Sigfrid:'''&lt;br /&gt;
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'''Anne Bonny:''' &lt;br /&gt;
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'''Axelius:'''&lt;br /&gt;
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'''OpiumJoe:''' 8 pairs of Wiksik ears be hung around me nethers.&lt;br /&gt;
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'''Irene:'''&lt;br /&gt;
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'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
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'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Captain comes to... ==&lt;br /&gt;
I apologize for my recent absence, I was distracted by visions of a zombie apocalypse far in the future brought on by a particularly sharp blow to the head from an elephant. Details can be found here: [http://wiki.urbandead.com/index.php/BBB Blackmore Bastard Brigade]. I would ask that all crewmembers immediately report in including their general location (don't be too specific, unfriendly eyes are watching) and important events of the past couple weeks. I'd specifically ask that instances of violence between the Royal Expedition and the Scurvy Crew be reported including which parties initiated hostilities in each instance. If possible I might ask for a blanket pardon for all clans involved so that we can restart things on the right footing. We're all outsiders after all and this whole deal was started with the best intentions.&lt;br /&gt;
&lt;br /&gt;
I was going to move the New Tortuga bit beneath the 2nd Dalpok raid bit but the Wicksick raid painting looks so goddamn good at the top of the page...&lt;br /&gt;
&lt;br /&gt;
The violence against the Royal's was my doing. Gandhi and LessthenLethal caused me personal offense. I take full responsability for my own and any of the crews actions as I laid down the first stroke. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
How exactly did they offend anyway? And you weren't the first, I got pked by an outsider my first visit to the island.&lt;br /&gt;
&lt;br /&gt;
They insulted my honour and they probably killed you as I killed 2 of them. '''Captain Dan'''&lt;br /&gt;
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== Ceasefire rejected, eh? ==&lt;br /&gt;
&lt;br /&gt;
I can understand why you rejected the ceasefire, Captain. I do, however, request a clarification. In your upcoming raid, am I to understand that you will only be attacking members of the Pirate Hunters and the Order of Patriots?  You will not be attacking members of the Colonial Police or non-aligned Yorkmen?&lt;br /&gt;
&lt;br /&gt;
== Threat on JRG Treasurer ==&lt;br /&gt;
&lt;br /&gt;
My Treasurer Zom-vld has brought me proof that one of your crew members named Xintlaer told other crewmembers that they should kill him. Zom escaped with little harm. I request to know why one of my men was attacked. If crew members of the Strumpet have a beef with JRG crew members they can be directed to me or the PDF. We will happily discuss any disputes.--[[User:Michael edwards|Michael edwards]] 15:35, 3 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Third_Battle_of_York&amp;diff=10790</id>
		<title>Talk:Third Battle of York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Third_Battle_of_York&amp;diff=10790"/>
		<updated>2006-11-01T02:24:15Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Like it===&lt;br /&gt;
&lt;br /&gt;
I like it we should do more of these history pages.--[[User:Michael edwards|Michael edwards]] 02:24, 1 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=10789</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=10789"/>
		<updated>2006-11-01T02:18:57Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Flintlocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad Robert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the absinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
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: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
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:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
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: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
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:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
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:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
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:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
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::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
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:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
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::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
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: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
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1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
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2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
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it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
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I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
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A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
&lt;br /&gt;
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
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=== The Bone Whistle ===&lt;br /&gt;
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I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
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It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
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Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
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---&lt;br /&gt;
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===Flintlocks===&lt;br /&gt;
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Weapon and Skills for it.&lt;br /&gt;
Note: Sorry about the bad formatting, i explain why i did it lower down. Can i employ someone to reformat it? i've got a fair few gold pieces.&lt;br /&gt;
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As simply put as I can put it:&lt;br /&gt;
Pirates suck compared to the other fighting classes. Our best attack is 45% for 3, a soldier's is 60% for 5. so i propose something to level the playing field, presenting, the Flintlock Pistol.&lt;br /&gt;
&lt;br /&gt;
+++Mechanics:&lt;br /&gt;
&lt;br /&gt;
-Half the inventory space of the rifle.&lt;br /&gt;
&lt;br /&gt;
-1 Shot loading.&lt;br /&gt;
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-0.5 AP to load. (or skill to make it so)&lt;br /&gt;
-4 damage.&lt;br /&gt;
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-Find in the Shipwreck's Armoury and (with less chance) the Large Cabin. &lt;br /&gt;
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-Also find in outsider camp's ammo hut with the same chance as in the Large Cabin. &lt;br /&gt;
&lt;br /&gt;
-Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
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+++Roleplaying and realism:&lt;br /&gt;
&lt;br /&gt;
-Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlock's and a rifle. (two in the boots, on the shins on the thighs and under the arms with a rifle in hand).&lt;br /&gt;
&lt;br /&gt;
-Pirates have always been seen with cutalss and one-shot pistol in hand. &lt;br /&gt;
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+++Skills:&lt;br /&gt;
&lt;br /&gt;
No Skill - 5% chance of hitting.&lt;br /&gt;
&lt;br /&gt;
Hunter Marksman (Scouts with outsider knowledge and Explorers) - + 20% to attack with a Flintlock.&lt;br /&gt;
&lt;br /&gt;
Pistol Marksmanship (Soldiers and Pirates)- + 20% to attack with a Flintlock Pistol. &lt;br /&gt;
&lt;br /&gt;
Advanced Pistol Marksmanship - + 20% to attack with a Flintlock Pistol.&lt;br /&gt;
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Flintlock Mastery - + 15% to attack with Flintlock Pistol. &lt;br /&gt;
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The weapon would cause pirates to be more effective in combat, add better RP elements and bring new skills into the game for maxed out players. &lt;br /&gt;
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So, suggestions please, i know every sea-dog out there will want it, what about you Yorkers? {{profile|4862|Rozen}} --[[User:Rozen|Rozen]] 15:16, 18 October 2006 (UTC)&lt;br /&gt;
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If you make the damage four, also now that I look at the hit rates more closely I think all non-pirates should be able to get a max hit%chance of 45 and pirates should be able to max out around 60% you got yourslef a deal! The reason I like this is because it's not pirate &amp;quot;exculsive&amp;quot; Scouts and scientists can also gain that little extra pop to their punch. I think that it helps offsets the rifle which is really only for soliders. Now some may say the &amp;quot;Pirates have the highest HP they don't need anything else.&amp;quot; Well I beg to differ I've been killed very offen by high level soliders with all thier marksman skills. The flintlock In my opion will help add flavor to Shartak for all non solider outsiders.:)--[[User:Michael edwards|Michael edwards]] 00:40, 19 October 2006 (UTC)&lt;br /&gt;
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Now, will someone please program this into the game?  [[User:Rozen|Rozen]]&lt;br /&gt;
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I agree with Mike Edwards, let pirates be able to max out simularly to soldiers, with other outsiders only being able to get up to 45% chance to hit, and 4 damage sounds good. Majestic[[User:Ninja|Ninja]] (A,K,A: Captain Dan.)&lt;br /&gt;
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Sounds OK to me, the correct adjustments have been made. now, how do we get them to program it? ;) [[User:Rozen|Rozen]]&lt;br /&gt;
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:It's ultimately up to Simon.  By placing it on the Wiki, you've put it out there for him to consider.  However, he's the one who chooses what goes in and what doesn't. Also, could you reorganize this to fit the standard lay out? It's hard to read.[[User:Black Joe|Black Joe]]&lt;br /&gt;
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I think that this idea is worthy of being programmed into Shartak. I think that the ammo purse is a good idea, although on the downside, you'd have to spend 1 AP just loading it and just for one shot, so how the &amp;quot;Flintlock Mastery&amp;quot; skill also includes that it only takes .5 AP to reload the gun? Or possibly perhaps a whole new skill that allows for .5 AP to be spent per bullet you load. -[[User:Che|Che]] 22:42, 30 October 2006 (UTC)&lt;br /&gt;
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How about a skill called &amp;quot;quickshot&amp;quot; Any character can buy it. It would come in between when Non-pirates and pirate max out.--[[User:Michael edwards|Michael edwards]] 03:07, 31 October 2006 (UTC)&lt;br /&gt;
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What do you mean captain? Thanks Che, as a non-pirate i appreciate your positive feedback, and the ideas are good, i've put the 0.5 AP in. To Black Joe, i tried to do it on the standard layout, but all sorts of problems came up like the coding not underlining properly, or making massive gaps in the text. I'm sure i did something wrong, obviously, but it hurt my head to try and figure out what went wrong ;) It may seem like i gave up after not trying, but i did have a good hour and half at it and i've never been a good programer. And if Simon is reading, when i was refering to 'them' earlier, it wasn't disrespectful...pirates honor. [[User:Rozen|Rozen]]&lt;br /&gt;
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Just put quickshot after hunter marksman is all--[[User:Michael edwards|Michael edwards]] 02:18, 1 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_006&amp;diff=10788</id>
		<title>Talk:The Yorkman/Issue 006</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_006&amp;diff=10788"/>
		<updated>2006-11-01T02:10:58Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Jolly Roger Gang Declare Derby Truce */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion==&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
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===Invasion?===&lt;br /&gt;
===Barricades on the Last Chance Highway===&lt;br /&gt;
===Jolly Roger Gang Declare Derby Truce===&lt;br /&gt;
&amp;quot;by accosting and neutralising any pirates they find in possesion of medical supplies with possible intent to abuse said supplies.&amp;quot;- Futher proof that York and the Order would love to see the shipwreck void of needed supplies and having Pirates be their lackeys. The good men and women of the Shipwreck Know the Jolly Roger Gang's true goals, To give power to Shipwreck and it's peoples! signed--[[User:Michael edwards|Michael edwards]] 02:10, 1 November 2006 (UTC)&lt;br /&gt;
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===The Situation in York===&lt;br /&gt;
Um, I requested anymomity!  (I've edited it myself, hopefully quickly enough).&lt;br /&gt;
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===Patriots Honour Defenders of York===&lt;br /&gt;
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===Native Shamen May be to Blame for Wave of 'Unstoppable' Animals===&lt;br /&gt;
===Ads===&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=10765</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=10765"/>
		<updated>2006-10-31T03:07:16Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Flintlocks */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
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== Items ==&lt;br /&gt;
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=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad Robert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the absinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
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''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
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I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
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: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
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:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
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: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
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:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
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:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
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:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
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::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
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:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
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::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
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: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
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1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
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2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
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it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
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I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
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A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
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:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
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=== The Bone Whistle ===&lt;br /&gt;
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I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
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It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
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Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
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---&lt;br /&gt;
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===Flintlocks===&lt;br /&gt;
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Weapon and Skills for it.&lt;br /&gt;
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As simply put as I can put it:&lt;br /&gt;
Pirates suck compared to the other fighting classes. Our best attack is 45% for 3, a soldier's is 60% for 5. so i propose something to level the playing field, presenting, the Flintlock Pistol.&lt;br /&gt;
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+++Mechanics:&lt;br /&gt;
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-Half the inventory space of the rifle.&lt;br /&gt;
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-1 Shot loading.&lt;br /&gt;
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-4 damage.&lt;br /&gt;
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-Find in the Shipwreck's Armoury and (with less chance) the Large Cabin. &lt;br /&gt;
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-Also find in outsider camp's ammo hut with the same chance as in the Large Cabin. &lt;br /&gt;
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-Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
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+++Roleplaying and realism:&lt;br /&gt;
&lt;br /&gt;
-Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlock's and a rifle. (two in the boots, on the shins on the thighs and under the arms with a rifle in hand).&lt;br /&gt;
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-Pirates have always been seen with cutalss and one-shot pistol in hand. &lt;br /&gt;
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+++Skills:&lt;br /&gt;
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No Skill - 5% chance of hitting.&lt;br /&gt;
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Hunter Marksman (Scouts with outsider knowledge and Explorers) - + 20% to attack with a Flintlock.&lt;br /&gt;
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Pistol Marksmanship (Soldiers and Pirates)- + 20% to attack with a Flintlock Pistol. &lt;br /&gt;
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Advanced Pistol Marksmanship - + 20% to attack with a Flintlock Pistol.&lt;br /&gt;
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Flintlock Mastery - + 15% to attack with Flintlock Pistol. &lt;br /&gt;
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The weapon would cause pirates to be more effective in combat, add better RP elements and bring new skills into the game for maxed out players. &lt;br /&gt;
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So, suggestions please, i know every sea-dog out there will want it, what about you Yorkers? {{profile|4862|Rozen}} --[[User:Rozen|Rozen]] 15:16, 18 October 2006 (UTC)&lt;br /&gt;
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If you make the damage four, also now that I look at the hit rates more closely I think all non-pirates should be able to get a max hit%chance of 45 and pirates should be able to max out around 60% you got yourslef a deal! The reason I like this is because it's not pirate &amp;quot;exculsive&amp;quot; Scouts and scientists can also gain that little extra pop to their punch. I think that it helps offsets the rifle which is really only for soliders. Now some may say the &amp;quot;Pirates have the highest HP they don't need anything else.&amp;quot; Well I beg to differ I've been killed very offen by high level soliders with all thier marksman skills. The flintlock In my opion will help add flavor to Shartak for all non solider outsiders.:)--[[User:Michael edwards|Michael edwards]] 00:40, 19 October 2006 (UTC)&lt;br /&gt;
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Now, will someone please program this into the game?  [[User:Rozen|Rozen]]&lt;br /&gt;
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I agree with Mike Edwards, let pirates be able to max out simularly to soldiers, with other outsiders only being able to get up to 45% chance to hit, and 4 damage sounds good. Majestic[[User:Ninja|Ninja]] (A,K,A: Captain Dan.)&lt;br /&gt;
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Sounds OK to me, the correct adjustments have been made. now, how do we get them to program it? ;) [[User:Rozen|Rozen]]&lt;br /&gt;
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:It's ultimately up to Simon.  By placing it on the Wiki, you've put it out there for him to consider.  However, he's the one who chooses what goes in and what doesn't. Also, could you reorganize this to fit the standard lay out? It's hard to read.[[User:Black Joe|Black Joe]]&lt;br /&gt;
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I think that this idea is worthy of being programmed into Shartak. I think that the ammo purse is a good idea, although on the downside, you'd have to spend 1 AP just loading it and just for one shot, so how the &amp;quot;Flintlock Mastery&amp;quot; skill also includes that it only takes .5 AP to reload the gun? Or possibly perhaps a whole new skill that allows for .5 AP to be spent per bullet you load. -[[User:Che|Che]] 22:42, 30 October 2006 (UTC)&lt;br /&gt;
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How about a skill called &amp;quot;quickshot&amp;quot; Any character can buy it. It would come in between when Non-pirates and pirate max out.--[[User:Michael edwards|Michael edwards]] 03:07, 31 October 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=10710</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=10710"/>
		<updated>2006-10-22T21:02:35Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Game Mechanics/ Clan powers */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
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This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
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Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
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* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
&lt;br /&gt;
this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
&lt;br /&gt;
25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
&lt;br /&gt;
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
&lt;br /&gt;
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
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:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
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Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
::I've been tormented by ghosts and I think that we need to capture them with cameras, forcing them to revive instead of letting them wander back into town.--[[User:Darkferret|Darkferret]] 02:33, 22 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
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*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
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The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
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suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
&lt;br /&gt;
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
&lt;br /&gt;
This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
&lt;br /&gt;
*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
&lt;br /&gt;
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Correcting imbalance|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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&lt;br /&gt;
===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
&lt;br /&gt;
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
&lt;br /&gt;
A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=10664</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=10664"/>
		<updated>2006-10-19T00:44:28Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Flintlocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad Robert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the absinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
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: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
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:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
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: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
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:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
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:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
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:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
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::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
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:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
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::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
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: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
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=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
* drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
* a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
* special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
**No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
***I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly.  Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as &amp;quot;Empty Inside&amp;quot; or &amp;quot;Shaman's Hut&amp;quot;.  --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
*Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me.  About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario.  According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island.  Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
**There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)&lt;br /&gt;
***According to the [http://www.itechsc.com/misc/shartak/ubermap/ uber map] there are three lakes (two are close to each other) in addition to the river, and a pond by Durham. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
* Refillable bottles and gourds added. Not sure about buff potions etc though. --[[User:Simon|Simon]] 19:29, 29 June 2006 (UTC)&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
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1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
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2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
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=== Ranged weapons ===&lt;br /&gt;
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I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf&lt;br /&gt;
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)&lt;br /&gt;
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)&lt;br /&gt;
**A bit of poison on that blowdart (1 hp dmg per move for 4 turns e.g.) would be nice. The current blowpipe is totally hopeless as a weapon, even for warriors. --[[User:Tycho44|Tycho44]] 22:22, 20 May 2006 (BST)&lt;br /&gt;
:* ''bump'' - like the poison added the other day then. --[[User:Simon|Simon]] 12:44, 24 June 2006 (UTC)&lt;br /&gt;
::* Yep, Blowpipe is not longer useless. If you wanted to add a limited benefit of range, you could have the Blowpipe and the Rifle deal damage to Animals as a ranged effect. In other words, the elephant couldn't trample you because you're hiding in the Jungle with your ranged weapon (still in same square). In fact that might make more sense than (or in addition to) a 6 damage blowpipe vs NPCs - NPCs don't get to use Reactive Attacks against a Ranged Weapon. (Although perhaps the Huts/Villages are too small to get true Range on the Trader or Shaman...) --[[User:Tycho44|Tycho44]] 14:33, 24 June 2006 (UTC)&lt;br /&gt;
:::* (Game designer has implied that ranged weapons do indeed reduce the chance of being reactively attacked by an animal. --[[User:Tycho44|Tycho44]] 23:24, 10 July 2006 (UTC))&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
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===animal wearings===&lt;br /&gt;
such as teeth and hide could be added to one's [[inventory]] or slot for extra damage, accuracy, etc.. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Honestly, this just seems silly. Why would I suddenly hurt you more for having a tiger tooth in my pocket?--[[User:Wifey|Wifey]] 08:32, 10 April 2006 (BST)&lt;br /&gt;
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:*It would be a psychological effect. A tribesman who believes that the spirit of the tiger is strengthening his arm through the use of a magic talismen will fight harder. {{unsigned|Naomi|19:56, April 10, 2006 (BST)}}&lt;br /&gt;
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::*I ''still'' think it's a huge stretch.--[[User:Wifey|Wifey]] 01:08, 11 April 2006 (BST)&lt;br /&gt;
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:::*Yah, shamanic magic being able to cause or prevent damage is a stretch, tell that to the dozens of spirits farming xp in my hut. --[[User:Tycho44|Tycho44]] 22:25, 20 May 2006 (BST)&lt;br /&gt;
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:::Apparently this has been implemented - I just got a tiger tooth amulet from the pirate trader.  He doesn't have any others, alas... *brag* [[User:Ssarl|Ssarl]], 12:19, June 16&lt;br /&gt;
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::::yeah, why does everyone have amulets but me???--[[User:Badhammer|Badhammer]] 02:32, 21 September 2006 (UTC)&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
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it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
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I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
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I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
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Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
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A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
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''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
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:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
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=== The Bone Whistle ===&lt;br /&gt;
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I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
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It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
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Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
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===Flintlocks===&lt;br /&gt;
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Weapon and Skills for it.&lt;br /&gt;
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As simply put as I can put it:&lt;br /&gt;
Pirates suck compared to the other fighting classes. Our best attack is 45% for 3, a soldier's is 60% for 5. so i propose something to level the playing field, presenting, the Flintlock Pistol.&lt;br /&gt;
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+++Mechanics:&lt;br /&gt;
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-Half the inventory space of the rifle.&lt;br /&gt;
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-1 Shot loading.&lt;br /&gt;
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-4/5 damage.&lt;br /&gt;
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-Find in the Shipwreck's Armoury and (with less chance) the Large Cabin. &lt;br /&gt;
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-Also find in outsider camp's ammo hut with the same chance as in the Large Cabin. &lt;br /&gt;
&lt;br /&gt;
-Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
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+++Roleplaying and realism:&lt;br /&gt;
&lt;br /&gt;
-Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlock's and a rifle. (two in the boots, on the shins on the thighs and under the arms with a rifle in hand).&lt;br /&gt;
&lt;br /&gt;
-Pirates have always been seen with cutalss and one-shot pistol in hand. &lt;br /&gt;
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+++Skills:&lt;br /&gt;
&lt;br /&gt;
No Skill - 5% chance of hitting.&lt;br /&gt;
&lt;br /&gt;
Hunter Marksman (Scouts with outsider knowledge and Explorers) - + 20% to attack with a Flintlock.&lt;br /&gt;
&lt;br /&gt;
Pistol Marksmanship (Soldiers and Pirates)- + 20% to attack with a Flintlock Pistol. &lt;br /&gt;
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Advanced Pistol Marksmanship - + 20% to attack with a Flintlock Pistol.&lt;br /&gt;
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(Pirates only) Flintlock Mastery - + 15% to attack with Flintlock Pistol. &lt;br /&gt;
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The weapon would cause pirates to be more effective in combat, add better RP elements and bring new skills into the game for maxed out players. &lt;br /&gt;
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So, suggestions please, i know every sea-dog out there will want it, what about you Yorkers? {{profile|4862|Rozen}} --[[User:Rozen|Rozen]] 15:16, 18 October 2006 (UTC)&lt;br /&gt;
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If you make the damage four, also now that I look at the hit rates more closely I think all non-pirates should be able to get a max hit%chance of 45 and pirates should be able to max out around 60% you got yourslef a deal! The reason I like this is because it's not pirate &amp;quot;exculsive&amp;quot; Scouts and scientists can also gain that little extra pop to their punch. I think that it helps offsets the rifle which is really only for soliders. Now some may say the &amp;quot;Pirates have the highest HP they don't need anything else.&amp;quot; Well I beg to differ I've been killed very offen by high level soliders with all thier marksman skills. The flintlock In my opion will help add flavor to Shartak for all non solider outsiders.:)--[[User:Michael edwards|Michael edwards]] 00:40, 19 October 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=10663</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=10663"/>
		<updated>2006-10-19T00:40:57Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Flintlocks */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
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== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad Robert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the absinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
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I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
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: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
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:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
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: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
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:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
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:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
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:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
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::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
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:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
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::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
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: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
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=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
* drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
* a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
* special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
**No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
***I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly.  Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as &amp;quot;Empty Inside&amp;quot; or &amp;quot;Shaman's Hut&amp;quot;.  --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
*Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me.  About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario.  According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island.  Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
**There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)&lt;br /&gt;
***According to the [http://www.itechsc.com/misc/shartak/ubermap/ uber map] there are three lakes (two are close to each other) in addition to the river, and a pond by Durham. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
* Refillable bottles and gourds added. Not sure about buff potions etc though. --[[User:Simon|Simon]] 19:29, 29 June 2006 (UTC)&lt;br /&gt;
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=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
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1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
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2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
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Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
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'''Comments'''&lt;br /&gt;
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*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
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=== Ranged weapons ===&lt;br /&gt;
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I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf&lt;br /&gt;
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)&lt;br /&gt;
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)&lt;br /&gt;
**A bit of poison on that blowdart (1 hp dmg per move for 4 turns e.g.) would be nice. The current blowpipe is totally hopeless as a weapon, even for warriors. --[[User:Tycho44|Tycho44]] 22:22, 20 May 2006 (BST)&lt;br /&gt;
:* ''bump'' - like the poison added the other day then. --[[User:Simon|Simon]] 12:44, 24 June 2006 (UTC)&lt;br /&gt;
::* Yep, Blowpipe is not longer useless. If you wanted to add a limited benefit of range, you could have the Blowpipe and the Rifle deal damage to Animals as a ranged effect. In other words, the elephant couldn't trample you because you're hiding in the Jungle with your ranged weapon (still in same square). In fact that might make more sense than (or in addition to) a 6 damage blowpipe vs NPCs - NPCs don't get to use Reactive Attacks against a Ranged Weapon. (Although perhaps the Huts/Villages are too small to get true Range on the Trader or Shaman...) --[[User:Tycho44|Tycho44]] 14:33, 24 June 2006 (UTC)&lt;br /&gt;
:::* (Game designer has implied that ranged weapons do indeed reduce the chance of being reactively attacked by an animal. --[[User:Tycho44|Tycho44]] 23:24, 10 July 2006 (UTC))&lt;br /&gt;
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===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
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===animal wearings===&lt;br /&gt;
such as teeth and hide could be added to one's [[inventory]] or slot for extra damage, accuracy, etc.. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
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*Honestly, this just seems silly. Why would I suddenly hurt you more for having a tiger tooth in my pocket?--[[User:Wifey|Wifey]] 08:32, 10 April 2006 (BST)&lt;br /&gt;
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:*It would be a psychological effect. A tribesman who believes that the spirit of the tiger is strengthening his arm through the use of a magic talismen will fight harder. {{unsigned|Naomi|19:56, April 10, 2006 (BST)}}&lt;br /&gt;
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::*I ''still'' think it's a huge stretch.--[[User:Wifey|Wifey]] 01:08, 11 April 2006 (BST)&lt;br /&gt;
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:::*Yah, shamanic magic being able to cause or prevent damage is a stretch, tell that to the dozens of spirits farming xp in my hut. --[[User:Tycho44|Tycho44]] 22:25, 20 May 2006 (BST)&lt;br /&gt;
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:::Apparently this has been implemented - I just got a tiger tooth amulet from the pirate trader.  He doesn't have any others, alas... *brag* [[User:Ssarl|Ssarl]], 12:19, June 16&lt;br /&gt;
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::::yeah, why does everyone have amulets but me???--[[User:Badhammer|Badhammer]] 02:32, 21 September 2006 (UTC)&lt;br /&gt;
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===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
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===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
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:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
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:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
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::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
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===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
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===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
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Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
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===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
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I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
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===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
&lt;br /&gt;
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
&lt;br /&gt;
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
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===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
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=== The Bone Whistle ===&lt;br /&gt;
&lt;br /&gt;
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
&lt;br /&gt;
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
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the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
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---&lt;br /&gt;
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===Flintlocks===&lt;br /&gt;
&lt;br /&gt;
Weapon and Skills for it.&lt;br /&gt;
&lt;br /&gt;
As simply put as I can put it:&lt;br /&gt;
Pirates suck compared to the other fighting classes. Our best attack is 45% for 3, a soldier's is 60% for 5. so i propose something to level the playing field, presenting, the Flintlock Pistol.&lt;br /&gt;
&lt;br /&gt;
+++Mechanics:&lt;br /&gt;
&lt;br /&gt;
-Half the inventory space of the rifle.&lt;br /&gt;
&lt;br /&gt;
-1 Shot loading.&lt;br /&gt;
&lt;br /&gt;
-4/5 damage.&lt;br /&gt;
&lt;br /&gt;
-Find in the Shipwreck's Armoury and (with less chance) the Large Cabin. &lt;br /&gt;
&lt;br /&gt;
-Also find in outsider camp's ammo hut with the same chance as in the Large Cabin. &lt;br /&gt;
&lt;br /&gt;
-Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
&lt;br /&gt;
+++Roleplaying and realism:&lt;br /&gt;
&lt;br /&gt;
-Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlock's and a rifle. (two in the boots, on the shins on the thighs and under the arms with a rifle in hand).&lt;br /&gt;
&lt;br /&gt;
-Pirates have always been seen with cutalss and one-shot pistol in hand. &lt;br /&gt;
&lt;br /&gt;
+++Skills:&lt;br /&gt;
&lt;br /&gt;
No Skill - 5% chance of hitting.&lt;br /&gt;
&lt;br /&gt;
Hunter Marksman (Scouts with outsider knowledge and Explorers) - + 20% to attack with a Flintlock.&lt;br /&gt;
&lt;br /&gt;
Pistol Marksmanship (Soldiers and Pirates)- + 20% to attack with a Flintlock Pistol. &lt;br /&gt;
&lt;br /&gt;
Advanced Pistol Marksmanship - + 20% to attack with a Flintlock Pistol.&lt;br /&gt;
&lt;br /&gt;
(Pirates only) Flintlock Mastery - + 15% to attack with Flintlock Pistol. &lt;br /&gt;
&lt;br /&gt;
The weapon would cause pirates to be more effective in combat, add better RP elements and bring new skills into the game for maxed out players. &lt;br /&gt;
&lt;br /&gt;
So, suggestions please, i know every sea-dog out there will want it, what about you Yorkers? {{profile|4862|Rozen}} --[[User:Rozen|Rozen]] 15:16, 18 October 2006 (UTC)&lt;br /&gt;
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If you make the damage four you got yourslef a deal! The reason I like this is because it's not pirate &amp;quot;exculsive&amp;quot; Scouts and scientists can also gain that little extra pop to their punch. I think that it helps offsets the rifle which is really only for soliders. Now some may say the &amp;quot;Pirates have the highest HP they don't need anything else.&amp;quot; Well I beg to differ I've been killed very offen by high level soliders with all thier marksman skills. The flintlock In my opion will help add flavor to Shartak for all non solider outsiders.:)--[[User:Michael edwards|Michael edwards]] 00:40, 19 October 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10515</id>
		<title>The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10515"/>
		<updated>2006-10-04T23:05:35Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name= The Jolly Roger Gang|&lt;br /&gt;
official_id=59|&lt;br /&gt;
open_to=outsiders |&lt;br /&gt;
clan_image=http://i108.photobucket.com/albums/n12/whitedragon5577/jollyroger.jpg|&lt;br /&gt;
clan_leaders= {{profile|4251|Michael Edwards}}|&lt;br /&gt;
clan_membership= 14 at the moment!|&lt;br /&gt;
clan_goals= to pirate and pirate some more |&lt;br /&gt;
clan_recruit= If you enjoy gold, rum and killing, sign up! |&lt;br /&gt;
clan_contact= Ingame with Mr. Edwards, on the forum. After you are a member, just put your name under &amp;quot;The Gang&amp;quot;|&lt;br /&gt;
sort_as=Jolly Roger Gang, The|&lt;br /&gt;
}}&lt;br /&gt;
''' We are the second largest Pirate clan, Rum for all!!!'''&lt;br /&gt;
''' Any unactived members on the JRG board have been activated (In my drunkness this had passed me by) Really sorry for any problems!'''&lt;br /&gt;
== March On York My Fellow Rum Smelling Pirates!==&lt;br /&gt;
Men it seems that the Mercs guild needs some help down in york.(Check the talk page for the details) As such I've pleged JRG support. This will not be an offical raid nor for the long haul, Just go down to york and kill as many yorkers as you can before they get you. I know this is sudden But i'm going to offer a 3 gold bounty for every Yorker you can prove you killed, To help sweeten the pillage--[[User:Michael edwards|Michael edwards]] 01:14, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arr! The Mercenary's Guild are fine wholesome men with much in common with corsair folk - they may not be scintillating and engaging conversationalists, but they not be shy on slitting throats with rusty knives! This talk of death and gore puts sparkle in me bloodshot eyes and fire in me skanky loins! Or is that the other way about? I'm in Irony Bay but will stop peeing into Wiksik skulls, aft about, call me shipmates to arms, and be on me way! Last man to use the Colonial Police hut as a head can clean me arse (poor bastard)! - {{profile|4770|First Amongst Daves}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Mr. Michael C. Edwards crashed into the isle of Shartak along with every other [[pirate]]. While not a violent fellow at heart he traveled the island with hopes of being a merchant. He traveled to Durham and was given the respect a man such as him needed. He left the town thinking that all outsiders were kind.&lt;br /&gt;
Oh how wrong he was!&lt;br /&gt;
Mr. Edwards, while traveling to [[York]], was brutally attacked and killed, just for being a pirate! After the attack, Mr. Edwards began to hate most outsiders and natives now he preys upon them.&lt;br /&gt;
Won't you help him?&lt;br /&gt;
&lt;br /&gt;
== The PDF == &lt;br /&gt;
Please check our talk page for our wanted Pirate Pker list.&lt;br /&gt;
Report all murders on the wiki to Rozen or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Message to all PDF squad members. Before you kill a wanted man you must alert him and the peoples around him.'''&lt;br /&gt;
&lt;br /&gt;
== Goals == &lt;br /&gt;
You may be wondering what our goals are. We want to be the best pirates we can be and foster a working relationship with outsiders (who are also welcomed to the clan).&lt;br /&gt;
People from anti-pirate towns like York need not apply.&lt;br /&gt;
The Jolly Roger Gang will '''NEVER''' attack or cause mayhem in [[Durham]].&lt;br /&gt;
&lt;br /&gt;
== The Book of the Skull ==&lt;br /&gt;
&lt;br /&gt;
The Book of the Skull is the doctrine and rules by which all Jolly Roger Gang members follow. Any member who breaks these rule will recieve 40 slashs of a cutlass.&lt;br /&gt;
&lt;br /&gt;
1. &lt;br /&gt;
'''York'''&lt;br /&gt;
The Town of York is the center of all anti-pirate groups.&lt;br /&gt;
As such it is an enemy to all pirates. Any Yorkman you find should be swiftly killed. Do not trust a Yorkman who says they are friendly, as soon as you turn your back they will gut you&lt;br /&gt;
&lt;br /&gt;
2. &lt;br /&gt;
'''Durham'''&lt;br /&gt;
The Town of Durham should never be attacked by pirates, any pirate who does attack is a mutineer and should be delt with as such. The laws of Durham should be followed while in Durham. If they ask you to not kill a Yorkman wait till he is in the jungle to slit his neck.&lt;br /&gt;
&lt;br /&gt;
3. &lt;br /&gt;
'''Derby'''&lt;br /&gt;
The Town of Derby is neither friend nor foe. &lt;br /&gt;
The peoples of Derby should be dealt with on a case by case basis. peoples of Derby on the whole mean little harm.&lt;br /&gt;
&lt;br /&gt;
4. &lt;br /&gt;
'''Issues of Rum'''&lt;br /&gt;
Rum is God's gift to pirates. As such all pirates should partake in this fine drink. A Pirate should carry Rum with him into battle to help soothe his wounds.&lt;br /&gt;
&lt;br /&gt;
5. &lt;br /&gt;
'''The Cutlass'''&lt;br /&gt;
All pirates should carry at least three Cutlasses into battle. The Cutlass is a raiding pirates best friend. &lt;br /&gt;
&lt;br /&gt;
6. &lt;br /&gt;
'''Mutineers'''&lt;br /&gt;
A Mutineer is a pirate Pker&lt;br /&gt;
Any pirate who attacks his own people is the lowest form of life. A mutineer is a pirate who has no Loyality or Honor. Due to this fact he should be killed in the most brutal fashion.&lt;br /&gt;
&lt;br /&gt;
7.&lt;br /&gt;
'''The PDF'''&lt;br /&gt;
The PDF is in place to stop Mutinners. All Pirates can report a Pker to the PDF safely. All PDF members must give the Mutineer the right to know that they are wanted men for Pking.( It IS more than they deserve however but The JRG works with Honor.)&lt;br /&gt;
&lt;br /&gt;
8.&lt;br /&gt;
'''Meetings'''&lt;br /&gt;
The Jolly Roger Gang is always opened to talks with other clans.&lt;br /&gt;
However from York we will only talk to the CP. In-game talks will be held in netrual settings(Most likely Shark,Storybook,New Tortuga) Island.&lt;br /&gt;
&lt;br /&gt;
9.&lt;br /&gt;
'''Pirates'''&lt;br /&gt;
The Jolly Roger Gang By default is an ally of all upstanding Pirate clans.( eg. The Strumpet, Pirate captians crew etc.) And if need be the JRG will aid pirates without question&lt;br /&gt;
&lt;br /&gt;
10.&lt;br /&gt;
'''Secret Hiding spot of Zeff's Pants'''&lt;br /&gt;
No Jolly Roger Gang Member will every give the whereabouts of where we hid Zeff's Pirate hunting pants!!!. It took a long time to train that monkey...&lt;br /&gt;
&lt;br /&gt;
11.&lt;br /&gt;
'''Peaceful clans and peoples'''&lt;br /&gt;
Clans which support peace (ex. Open Arms) Or people who do not kill outsiders,natives or pirates will never be harmed by JRG members when it can be helped.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
&lt;br /&gt;
Within the pirate lands we have many a strange and wonderful...ah...wonder. The JRG has given names to some of these wonderful wonders.&lt;br /&gt;
( Names to come as soon as I iron out the details.)&lt;br /&gt;
&lt;br /&gt;
== Clan News ==&lt;br /&gt;
&lt;br /&gt;
'''Oct 4, 2006'''&lt;br /&gt;
The west coast trade route has been a sucess for all pirate kind! Also the first Pirates have landed in or near york.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Oct 3, 2006'''&lt;br /&gt;
&lt;br /&gt;
Give a punch in the arm and a rough set of knuckles along the scalp to me ole shipmate Timothy Trust, who has joined the Gang. Never was there a better Helmsman in the Spanish Main, o'er he was never sober in the 6 years I've known him and is covered from head to manky toe in crotch lice - {{profile|4770|First Amongst Daves}} &lt;br /&gt;
&lt;br /&gt;
'''Sept 15, 2006'''&lt;br /&gt;
Argh!! we've got oursleves a forum matey's!!! http://jrgcamp.proboards58.com/index.cgi&lt;br /&gt;
&lt;br /&gt;
'''Sept 11, 2006'''&lt;br /&gt;
&lt;br /&gt;
1. Dispatched at the cowardly hands of the blowpipe wielding warrior {{profile|3875|Azuma}} during the raid on Dalpok while he slept, and then forced away from the Dalpok shaman by the unearthly powers of Teia, {{profile|4770|First Amongst Daves}} awoke in the deep south of the island in a foul mood and with a taste for fetid blood. He has since slit the quivering throat of the churlish Captain Hallister, a pompous rogue of York, with a fine edge of steel and sent him to Hell to meet his wormy decomposing ancestors. Presently en route north back to the shipwreck, west of some grasslands, haunted by the pitiful ghost of Hallister.&lt;br /&gt;
&lt;br /&gt;
Beware the native warrior {{profile|1360|Kepple}}. {{profile|4862|Rozen}} has already met his fate once at this man's hands. A gold coin to the pirate who can find him for me. I have a blood feud with this native.&lt;br /&gt;
&lt;br /&gt;
I'd like to add my gold to the bounty on him. - Rozen&lt;br /&gt;
&lt;br /&gt;
'''Sept 10, 2006'''&lt;br /&gt;
&lt;br /&gt;
1.I would like to welcome {{profile|1604|Patch}} the Pirate and {{profile|5447|LePreto}} to The Jolly Roger Gang. Men This means We've broken the 10 members mark! A jug of my own private rum for all members!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.I would like to annouce to all Pirates and to JRG members the Creation of a new Squad within the JRG. The Pirate Defence Force!! The PDF will be lead by the Slayer of Pker's {{profile|4862|Rozen}}. It will be part of the JRG to help protect players in and around the shipwreck. any member of the JRG who would like to be a part of this please talk to {{profile|4862|Rozen}} or me.''' The PDF is NOT a sperate clan but a sub-branch of the JRG you must be a member of the JRG to be on the PDF.&lt;br /&gt;
&lt;br /&gt;
3.'''I need all clan members to meet me in game at the traders hut. I have important clan dealings I need to go over with you all.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sept 9, 2006'''&lt;br /&gt;
Still without contact with the main branch of the gang, {{profile|5195|Havokk}} has been making attempts to recruit people and keep himself safe as well as the lost pirates around him.&lt;br /&gt;
&lt;br /&gt;
'''Sept 6, 2006'''&lt;br /&gt;
On his way to the raid {{profile|5195|Havokk}} saw some nearby sport and went hunting, to find himself extremely lost, but met up with a fellow pirate named {{profile|5338|Reaper}}. With his natural born ability to pursuade, {{profile|5195|Havokk}} Encouraged him to join the group and now both are currently training, but are at the moment cut off from any info on how the raid is going, and will be trying to find a way back to the shipwreck and possibly to rejoing the raid party again...&lt;br /&gt;
&lt;br /&gt;
'''Sept 5, 2006'''&lt;br /&gt;
We add our ninth member to the gang!!! Welcome to&lt;br /&gt;
{{profile|3171|b4ll54ck kill3r}}!!!!&lt;br /&gt;
&lt;br /&gt;
'''Sept 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
HAHAHA! A new pirate has joined us!! welcome to {{profile|5338|Reaper}}&lt;br /&gt;
&lt;br /&gt;
ATTENTION MEN!!! I've heard reports that Capt. Whitney of the Hellborn Strumpet has allowed his men onto the killing fields of Dalpok. Expect a few more pirates to partake in the pillage.&lt;br /&gt;
&lt;br /&gt;
'''Sept 2, 2006'''&lt;br /&gt;
&lt;br /&gt;
The Gang has added another to our foul smelling fold A harty welcome to{{profile|4269|Petedotnu}}.&lt;br /&gt;
&lt;br /&gt;
'''Sept 1. 2006'''&lt;br /&gt;
&lt;br /&gt;
The Raid on Dalpok has started! All pirates who have signed should move their rum smelling arse over to Dalpok to kill Natives!!&lt;br /&gt;
&lt;br /&gt;
''' August 31,2006'''&lt;br /&gt;
&lt;br /&gt;
Ahoy! We have new members in our Jolly gang, A warm welcome to {{profile|5239|Necropolis123}} and {{profile|4770|FirstAmongstDaves}}&lt;br /&gt;
&lt;br /&gt;
''' August 29, 2006'''&lt;br /&gt;
&lt;br /&gt;
A warm welcome to new gang member {{profile|5188|Daralan}} &lt;br /&gt;
&lt;br /&gt;
''' August 28, 2006'''&lt;br /&gt;
 &lt;br /&gt;
We would like to welcome new members {{profile|5079|Sknig}}and {{profile|5195|Havokk}} to our Ranks. &lt;br /&gt;
&lt;br /&gt;
''' August 26, 2006'''&lt;br /&gt;
&lt;br /&gt;
After being killed by Native gimbo, Mr. Edwards has returned to Shipwreck to find willing pirates to partake in the Dalpok Raid. We hope to have a two pronged attack from Shipwreck and Durham.&lt;br /&gt;
&lt;br /&gt;
'''Augest 23, 2006'''&lt;br /&gt;
&lt;br /&gt;
Mr. Edwards is in Durham getting outsider support for a Dalpok raid. Sign up on the wiki or 1 square North-West of the Durham Pistoleers HQ. &lt;br /&gt;
&lt;br /&gt;
'''August 6, 2006'''&lt;br /&gt;
&lt;br /&gt;
Clan is offical! Sign-Up now!&lt;br /&gt;
&lt;br /&gt;
== The Gang ==&lt;br /&gt;
* {{profile|4251|Michael Edwards}} - founder and leader&lt;br /&gt;
* {{profile|5079|Sknig}} - The Noodly Appendage of Our Delicious Master, the Flying Spaghetti Monster&lt;br /&gt;
* {{profile|5195|Havokk}} - Havokk o' Havoc &lt;br /&gt;
* {{profile|5188|Daralan}} -&lt;br /&gt;
* {{profile|5239|Necropolis123}} - The Harbinger of Death&lt;br /&gt;
* {{profile|4770|FirstAmongstDaves}} - Gargler of Lukewarm Blood&lt;br /&gt;
* {{profile|4269|Petedotnu}} -&lt;br /&gt;
* {{profile|5338|Reaper}} - Lover of The Pillage &lt;br /&gt;
* {{profile|4862|Rozen}} - Slayer of Pker's, leader of the PDF&lt;br /&gt;
* {{profile|1604|Patch}} -&lt;br /&gt;
* {{profile|5447|LePreto}} - Terror of the Tamanca&lt;br /&gt;
* {{profile|2480|Zom-VLD}} - Rum-slosher&lt;br /&gt;
* {{profile|5578|Timothy Trust}} - Bane of all zombie parrots&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Jolly_Roger_Gang&amp;diff=10514</id>
		<title>Talk:The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Jolly_Roger_Gang&amp;diff=10514"/>
		<updated>2006-10-04T22:57:29Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Oi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Just Wondering...==&lt;br /&gt;
Why do you say you're going to kill Natives too? Reading your life story, they didn't do anything to you. And let me get this right, you're killing all outsiders, but you're also trying to start a healthy alliance with them AND they're welcome in your clan? [[Colonial Police|But, I suggest you don't hurt anyone in York]]. [[User:Che|Che]] 16:50, 21 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey, pirates are all the same.  They claim they're peacable folk at heart, then ask if you want to join them on their next pillaging spree.  And views such as &amp;quot;People from anti-pirate towns like York need not apply&amp;quot; are why we had to drive those dastardly brigands from our fair city in the first place.  --[[User:The Order Of Patriots|The Order Of Patriots]] 16:41, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
All outsiders have a common enemy with natives. I also enjoy a good relationship with Durham which is were I am now and who i'm starting an alliance with. I still am anti-york and will be--[[User:Michael edwards|Michael edwards]] 23:37, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ohhhh....I see now! Just because someone from York killed you, you want to kill evrey single person from York ever. I get it. Totally Understadable. Sorry for asking...[[User:Che|Che]] 05:01, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yorkers are the turds of the devil. They have sex with common livestock, including chickens, in the sad hope of producing magical chimera, blow their noses into the palms of their hands because snot is their currency, and eat small children in demonic ceremonies at midnight. I will not rest until I have used the mouth of every Yorker as a repository for my urine, and the throat of every Yorker as a scabbard for my blade. Any man in the Jolly Roger Gang who will not swear that oath should sever his tongue from his mouth and gift it to the filthy Dalpok tribe for use as toilet paper. [[User:FirstAmongstDaves|First Amongst Daves]]&lt;br /&gt;
&lt;br /&gt;
I swear that the next yorkman to set foot on our fair sand, will have his entrails ripped out and he'll be hung from the main-mast as a testament to the powers of bloody vengeance at my disposal! Gahar! Don't forget, on sept 17th we must all talk like pirates, it be international talk like a pirate day! [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
Ahoy shipmates. Why are we camped on the beach when we should seize the ship as our base of operations? It randomly generates supplies, arms and gold. Seize the ship and we hold an asset.[[User:FirstAmongstDaves|First Amongst Daves]]&lt;br /&gt;
&lt;br /&gt;
I thought the ship was the hell-bound-strumpet base? if they dont have it though...yahar! [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
And for no particular reason....aye!! avast ye scurvy landlubbers!!! [[User:Necropolis123|Necropolis123]] 18:22, 19 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arr. Missed the Dalpok-York Road, and am south of the island near the beach, stalking an elephant. Diamond Dog is down there, looks like he has not moved for a few days. I am now heading toward York to slay as many of the inhabitants as possible. With my time zone advantage I expect to give their guts some fresh air while they sleep. A gold coin bounty to any man for every dead Colonial Policeman's shield: list your dead CPs here .[[User:FirstAmongstDaves|First Amongst Daves]]- 21 September 2006&lt;br /&gt;
&lt;br /&gt;
Arr. Got mauled by a tiger, then killed by a small deer. Such indignity. I am heading to Shark Island to headbutt hippies. [[User:FirstAmongstDaves|First Amongst Daves]] - 25 Septemeber 2006.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===GAR! The PDF! WANTED LIST + AIMS===&lt;br /&gt;
Aye, the Cap' has invited me to the crew, and as a semi-experienced PK'er slayer, he's put me in charge of the PDF. Our objectives...simple:&lt;br /&gt;
&lt;br /&gt;
-Enjoy the EXP your about to get by following the next objective.&lt;br /&gt;
&lt;br /&gt;
-Kill any York luvin', PKin', son-o-a-sea turtle mutineer that sets foot on dry sand!&lt;br /&gt;
&lt;br /&gt;
-And of course, pirate to the best o' ye ability.&lt;br /&gt;
&lt;br /&gt;
Rozen -- http://www.shartak.com/profile.cgi?id=4862&lt;br /&gt;
[[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
'''WANTED - DEAD.''' (Add more when you find more) &lt;br /&gt;
&lt;br /&gt;
{{profile|4401|Sreath123}} - Small time PKer, we've been trading blows since i got on the island. I've killed him a few times, he's kiled me once. &lt;br /&gt;
&lt;br /&gt;
Killed Sreath 123 on 13 Sept 2006 - {{profile|4770|First Amongst Daves}}&lt;br /&gt;
&lt;br /&gt;
Burchill - NOT CONFIRMED. Widespread rumour and an entry in Long Fin's profile, probably a PKer but the jury is still out. &lt;br /&gt;
&lt;br /&gt;
{{profile|1594|Long Fin Kille}} - VERY DANGEROUS, KILL ON SIGHT. He's got over 150 pirate kills, very dangerous, dont sleep near him or he'll slit your throat. If you kill anyone, make it Long Fin. He's never killed me, but not for lack of trying, and over 150 good pirates have died by his hands.&lt;br /&gt;
&lt;br /&gt;
{{profile|5006|Ciberwolf}} - Killed LePreto outside the traders hut. An enemy of the JRG.&lt;br /&gt;
&lt;br /&gt;
{{profile|1186|Henry Morton Stanley}} - a protector of natives and an avowed pirate hunter. Last spotted west near Movan on 11 Sept 2006, where he killed First Amongst Daves.&lt;br /&gt;
&lt;br /&gt;
{{profile|1776|a nobleman}} - Killed Lucidiots on the camp. Alleged PKer.&lt;br /&gt;
&lt;br /&gt;
{{profile|1067|japani}} - stupid profile, and 4 kills. Was killed by Long Fin Kille, no honor amoung PKers then.&lt;br /&gt;
&lt;br /&gt;
{{profile|2829|petey}} - Attacked me and called the clan gay, I think he needs to be killed, numerous times. - {{profile|4862|Rozen}}&lt;br /&gt;
&lt;br /&gt;
{{profile|3065|Grimmig}} - Big time PKer.&lt;br /&gt;
&lt;br /&gt;
Remember - It doesn't matter if you've already killed them, that just means they'll look for you now. KILL KILL KILL KILL KILL and KILL them some more.&lt;br /&gt;
&lt;br /&gt;
=== Sorry ===&lt;br /&gt;
Regrettably i will be unable to join in the raid on Dalpok today. I mistook SW for SE and i ploughed off in the wrong direction.... and as it happenns i'm nearly dead from a shark attack and i don't have a first aid kit.... my second day on this island isn't going well [[user:necropolis123|necropolis123]] 16:27 GMT 1st September&lt;br /&gt;
&lt;br /&gt;
Don't worry about it just get your self killed and return to the shipwreck via shaman. you can still join in the pillage!--[[User:Michael edwards|Michael edwards]] 15:55, 1 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== HARHARHAHHRR!!! ===&lt;br /&gt;
A raid on Dalpok says you? A change in the wind says I! The Scurvy Crew will be more than eager to once more flood the dirt paths of Dalpok with blood. The fact that this might be the one of the first instances of multiple clans agreeing on an act only sweetens the rum! Expect us to emerge mysteriously from the jungle soon. - [http://www.shartak.com/profile.cgi?id=242 Captain Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Yarrr!==&lt;br /&gt;
&lt;br /&gt;
Arrr, me ship-wrecked, rum sloshin' matey's, would ye kindly accept this poor [http://www.shartak.com//profile.cgi?id=2480 Zom-VLD] inta yer crew o' noble pirates?&lt;br /&gt;
&lt;br /&gt;
I'd be fearful disappointed if ye were ta say no, but aa would hold no grudge.--[[User:HVLD|HVLD]] 01:22, 29 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sure Go and register at our forums and Report in at the shipwreck--[[User:Michael edwards|Michael edwards]] 03:24, 29 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yarr #Two ==&lt;br /&gt;
It appears that the [[Colonial Police]] and the [[Order of Patriots]] of [[York]] have a burning hatred for your group. &lt;br /&gt;
As you may have heard, the [[Mercenary's Guild]] is attacking the settlement, for reasons we are not willing to disclose in public. The chaos that has ensued since our attack has been in our favor, so we were thinking of ways we could increase the chaos... &lt;br /&gt;
We thought of you. Would you be interested in raiding [[York]], preferably as soon as possible? It would benefit both our groups, as the [[Mercenary's Guild]] would be able to focus on its own missions without being constantly hounded by the CP. [[The Jolly Roger Gang]], in return, would gain status and reputation in Shartak. [[York]] is weak. Either one of our groups could take it alone, but only with great struggle. We offer you the opportunity to fight alongside us and overwhelm York with ease. All we wish is to complete our missions, but I understand that having [[York]] in chaos would be profitable to your group in more ways than one - imagine the acknowledgement from other pirate groups after being the one to eradicate the bastion of anti-pirates... Think on it, and get back to us... -- [[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:18, 30 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Erados, I can send A few men to help with killing the yorkers. However I have the bulk of the group out on the west coast trade route stocking FAKs for Shipwreck. I could have at least four men in york by tuesday however--[[User:Michael edwards|Michael edwards]] 01:09, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will I be there? Does a dolphin piss in the ocean? I'll have a quiet word to Timothy Trust, Sam Bellamy (although he's out Durham way) and Pongo-Pongo and see if we can get a boarding party on deck. Cui bono! - {{profile|4770|First Amongst Daves}}&lt;br /&gt;
&lt;br /&gt;
== Oi ==&lt;br /&gt;
&lt;br /&gt;
To raid York, you'll have to locate it, something I'm sure you'll have alot of trouble with. Then, after you ''finally'' find York, you'll have to attack people, something you'll have even more trouble with. -[[User:Che|Che]] 20:51, 3 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like you, Che. You're charming, sassy and clearly very intelligent. As it turns out, I have a spare piece of driftwood looking for an intimate relationship with a special new girlfriend, and you seem like just its type. We'll all be keeping a lookout on the streets of York for you, sunshine, and we'll see if the driftwood fits. - [[FirstAmongstDaves|First Amongst Daves]]&lt;br /&gt;
&lt;br /&gt;
Yeah, no problem. We'll talk when your level equals half of mine, eh? [[User:Che|Che]] 20:54, 4 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Che How bout you and Daves just have a good ole'druken brawl?:)--[[User:Michael edwards|Michael edwards]] 22:57, 4 October 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10470</id>
		<title>Talk:The Scurvy Crew of The Hell-born Strumpet</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Scurvy_Crew_of_The_Hell-born_Strumpet&amp;diff=10470"/>
		<updated>2006-10-03T00:26:15Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arrr! All this talk o' wenches and giving natives smallpox has piqued me interest, matey! Count me in!--[[User:Wifey|Wifey]] 06:34, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Avast! Ye Jolly Roger, she be a mite large. With yer blessin' I reckon I can shrink it down a tad and place it fancy like in yer clanbox. --[[User:Lint|Lint]] 03:28, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Tcho Arr Everett or whatever his name is is with the Royal Expedition. I thought he was with us? His name is on the manifest. I don't know... '''Captain Dan/Surgeon''' &lt;br /&gt;
&lt;br /&gt;
- Mr. Everett is a member of the crew as there is precedent in other cases of persons who hold dual citizenship with many nations. &lt;br /&gt;
&lt;br /&gt;
== Glad to see the Vendetta ==&lt;br /&gt;
Ahoy! Captian glad to see that ya finally attacking those anti-pirate Yorkers. I be having some o my men heading south, Ya can trust them ta help ya out.--[[User:Michael edwards|Michael edwards]] 00:26, 3 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Treachery in the clan ==&lt;br /&gt;
&lt;br /&gt;
Captain Whitney and all other clan members, my name is kjacobso (http://www.shartak.com/profile.cgi?id=4344) and I am a loyal member of the Scurvey Crew. On 08/18/2006 I was ruthlessly attacked and murdered by a fellow crew member, Sigfrid (http://www.shartak.com/profile.cgi?id=1567).  This attack was unprovoked and I ask that appropriate action be taken.  Here is an ingame-shot (http://pichostwizard.com/show.php?id=257244).  Thank you.&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
Captain Dan here. I decided that we ought to have some way to keep up on the other groups so we can neutralize threat, keep alliances going and the such that the Captain could look at quickly and help decide what to do next. Just add your bit of info.&lt;br /&gt;
&lt;br /&gt;
*A new group called the &amp;quot;Pirate Hunters&amp;quot;. Small and new, no need to worry, but maybe we should deal with it before it becomes a problem. I can't locate it though, maybe we could hire the mercenart Guild... '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
As has already been elaborated on, the Captain has invoked the right of Parley with one anti-pirate group (although they have yet to respond). There is the possibility that New Tortuga may become a pan-Shartak summit of interested Pirate and Outsider groups who wish to determine each others' exact allegiances and spheres of influence. More on this possibility to come... &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Route to Raktam ==&lt;br /&gt;
&lt;br /&gt;
Aye, note from the Boatswain - as we are going to burn down Raktam, the route from the deck is 58 paces due SE,145 paces E and 15 paces SE&lt;br /&gt;
:Why Raktam? Why not Dalpok? Is not Dalpok closer? And we already have a road leading straight to Dalpok from the ship! It's scarcely two days' walk.--[[User:Wifey|Wifey]] 23:14, 23 April 2006 (BST)&lt;br /&gt;
::As it wasn't my decision I am only giving the route... talk to the Captain for details.--[[User:Xintlaer|Xintlaer]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Impersonation of the Captain ==&lt;br /&gt;
&lt;br /&gt;
Captain, some mangy dog has called himself 'Tyler Whitey' in a cheap impersonation of yourself. Do you know anything about this? '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tyler Whitey&amp;quot; merely be ICDIF with lifts to make him appear taller and more threatening and, hrm... &amp;quot;Stuffing&amp;quot; to disguise his other obvious inadequacies.&lt;br /&gt;
&lt;br /&gt;
== The Battle of Dalpok ==&lt;br /&gt;
&lt;br /&gt;
Argh, having just joined the Scurvy Crew meself, I'm proud t' report me first kill for you lads is none other than Xyu. I [http://i55.photobucket.com/albums/g138/Rip_Purr/Shartak%20screens/Xyuscalp.jpg nabbed] him just off the road to [[Dalpok]]. We've set up a bit of a camp, and are guerilla-ing it back and forth. - Wolverine.&lt;br /&gt;
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Well done! Xyu is also the name of a player who started the Mal Tour 06 in Urban Dead. Well done! Captain '''Dan/Surgeon'''&lt;br /&gt;
: Wow! I was going to mention that I was wondering if it was him, but I thought it best not to mention UD as if everyone played it, because that would be bad form. I hope it was him, though such a legend should have had more skills than Close Combat and Advanced CC. -Wolverine&lt;br /&gt;
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Secured a hut to the very South West. Moving to take control of their armoury. '''Captain Dan/Surgeon'''&lt;br /&gt;
:Bugger. I took one out then got hit. Will be at the hut soonish I hope. -'''Wolverine'''&lt;br /&gt;
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Armoury secured. Need more men. Whos supposed to be leading the raid? '''Captain Dan/Surgeon'''&lt;br /&gt;
:Yarr, Cap'n, I've come to bolster your security. All priates heading to Dalpok, get to the South West most hut. Tis offering good protection. Do we have a forum for this sort of thing? -'''Wolverine'''&lt;br /&gt;
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Blow me away, I be not a good geography plotter! The hut we are all in is somewhere along the western side. The armourie is captured, but can't be defended. I NEED MORE MEN TO HELP ME!!! As this is also to get our name recognised, I've been writing on all the Empty Huts &amp;quot;Hut has been taken by the Men of the Strumpet!&amp;quot; (Do pirates have medals? 'Cause I damn well diserve one!!!) '''Captain Dan/Surgeon'''&lt;br /&gt;
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To anyone in Dalpok, aim for the Shaman!!! '''Captain Dan/Surgeon'''&lt;br /&gt;
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WHICH GOD FORSHAKEN BASTARD CARVED THIS INTO THE GROUND BY ME?!!! &amp;quot;This is where Captain Dan lost his anal virginity.&amp;quot; I CHALLENGE WHOEVER IT WAS TO SINGLE COMBAT AFTER THE BATTLE OF DALPOK! '''Captain Dan/Surgeon'''&lt;br /&gt;
&lt;br /&gt;
Excellent work on the raid! The Captain would will that it continue, except that since there's no way to really occupy a village due to the presence of the shamen. There's also been a flood of new crew members (at the rate of 1-2 a day) since the clans feature was upgraded. To encourage further additions to the ranks, and so the Natives in Wicksick and Raktam don't start thinking that the Scurvy Crew is a &amp;quot;Dalpok problem&amp;quot; we're going to take advantage of our new numbers and start attacking other villages. Two weeks is long enough for a raid anyhow. The Captain is open to suggestions as to which should be our next target. Something with an established group of defenders (like the Wicksick Headhunters or Raktamites) would seem most likely.- Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
A possibility that has been brought up by members of the crew who shall remain nameless is that the Scurvey Crew's next raid should be an outsider village. Why? Because we're pirates. Yar... This would have a large effect on the crew and relations between pirates and outsiders as a whole. Many crew members who have only recently signed up might be less willing to attack their outsider cousins than the stinking natives. Attacking York or Deby would also make it more difficult for any pirate to travel or trade there. The Captain wills that the matter be opened to debate within the crew. &lt;br /&gt;
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It has also been suggested that we start charging protection money from villages we don't raid, or that we continue raiding them until we are paid. The Captain has already grown quite fond of this idea, but would like to hear from the rest of the crew. There are other matters to consider, such as (most importantly) how much do we charge? Which representatives will pay us and who will collect the loot? In true pirate fashion the Captain would collect and distribute whatever booty collected, but how would we decide on each pirate's share? Discuss... -Captain [http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
:Perhaps in true pirate fashion, the Captain could divvy out an arbitrary amount in advance to each pirate, or pay each pirate for their service upon the initiation of village-pillaging activities. After that, pillaging would continue until locals have given the Captain enough gold to persuade him to call off the raid. So if one local wanted to cover for all the rest, they could pay a full amount. If no local wanted to pay, the raid would continue until the Captain got bored. A friendly pirate crew might give advance warning, e.g., &amp;quot;we're going to raid York next Friday, and kill everyone in the Colonial Police, unless the Captain receives 45 gc by Thursday midnight...&amp;quot; --[[User:Tycho44|Tycho44]] 07:53, 15 June 2006 (BST)&lt;br /&gt;
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I have asked this on the page, but do I count as a senior member? I believe that I fought harder then most in Dalpok, only being beaten by the Captain and equaled with Wolverine. I would not fail you, and would not require any reward for my service. I am a Surgeon, I know, but... you decide Captain...&lt;br /&gt;
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I belive it is wrong to upset the Pirate/Outsider balance. It would be stupid and unnescary to annoy such powerful adversarys. Natives r one thing, but outsiders... It would be silly.&lt;br /&gt;
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'''Captain Dan/ Surgeon'''&lt;br /&gt;
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== Pirate on Pirate crime Policy ==&lt;br /&gt;
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Garr, does the captain have a policy regarding fellow pirates who slaughter our crew? --b4ll54ck kill3r&lt;br /&gt;
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Why do you ask? '''Captain Dan/Surgeon'''&lt;br /&gt;
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I was killed by ICDFIFiringSquad, a fellow pirate. '''b4ll54ck kill3r'''&lt;br /&gt;
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The mangy dog be back? I fought I took all the fight out of him when I ripped his balls off in our previous encounter. Just ignore em, and kill em if yee can! '''Captain Dan/Surgeon'''&lt;br /&gt;
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I'd normally say Pirate v. Pirate brawling is between the two pirates but ye have liberty to murder Firingsquad if ye wish it. -The Captain.&lt;br /&gt;
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== A Bounty on my Head? ==&lt;br /&gt;
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I had just reached York, and some guy called oden147(not sure if the number is right) attacked me saying there me a bounty on my here head. Any one got any imfomation on this? '''Captain Dan/Surgeon'''&lt;br /&gt;
&lt;br /&gt;
:See [[Order of Patriots#Bounties]]. According to [[Talk:Order_of_Patriots|the talk page]], [http://www.shartak.com/profile.cgi?id=1467 oden184] claimed your kill and was paid for it. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:37, 27 June 2006 (UTC)&lt;br /&gt;
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== additon by Anne Bonney == not knowing how else to communicate what has occurred  see&lt;br /&gt;
http://www.shartak.com/profile.cgi?id=1553 Stortebecker is a pirate killer, he has killed an even dozen - including most recently our little 'borntokill'  - and as such I killed him. I know nothing of the badhammer case.- (moved by the captain from the front page to discussion)&lt;br /&gt;
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== Dalpok Raid ==&lt;br /&gt;
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I didn't know if we should keep this tally as part of the crew's history or not. If anyone wanted to see how many each crewmember has killed they could always just look at their profile so it seemed less important. In any case each raid's total will be a permenant part of the main page.&lt;br /&gt;
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Just set this up so we could keep track of how many natives we get on THIS trip to Dalpok. Put your count next to your name. Captain Dan/Surgeon &lt;br /&gt;
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Tyler Whitney: Total is now five with many more bloodied in the night. &lt;br /&gt;
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Johny Bollocks: &lt;br /&gt;
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Rob Cath: 6 &lt;br /&gt;
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Teach: &lt;br /&gt;
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Captain Dan: 7 (10 times dead!!! Coming back to the Strumpet to guard it.) &lt;br /&gt;
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Rob Da Blade: 5 (Not one death so far!) &lt;br /&gt;
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Xintlaer: That'll be 9 mateys... &lt;br /&gt;
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Wifey: &lt;br /&gt;
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Wolverine: 4 (Tis funny how we run so hard into battle after dying) &lt;br /&gt;
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Baron Von Roeboat: &lt;br /&gt;
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badhammer: &lt;br /&gt;
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Pieman: &lt;br /&gt;
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Tycho &amp;quot;Yarr&amp;quot; Everett: 0 (altho one native looked nigh unto fainting in terror when I lay into the trader with my driftwood) &lt;br /&gt;
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Born to Kill: &lt;br /&gt;
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Dr Capitalism: &lt;br /&gt;
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Crimson Jake: &lt;br /&gt;
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Sigfrid: &lt;br /&gt;
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Anne Bonny: 5 &lt;br /&gt;
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Axelius: &lt;br /&gt;
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OpiumJoe: 4 &lt;br /&gt;
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Irene: 1&lt;br /&gt;
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== Before the raid ==&lt;br /&gt;
Be sure to check out the next Pirates of the Carribbean movie. If only to improve your pirate vocabulary, savvy?&lt;br /&gt;
&lt;br /&gt;
During the last raid several pirates hid in the high grass west of Dalpok to pounce on the village like lions in the savanna before withdrawing at the end of the day. The benefits of this were that it would take a dedicated tracker to follow the footsteps back to a bloody, sleeping pirate. This of course means one must spend more ap charging into the village and withdrawing each day but it usually means fewer pirate deaths. The Captain only died two or three times during the entire Dalpok raid! &lt;br /&gt;
&lt;br /&gt;
It also be the Captain's will that the crew use wandering shamans (shamen?) exclusively during this raid to cut down on time spent running through the jungle.&lt;br /&gt;
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== Raiders ==&lt;br /&gt;
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Wondering if you fellows would like to subscribe to this umbrella group? All we live for is organizing raids on Natives and stealing their gold! --[[User:Maestro Raider|Maestro Raider]] 18:20, 6 July 2006 (UTC)&lt;br /&gt;
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Tis not my place to say, but it twould be rude not to respond. I'm sure that the Captain would be pleased to have your group as an alliance or something of the likes. Please wait for the Captain to respond before making any assomtions, but I'm pretty sure he would welcome the friendship. Captain Dan/Surgeon&lt;br /&gt;
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== Congratulations for killing Foo Fighter ==&lt;br /&gt;
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Captain Dan managed to kill me yesterday, after I chopped him down to 30 HP and fell asleep for some reason. When he logged in, he payed me back in the same currency and sent me to the spirits. My congratulations for that one. Maybe the captain may mention as well that he got chopped down short time afterwards by a fellow headhunter, Crotchbat, who had followed my newsgroup warcry.--[[User:Foo Fighter|Foo Fighter]] 16:43, 13 July 2006 (UTC)&lt;br /&gt;
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Its good to see some civilised brutal killers amongsted the natives. My congratulations to Crotchbat. He is a continuing nuisance and a worthy foe, and so is my nest target. I hope to see ye both in Wiksik. And yes I was cut down, but death is nothing to me. I fight for the pure reason to die and come back to fight for the crew. '''Captain Dan/Surgeon''' Let it be known, I am no Captain. I serve Tyler Whitney and the rest of the crew, and do not wish to be Captain.&lt;br /&gt;
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Well, if we want to go into technicalities - I am not the fucking leader of the WickSick Headhunters; we are egalitarian and go to great lengths to avoid leaders. Thank you. --[[User:Foo Fighter|Foo Fighter]] 17:48, 14 July 2006 (UTC)&lt;br /&gt;
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I avoid being called a Captain because I am not and I have no wish to be. And if ye wish to be using language like that, save it for the raid, ye rumless, monkey fucking native. '''Captain Dan/Surgeon'''&lt;br /&gt;
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There is a difference between swearing and calling someone a sodomist, but you don't seem to get it. --[[User:Foo Fighter|Foo Fighter]] 12:18, 15 July 2006 (UTC)&lt;br /&gt;
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I have no idea what sodomist is, but I'll take as an insult. I'll see you in Wiksik. '''Captain Dan/Surgeon'''&lt;br /&gt;
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== Pirate drawing ritual in Wiksik ==&lt;br /&gt;
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That was very cute natives... I am a little disappointed that things seem to have gotten personal between certain members and their native counterparts. We do not hold anything against the natives personally. They are merely our natural prey. After all, what peace can there be between sheep and lions? As for rarely seeing us, well wiksik isn't exactly a thriving metropolis. Hardly anybody seems to be lingering outside and most of the huts are empty. That's not quite the experience we had in Dalpok where there were over a dozen natives lingering at the shaman or around the village at any given time. The goal of Scurvy Crew raids is also not one of occupation, merely murder and plundering. Crewmembers are encouraged to pounce on the natives, then withdraw back into the jungle to spend the rest of the day drinking rum and sharpening their cutlasses. This might explain to the easily confused why there's no permenant Scurvy Crew presence in the village. - [http://www.shartak.com/profile.cgi?id=242 The Captain]&lt;br /&gt;
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A pity you deleted all of the ritual, so the context of your letter will remain unknown. We never expected you to occupy Wiksik. The purpose was to attract and kill more of your kind, since we got a bit bored. And it just worked well, seeing how one of your underlings fell to the machete of Wambayak yesterday and yourself to my machete today. --[[User:Foo Fighter|Foo Fighter]] 09:50, 28 July 2006 (UTC)&lt;br /&gt;
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== The Case of Mr. Badhammer ==&lt;br /&gt;
&lt;br /&gt;
Stoertebecker says &amp;quot;Tyler Whitney. You are the respected leader of a good clan, but yet you host a zerger using the names 'Badhammer' withing your ranks. Continue to do so and none of your deeds will get any recognition.&amp;quot; (2006-06-15 14:01)&lt;br /&gt;
Stoertebecker says &amp;quot;http://shartak.forumsplace.com/message176.html&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
Stoertebecker says &amp;quot;Correct your clan before others have to do it.&amp;quot; (2006-06-15 14:02)&lt;br /&gt;
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The Captain does not generally respond favorably to threats, and questions any foreign influence's authority to punish a member of the crew. Still, he is appreciative that the multiple character abuse of Mr. Badhammer has been brought to light, evidence has been provided, and the Crew has been given an opportunity to address the matter themselves before any other action is taken. If one were to recall all previous announcements of the clan at no time was zerging promoted or encouraged. Captain Whitney would normally decide that this was a personal offense to be corrected by the parties assaulted by the zerg, but since it was done during an official raid of The Scurvy Crew putative measures shall be taken.&lt;br /&gt;
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== MR. BADHAMMER!! ==&lt;br /&gt;
&lt;br /&gt;
You are hereby stripped of your rank as Quartermaster until such time as you can demonstrate the removal of the zerg and after a reasonable period of good conduct. You are henceforth demoted to the rank of Able Bodied Seaman. You are also commanded to report to the deck of the Strumpet by Saturday morning to be flogged, 50 lashes with the cutlass. If you do not report to the deck any member of the Crew has liberty to kill Mr. Badhammer once, but only once. If one examines him and discovers that another member of the crew has already punished him he is to remain unharmed. In any case it is recomended that Mr. Badhammer report to the Strumpet for his lashes to preserve his own, and The Scurvy Crew's, reputation and honor. After which this matter shall be considered concluded and Mr. Badhammer will be free to rejoin the crew and resume his duties of drinking, plundering, and murder. Any further retaliation against Mr. Badhammer by any agent shall be considered an offense against the Scurvy Crew as a whole. If Mr. Badhammer continues his zerging he shall be expelled from the Scurvy Crew in disgrace.&lt;br /&gt;
&lt;br /&gt;
It is the Captain's wish that this matter set precedent for the punishment of any similar offences. Evidence must be provided, and the Crew given opportunity to administer their own discipline.&lt;br /&gt;
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Mr. Cath, the Sailing Master, has informed the Captain that Mr. Badhammer reported to the deck of the Strumpet and has taken his lashes. With this offense now punished the case of Mr. Badhammer shall be considered closed. If any member of the crew sees fit to give Mr. Badhammer a pint of rum to ease his suffering the Captain will look the other way...&lt;br /&gt;
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I, Badhammer, of th' hell born strumpet, 'ave taken m' lashes. then i got good n drunk on rum t' f'rget that i had let down m' cap'n. at some point in th' night, i b'lieve th' 12th bottle o' rum, i cut off m' left hand and threw it to Mr. Cath an' offered him a hand whenever 'e needs one. i drank some more rum, asked for a cirgeon an' passed out a bloody drunken wreck of a pirate. i woke th' next day, to have found squidgey, th' killer, had hit me for 3 damage and informed me that i now had a rusty meathook for my left hand. th' next day captain dan, fixed me up wit' a real surg-ery. OI! he even gave m' different attachment fer m' hand. a cutlass, a hook, a harpoon, a knuckle duster. I have paid fer m' crime. An' m' crew will not be let down, i will kill more natives in the wiksik raid than any of you. even if i have to stay there for a month, oh yes, there will be blood. when the raid is over, i will talk wit' th' cap'n about getting my job back as quartermaster.--[[User:Badhammer|Badhammer]] 13:39, 7 July 2006 (UTC)&lt;br /&gt;
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== The Yorkman - New Tortuga ==&lt;br /&gt;
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We're interested in running a story on the current situation regarding New Tortuga in the second issue of the Yorkman (to be published around 1st sept).  If any of you, espcially Captains Whitney or Dan, are willing to answer some questions about the island, your plans for it, and negotiations and relations with the Royal Expedition and the Discordians, please [[Special:Emailuser/The_Yorkman|e-mail]] us in the next few days. -- [[User:The Yorkman|The Yorkman]] 14:28, 26 August 2006 (UTC)&lt;br /&gt;
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== The Jolly Roger Gang's raid on Dalpok ==&lt;br /&gt;
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Ahoy Captain! My Gang of pirates has planned a raid on dalpok. We have a large deal of pirates marching on Dalpok next week,I would like to invite any of your crew members who might be around to partake in the pillage.--[[User:Michael edwards|Michael edwards]] 00:17, 31 August 2006 (UTC)&lt;br /&gt;
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== Natives Killed List: Wicksick Raid ==&lt;br /&gt;
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'''Tyler Whitney:''' The Captain, in what can only be described as an act of thrilling heroics, slew [http://www.shartak.com/profile.cgi?id=1093 Foo Fighter] just as he was about to finish off Mr. Kill, the Cabin Boy. In real-time!! With Mr. Kill down to his last four hitpoints and Foo Fighter with a full 85! The Captain is more than pleased to mark this as his sixth kill of the Wicksick Raid.&lt;br /&gt;
&lt;br /&gt;
It seems the Wicksick Antidote Trust is guided less by a chief than by an even more uncivilized &amp;quot;communal&amp;quot; existence. As such Foo Fighter is merely one of the more active members. Not that this should interrupt our toasting his death...  &lt;br /&gt;
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As of the night of the 20th Your Captain has killed 7 Wicksickers&lt;br /&gt;
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'''Johny Bollocks:'''&lt;br /&gt;
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'''Rob Cath:''' &lt;br /&gt;
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'''Teach:'''&lt;br /&gt;
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'''Captain Dan: 6'''&lt;br /&gt;
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'''Rob Da Blade:''' &lt;br /&gt;
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'''Xintlaer:''' *... eight of them ended up in Davy Jones locker...&lt;br /&gt;
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'''Wifey:'''&lt;br /&gt;
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'''Wolverine:''' &lt;br /&gt;
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'''Baron Von Roeboat:'''&lt;br /&gt;
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'''badhammer:''' since th' floggins i've been hungry fer some native blood t' prove m'self to th' cap'n again. i will kill 20 natives an' their shaman before i leave wiksik!        today i kill'd a mistrrr Josh Green o' Wiksik o'ver by th' mountain afterrr i saw Le Pirate Robert n tipped me hat ta 'im. since i be not in wiksik yet and the raid hasn't beggun, e's not part o' th' count i say. but a kill none the less. an' i killed the monkey he was fightin' too. harhar.--[[User:Badhammer|Badhammer]] 20:33, 8 July 2006 (UTC) OI! cap'n dan! i see ye' aimin' fer 25! i see ye' an' raise ye' i aim fer 30 now. may i die an' haunt them until i come back to kill em again.--[[User:Badhammer|Badhammer]] 21:37, 8 July 2006 (UTC) OI! dan! 35! mate i aim for 40 now. i be sittin' a lil north o' the town, i just got revived bby a wanddering shaman and ended up a few paces north o th' town. tomorrow i attack.--[[User:Badhammer|Badhammer]] 09:25, 11 July 2006 (UTC) You attack zevna for 3 damage. They die. (the raid hasn't begun yet, but i killed another one. --[[User:Badhammer|Badhammer]] 19:46, 11 July 2006 (UTC) Badhammer's kills are at a lowly 4, i have been haunting the medicine hut for the last week. getting that extra level i wanted for expert tracking. harharhar, i'll be killing them tomorrow though! back to the flesh!--[[User:Badhammer|Badhammer]] 12:09, 23 July 2006 (UTC)&lt;br /&gt;
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'''Pieman:'''&lt;br /&gt;
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'''Tycho &amp;quot;Yarr&amp;quot; Everett: 1''' Armadax wot callz hizilf Butchur has provokd mi. (Planning to distract natives with ticking GPS units and glittering gems and &amp;quot;brown liquid&amp;quot; - a bit o mud from the freshwater spring.) &lt;br /&gt;
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'''Born to Kill:''' After thsi raid, i will no longer be the cabin boy, but the cabin man! after i clean my pipes out in the natives i kill. i aim for at least a threesome, maybe more if my cutlasses don't break as often as they do.&lt;br /&gt;
OY! Cap'n! thanks fer killin' Foo Fighter! so m' kill count is currently at 8 as ov th' mornin' ov th' 23rd ov july. why arrr thar so many natives that be from somewhere else? i killed a level 26 shaman from dolpak and some rakamites! yarrrghh&lt;br /&gt;
This count is for Wiksikers ONLY! No other natives count. '''Captain Dan'''&lt;br /&gt;
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'''Dr Capitalism:'''&lt;br /&gt;
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'''Crimson Jake:'''&lt;br /&gt;
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'''Sigfrid:'''&lt;br /&gt;
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'''Anne Bonny:''' &lt;br /&gt;
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'''Axelius:'''&lt;br /&gt;
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'''OpiumJoe:''' 8 pairs of Wiksik ears be hung around me nethers.&lt;br /&gt;
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'''Irene:'''&lt;br /&gt;
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'''b4ll54ck kill3r:''' Upon my arrival at Wikstick I will kill as many as I please!&lt;br /&gt;
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'''Karrak the Drunk:''' If'n I can get to Wikstick or wha'ever tha name be, I'll take 'least five of th' stinkin' native's heads.&lt;br /&gt;
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== The Captain comes to... ==&lt;br /&gt;
I apologize for my recent absence, I was distracted by visions of a zombie apocalypse far in the future brought on by a particularly sharp blow to the head from an elephant. Details can be found here: [http://wiki.urbandead.com/index.php/BBB Blackmore Bastard Brigade]. I would ask that all crewmembers immediately report in including their general location (don't be too specific, unfriendly eyes are watching) and important events of the past couple weeks. I'd specifically ask that instances of violence between the Royal Expedition and the Scurvy Crew be reported including which parties initiated hostilities in each instance. If possible I might ask for a blanket pardon for all clans involved so that we can restart things on the right footing. We're all outsiders after all and this whole deal was started with the best intentions.&lt;br /&gt;
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I was going to move the New Tortuga bit beneath the 2nd Dalpok raid bit but the Wicksick raid painting looks so goddamn good at the top of the page...&lt;br /&gt;
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The violence against the Royal's was my doing. Gandhi and LessthenLethal caused me personal offense. I take full responsability for my own and any of the crews actions as I laid down the first stroke. '''Captain Dan'''&lt;br /&gt;
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How exactly did they offend anyway? And you weren't the first, I got pked by an outsider my first visit to the island.&lt;br /&gt;
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They insulted my honour and they probably killed you as I killed 2 of them. '''Captain Dan'''&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10449</id>
		<title>The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10449"/>
		<updated>2006-10-02T01:14:33Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* March On York! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name= The Jolly Roger Gang|&lt;br /&gt;
official_id=59|&lt;br /&gt;
open_to=outsiders |&lt;br /&gt;
clan_image=http://i108.photobucket.com/albums/n12/whitedragon5577/jollyroger.jpg|&lt;br /&gt;
clan_leaders= {{profile|4251|Michael Edwards}}|&lt;br /&gt;
clan_membership= 14 at the moment!|&lt;br /&gt;
clan_goals= to pirate and pirate some more |&lt;br /&gt;
clan_recruit= If you enjoy gold, rum and killing, sign up! |&lt;br /&gt;
clan_contact= Ingame with Mr. Edwards, on the forum. After you are a member, just put your name under &amp;quot;The Gang&amp;quot;|&lt;br /&gt;
sort_as=Jolly Roger Gang, The|&lt;br /&gt;
}}&lt;br /&gt;
''' We are the second largest Pirate clan, Rum for all!!!'''&lt;br /&gt;
''' Any unactived members on the JRG board have been activated (In my drunkness this had passed me by) Really sorry for any problems!'''&lt;br /&gt;
== March On York My Fellow Rum Smelling Pirates!==&lt;br /&gt;
Men it seems that the Mercs guild needs some help down in york.(Check the talk page for the details) As such I've pleged JRG support. This will not be an offical raid nor for the long haul, Just go down to york and kill as many yorkers as you can before they get you. I know this is sudden But i'm going to offer a 3 gold bounty for every Yorker you can prove you killed, To help sweeten the pillage--[[User:Michael edwards|Michael edwards]] 01:14, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Mr. Michael C. Edwards crashed into the isle of Shartak along with every other [[pirate]]. While not a violent fellow at heart he traveled the island with hopes of being a merchant. He traveled to Durham and was given the respect a man such as him needed. He left the town thinking that all outsiders were kind.&lt;br /&gt;
Oh how wrong he was!&lt;br /&gt;
Mr. Edwards, while traveling to [[York]], was brutally attacked and killed, just for being a pirate! After the attack, Mr. Edwards began to hate most outsiders and natives now he preys upon them.&lt;br /&gt;
Won't you help him?&lt;br /&gt;
&lt;br /&gt;
== The PDF == &lt;br /&gt;
Please check our talk page for our wanted Pirate Pker list.&lt;br /&gt;
Report all murders on the wiki to Rozen or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Message to all PDF squad members. Before you kill a wanted man you must alert him and the peoples around him.'''&lt;br /&gt;
&lt;br /&gt;
== Goals == &lt;br /&gt;
You may be wondering what our goals are. We want to be the best pirates we can be and foster a working relationship with outsiders (who are also welcomed to the clan).&lt;br /&gt;
People from anti-pirate towns like York need not apply.&lt;br /&gt;
The Jolly Roger Gang will '''NEVER''' attack or cause mayhem in [[Durham]].&lt;br /&gt;
&lt;br /&gt;
== The Book of the Skull ==&lt;br /&gt;
&lt;br /&gt;
The Book of the Skull is the doctrine and rules by which all Jolly Roger Gang members should follow. Any member who breaks these rule will recieve 40 slashs of a cutlass.&lt;br /&gt;
&lt;br /&gt;
1. &lt;br /&gt;
'''York'''&lt;br /&gt;
The Town of York is the center of all anti-pirate groups.&lt;br /&gt;
As such it is an enemy to all pirates. Any Yorkman you find should be swiftly killed. Do not trust a Yorkman who says they are friendly, as soon as you turn your back they will gut you&lt;br /&gt;
&lt;br /&gt;
2. &lt;br /&gt;
'''Durham'''&lt;br /&gt;
The Town of Durham should never be attacked by pirates, any pirate who does attack is a mutineer and should be delt with as such. The laws of Durham should be followed while in Durham. If they ask you to not kill a Yorkman wait till he is in the jungle to slit his neck.&lt;br /&gt;
&lt;br /&gt;
3. &lt;br /&gt;
'''Derby'''&lt;br /&gt;
The Town of Derby is neither friend nor foe. &lt;br /&gt;
The peoples of Derby should be dealt with on a case by case basis. peoples of Derby on the whole mean little harm.&lt;br /&gt;
&lt;br /&gt;
4. &lt;br /&gt;
'''Issues of Rum'''&lt;br /&gt;
Rum is God's gift to pirates. As such all pirates should partake in this fine drink. A Pirate should carry Rum with him into battle to help soothe his wounds.&lt;br /&gt;
&lt;br /&gt;
5. &lt;br /&gt;
'''The Cutlass'''&lt;br /&gt;
All pirates should carry at least three Cutlasses into battle. The Cutlass is a raiding pirates best friend. &lt;br /&gt;
&lt;br /&gt;
6. &lt;br /&gt;
'''Mutineers'''&lt;br /&gt;
A Mutineer is a pirate Pker&lt;br /&gt;
Any pirate who attacks his own people is the lowest form of life. A mutineer is a pirate who has no Loyality or Honor. Due to this fact he should be killed in the most brutal fashion.&lt;br /&gt;
&lt;br /&gt;
7.&lt;br /&gt;
'''The PDF'''&lt;br /&gt;
The PDF is in place to stop Mutinners. All Pirates can report a Pker to the PDF safely. All PDF members must give the Mutineer the right to know that they are wanted men for Pking.( It IS more than they deserve however but The JRG works with Honor.)&lt;br /&gt;
&lt;br /&gt;
8.&lt;br /&gt;
'''Meetings'''&lt;br /&gt;
The Jolly Roger Gang is always opened to talks with other clans.&lt;br /&gt;
However from York we will only talk to the CP. In-game talks will be held in netrual settings(Most likely Shark,Storybook,New Tortuga) Island.&lt;br /&gt;
&lt;br /&gt;
9.&lt;br /&gt;
'''Pirates'''&lt;br /&gt;
The Jolly Roger Gang By default is an ally of all upstanding Pirate clans.( eg. The Strumpet, Pirate captians crew etc.) And if need be the JRG will aid pirates without question&lt;br /&gt;
&lt;br /&gt;
10.&lt;br /&gt;
'''Secret Hiding spot of Zeff's Pants'''&lt;br /&gt;
No Jolly Roger Gang Member will every give the whereabouts of where we hid Zeff's Pirate hunting pants!!!. It took a long time to train that monkey...&lt;br /&gt;
&lt;br /&gt;
11.&lt;br /&gt;
'''Peaceful clans and peoples'''&lt;br /&gt;
Clans which support peace (ex. Open Arms) Or people who do not kill outsiders,natives or pirates will never be harmed by JRG members when it can be helped.&lt;br /&gt;
&lt;br /&gt;
== Clan News ==&lt;br /&gt;
'''Sept 15, 2006'''&lt;br /&gt;
Argh!! we've got oursleves a forum matey's!!! http://jrgcamp.proboards58.com/index.cgi&lt;br /&gt;
&lt;br /&gt;
'''Sept 11, 2006'''&lt;br /&gt;
&lt;br /&gt;
1. Dispatched at the cowardly hands of the blowpipe wielding warrior {{profile|3875|Azuma}} during the raid on Dalpok while he slept, and then forced away from the Dalpok shaman by the unearthly powers of Teia, {{profile|4770|First Amongst Daves}} awoke in the deep south of the island in a foul mood and with a taste for fetid blood. He has since slit the quivering throat of the churlish Captain Hallister, a pompous rogue of York, with a fine edge of steel and sent him to Hell to meet his wormy decomposing ancestors. Presently en route north back to the shipwreck, west of some grasslands, haunted by the pitiful ghost of Hallister.&lt;br /&gt;
&lt;br /&gt;
Beware the native warrior {{profile|1360|Kepple}}. {{profile|4862|Rozen}} has already met his fate once at this man's hands. A gold coin to the pirate who can find him for me. I have a blood feud with this native.&lt;br /&gt;
&lt;br /&gt;
I'd like to add my gold to the bounty on him. - Rozen&lt;br /&gt;
&lt;br /&gt;
'''Sept 10, 2006'''&lt;br /&gt;
&lt;br /&gt;
1.I would like to welcome {{profile|1604|Patch}} the Pirate and {{profile|5447|LePreto}} to The Jolly Roger Gang. Men This means We've broken the 10 members mark! A jug of my own private rum for all members!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.I would like to annouce to all Pirates and to JRG members the Creation of a new Squad within the JRG. The Pirate Defence Force!! The PDF will be lead by the Slayer of Pker's {{profile|4862|Rozen}}. It will be part of the JRG to help protect players in and around the shipwreck. any member of the JRG who would like to be a part of this please talk to {{profile|4862|Rozen}} or me.''' The PDF is NOT a sperate clan but a sub-branch of the JRG you must be a member of the JRG to be on the PDF.&lt;br /&gt;
&lt;br /&gt;
3.'''I need all clan members to meet me in game at the traders hut. I have important clan dealings I need to go over with you all.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sept 9, 2006'''&lt;br /&gt;
Still without contact with the main branch of the gang, {{profile|5195|Havokk}} has been making attempts to recruit people and keep himself safe as well as the lost pirates around him.&lt;br /&gt;
&lt;br /&gt;
'''Sept 6, 2006'''&lt;br /&gt;
On his way to the raid {{profile|5195|Havokk}} saw some nearby sport and went hunting, to find himself extremely lost, but met up with a fellow pirate named {{profile|5338|Reaper}}. With his natural born ability to pursuade, {{profile|5195|Havokk}} Encouraged him to join the group and now both are currently training, but are at the moment cut off from any info on how the raid is going, and will be trying to find a way back to the shipwreck and possibly to rejoing the raid party again...&lt;br /&gt;
&lt;br /&gt;
'''Sept 5, 2006'''&lt;br /&gt;
We add our ninth member to the gang!!! Welcome to&lt;br /&gt;
{{profile|3171|b4ll54ck kill3r}}!!!!&lt;br /&gt;
&lt;br /&gt;
'''Sept 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
HAHAHA! A new pirate has joined us!! welcome to {{profile|5338|Reaper}}&lt;br /&gt;
&lt;br /&gt;
ATTENTION MEN!!! I've heard reports that Capt. Whitney of the Hellborn Strumpet has allowed his men onto the killing fields of Dalpok. Expect a few more pirates to partake in the pillage.&lt;br /&gt;
&lt;br /&gt;
'''Sept 2, 2006'''&lt;br /&gt;
&lt;br /&gt;
The Gang has added another to our foul smelling fold A harty welcome to{{profile|4269|Petedotnu}}.&lt;br /&gt;
&lt;br /&gt;
'''Sept 1. 2006'''&lt;br /&gt;
&lt;br /&gt;
The Raid on Dalpok has started! All pirates who have signed should move their rum smelling arse over to Dalpok to kill Natives!!&lt;br /&gt;
&lt;br /&gt;
''' August 31,2006'''&lt;br /&gt;
&lt;br /&gt;
Ahoy! We have new members in our Jolly gang, A warm welcome to {{profile|5239|Necropolis123}} and {{profile|4770|FirstAmongstDaves}}&lt;br /&gt;
&lt;br /&gt;
''' August 29, 2006'''&lt;br /&gt;
&lt;br /&gt;
A warm welcome to new gang member {{profile|5188|Daralan}} &lt;br /&gt;
&lt;br /&gt;
''' August 28, 2006'''&lt;br /&gt;
 &lt;br /&gt;
We would like to welcome new members {{profile|5079|Sknig}}and {{profile|5195|Havokk}} to our Ranks. &lt;br /&gt;
&lt;br /&gt;
''' August 26, 2006'''&lt;br /&gt;
&lt;br /&gt;
After being killed by Native gimbo, Mr. Edwards has returned to Shipwreck to find willing pirates to partake in the Dalpok Raid. We hope to have a two pronged attack from Shipwreck and Durham.&lt;br /&gt;
&lt;br /&gt;
'''Augest 23, 2006'''&lt;br /&gt;
&lt;br /&gt;
Mr. Edwards is in Durham getting outsider support for a Dalpok raid. Sign up on the wiki or 1 square North-West of the Durham Pistoleers HQ. &lt;br /&gt;
&lt;br /&gt;
'''August 6, 2006'''&lt;br /&gt;
&lt;br /&gt;
Clan is offical! Sign-Up now!&lt;br /&gt;
&lt;br /&gt;
== The Gang ==&lt;br /&gt;
* {{profile|4251|Michael Edwards}} - founder and leader&lt;br /&gt;
* {{profile|5079|Sknig}} - The Noodly Appendage of Our Delicious Master, the Flying Spaghetti Monster&lt;br /&gt;
* {{profile|5195|Havokk}} - Havokk o' Havoc &lt;br /&gt;
* {{profile|5188|Daralan}} -&lt;br /&gt;
* {{profile|5239|Necropolis123}} - The Harbinger of Death&lt;br /&gt;
* {{profile|4770|FirstAmongstDaves}} - Gargler of Lukewarm Blood&lt;br /&gt;
* {{profile|4269|Petedotnu}} -&lt;br /&gt;
* {{profile|5338|Reaper}} - Lover of The Pillage &lt;br /&gt;
* {{profile|4862|Rozen}} - Slayer of Pker's, leader of the PDF&lt;br /&gt;
* {{profile|1604|Patch}} -&lt;br /&gt;
* {{profile|5447|LePreto}} - Terror of the Tamanca&lt;br /&gt;
* {{profile|2480|Zom-VLD}} - Rum-slosher&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Jolly_Roger_Gang&amp;diff=10448</id>
		<title>Talk:The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Jolly_Roger_Gang&amp;diff=10448"/>
		<updated>2006-10-02T01:09:53Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Yarr #Two */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Just Wondering...==&lt;br /&gt;
Why do you say you're going to kill Natives too? Reading your life story, they didn't do anything to you. And let me get this right, you're killing all outsiders, but you're also trying to start a healthy alliance with them AND they're welcome in your clan? [[Colonial Police|But, I suggest you don't hurt anyone in York]]. [[User:Che|Che]] 16:50, 21 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey, pirates are all the same.  They claim they're peacable folk at heart, then ask if you want to join them on their next pillaging spree.  And views such as &amp;quot;People from anti-pirate towns like York need not apply&amp;quot; are why we had to drive those dastardly brigands from our fair city in the first place.  --[[User:The Order Of Patriots|The Order Of Patriots]] 16:41, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
All outsiders have a common enemy with natives. I also enjoy a good relationship with Durham which is were I am now and who i'm starting an alliance with. I still am anti-york and will be--[[User:Michael edwards|Michael edwards]] 23:37, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ohhhh....I see now! Just because someone from York killed you, you want to kill evrey single person from York ever. I get it. Totally Understadable. Sorry for asking...[[User:Che|Che]] 05:01, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yorkers are the turds of the devil. They have sex with common livestock, including chickens, in the sad hope of producing magical chimera, blow their noses into the palms of their hands because snot is their currency, and eat small children in demonic ceremonies at midnight. I will not rest until I have used the mouth of every Yorker as a repository for my urine, and the throat of every Yorker as a scabbard for my blade. Any man in the Jolly Roger Gang who will not swear that oath should sever his tongue from his mouth and gift it to the filthy Dalpok tribe for use as toilet paper. [[User:FirstAmongstDaves|First Amongst Daves]]&lt;br /&gt;
&lt;br /&gt;
I swear that the next yorkman to set foot on our fair sand, will have his entrails ripped out and he'll be hung from the main-mast as a testament to the powers of bloody vengeance at my disposal! Gahar! Don't forget, on sept 17th we must all talk like pirates, it be international talk like a pirate day! [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
Ahoy shipmates. Why are we camped on the beach when we should seize the ship as our base of operations? It randomly generates supplies, arms and gold. Seize the ship and we hold an asset.[[User:FirstAmongstDaves|First Amongst Daves]]&lt;br /&gt;
&lt;br /&gt;
I thought the ship was the hell-bound-strumpet base? if they dont have it though...yahar! [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
And for no particular reason....aye!! avast ye scurvy landlubbers!!! [[User:Necropolis123|Necropolis123]] 18:22, 19 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arr. Missed the Dalpok-York Road, and am south of the island near the beach, stalking an elephant. Diamond Dog is down there, looks like he has not moved for a few days. I am now heading toward York to slay as many of the inhabitants as possible. With my time zone advantage I expect to give their guts some fresh air while they sleep. A gold coin bounty to any man for every dead Colonial Policeman's shield: list your dead CPs here .[[User:FirstAmongstDaves|First Amongst Daves]]- 21 September 2006&lt;br /&gt;
&lt;br /&gt;
Arr. Got mauled by a tiger, then killed by a small deer. Such indignity. I am heading to Shark Island to headbutt hippies. [[User:FirstAmongstDaves|First Amongst Daves]] - 25 Septemeber 2006.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===GAR! The PDF! WANTED LIST + AIMS===&lt;br /&gt;
Aye, the Cap' has invited me to the crew, and as a semi-experienced PK'er slayer, he's put me in charge of the PDF. Our objectives...simple:&lt;br /&gt;
&lt;br /&gt;
-Enjoy the EXP your about to get by following the next objective.&lt;br /&gt;
&lt;br /&gt;
-Kill any York luvin', PKin', son-o-a-sea turtle mutineer that sets foot on dry sand!&lt;br /&gt;
&lt;br /&gt;
-And of course, pirate to the best o' ye ability.&lt;br /&gt;
&lt;br /&gt;
Rozen -- http://www.shartak.com/profile.cgi?id=4862&lt;br /&gt;
[[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
'''WANTED - DEAD.''' (Add more when you find more) &lt;br /&gt;
&lt;br /&gt;
{{profile|4401|Sreath123}} - Small time PKer, we've been trading blows since i got on the island. I've killed him a few times, he's kiled me once. &lt;br /&gt;
&lt;br /&gt;
Killed Sreath 123 on 13 Sept 2006 - {{profile|4770|First Amongst Daves}}&lt;br /&gt;
&lt;br /&gt;
Burchill - NOT CONFIRMED. Widespread rumour and an entry in Long Fin's profile, probably a PKer but the jury is still out. &lt;br /&gt;
&lt;br /&gt;
{{profile|1594|Long Fin Kille}} - VERY DANGEROUS, KILL ON SIGHT. He's got over 150 pirate kills, very dangerous, dont sleep near him or he'll slit your throat. If you kill anyone, make it Long Fin. He's never killed me, but not for lack of trying, and over 150 good pirates have died by his hands.&lt;br /&gt;
&lt;br /&gt;
{{profile|5006|Ciberwolf}} - Killed LePreto outside the traders hut. An enemy of the JRG.&lt;br /&gt;
&lt;br /&gt;
{{profile|1186|Henry Morton Stanley}} - a protector of natives and an avowed pirate hunter. Last spotted west near Movan on 11 Sept 2006, where he killed First Amongst Daves.&lt;br /&gt;
&lt;br /&gt;
{{profile|1776|a nobleman}} - Killed Lucidiots on the camp. Alleged PKer.&lt;br /&gt;
&lt;br /&gt;
{{profile|1067|japani}} - stupid profile, and 4 kills. Was killed by Long Fin Kille, no honor amoung PKers then.&lt;br /&gt;
&lt;br /&gt;
{{profile|2829|petey}} - Attacked me and called the clan gay, I think he needs to be killed, numerous times. - {{profile|4862|Rozen}}&lt;br /&gt;
&lt;br /&gt;
{{profile|3065|Grimmig}} - Big time PKer.&lt;br /&gt;
&lt;br /&gt;
Remember - It doesn't matter if you've already killed them, that just means they'll look for you now. KILL KILL KILL KILL KILL and KILL them some more.&lt;br /&gt;
&lt;br /&gt;
=== Sorry ===&lt;br /&gt;
Regrettably i will be unable to join in the raid on Dalpok today. I mistook SW for SE and i ploughed off in the wrong direction.... and as it happenns i'm nearly dead from a shark attack and i don't have a first aid kit.... my second day on this island isn't going well [[user:necropolis123|necropolis123]] 16:27 GMT 1st September&lt;br /&gt;
&lt;br /&gt;
Don't worry about it just get your self killed and return to the shipwreck via shaman. you can still join in the pillage!--[[User:Michael edwards|Michael edwards]] 15:55, 1 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== HARHARHAHHRR!!! ===&lt;br /&gt;
A raid on Dalpok says you? A change in the wind says I! The Scurvy Crew will be more than eager to once more flood the dirt paths of Dalpok with blood. The fact that this might be the one of the first instances of multiple clans agreeing on an act only sweetens the rum! Expect us to emerge mysteriously from the jungle soon. - [http://www.shartak.com/profile.cgi?id=242 Captain Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Yarrr!==&lt;br /&gt;
&lt;br /&gt;
Arrr, me ship-wrecked, rum sloshin' matey's, would ye kindly accept this poor [http://www.shartak.com//profile.cgi?id=2480 Zom-VLD] inta yer crew o' noble pirates?&lt;br /&gt;
&lt;br /&gt;
I'd be fearful disappointed if ye were ta say no, but aa would hold no grudge.--[[User:HVLD|HVLD]] 01:22, 29 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sure Go and register at our forums and Report in at the shipwreck--[[User:Michael edwards|Michael edwards]] 03:24, 29 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yarr #Two ==&lt;br /&gt;
It appears that the [[Colonial Police]] and the [[Order of Patriots]] of [[York]] have a burning hatred for your group. &lt;br /&gt;
As you may have heard, the [[Mercenary's Guild]] is attacking the settlement, for reasons we are not willing to disclose in public. The chaos that has ensued since our attack has been in our favor, so we were thinking of ways we could increase the chaos... &lt;br /&gt;
We thought of you. Would you be interested in raiding [[York]], preferably as soon as possible? It would benefit both our groups, as the [[Mercenary's Guild]] would be able to focus on its own missions without being constantly hounded by the CP. [[The Jolly Roger Gang]], in return, would gain status and reputation in Shartak. [[York]] is weak. Either one of our groups could take it alone, but only with great struggle. We offer you the opportunity to fight alongside us and overwhelm York with ease. All we wish is to complete our missions, but I understand that having [[York]] in chaos would be profitable to your group in more ways than one - imagine the acknowledgement from other pirate groups after being the one to eradicate the bastion of anti-pirates... Think on it, and get back to us... -- [[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:18, 30 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Erados, I can send A few men to help with killing the yorkers. However I have the bulk of the group out on the west coast trade route stocking FAKs for Shipwreck. I could have at least four men in york by tuesday however--[[User:Michael edwards|Michael edwards]] 01:09, 2 October 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10418</id>
		<title>The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10418"/>
		<updated>2006-10-01T01:16:54Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name= The Jolly Roger Gang|&lt;br /&gt;
official_id=59|&lt;br /&gt;
open_to=outsiders |&lt;br /&gt;
clan_image=http://i108.photobucket.com/albums/n12/whitedragon5577/jollyroger.jpg|&lt;br /&gt;
clan_leaders= {{profile|4251|Michael Edwards}}|&lt;br /&gt;
clan_membership= 14 at the moment!|&lt;br /&gt;
clan_goals= to pirate and pirate some more |&lt;br /&gt;
clan_recruit= If you enjoy gold, rum and killing, sign up! |&lt;br /&gt;
clan_contact= Ingame with Mr. Edwards, on the forum. After you are a member, just put your name under &amp;quot;The Gang&amp;quot;|&lt;br /&gt;
sort_as=Jolly Roger Gang, The|&lt;br /&gt;
}}&lt;br /&gt;
''' We are the second largest Pirate clan, Rum for all!!!'''&lt;br /&gt;
''' Any unactived members on the JRG board have been activated (In my drunkness this had passed me by) Really sorry for any problems!'''&lt;br /&gt;
== Were Pulling out!==&lt;br /&gt;
Men You have gone above what I expected out of you In the Dalpok raid. After a good week of looting and razing I'm giving the order to return to Shipwreck. Meet up  outside the Traders Hut so we can discuss Clan dealings.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Mr. Michael C. Edwards crashed into the isle of Shartak along with every other [[pirate]]. While not a violent fellow at heart he traveled the island with hopes of being a merchant. He traveled to Durham and was given the respect a man such as him needed. He left the town thinking that all outsiders were kind.&lt;br /&gt;
Oh how wrong he was!&lt;br /&gt;
Mr. Edwards, while traveling to [[York]], was brutally attacked and killed, just for being a pirate! After the attack, Mr. Edwards began to hate most outsiders and natives now he preys upon them.&lt;br /&gt;
Won't you help him?&lt;br /&gt;
&lt;br /&gt;
== The PDF == &lt;br /&gt;
Please check our talk page for our wanted Pirate Pker list.&lt;br /&gt;
Report all murders on the wiki to Rozen or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Message to all PDF squad members. Before you kill a wanted man you must alert him and the peoples around him.'''&lt;br /&gt;
&lt;br /&gt;
== Goals == &lt;br /&gt;
You may be wondering what our goals are. We want to be the best pirates we can be and foster a working relationship with outsiders (who are also welcomed to the clan).&lt;br /&gt;
People from anti-pirate towns like York need not apply.&lt;br /&gt;
The Jolly Roger Gang will '''NEVER''' attack or cause mayhem in [[Durham]].&lt;br /&gt;
&lt;br /&gt;
== The Book of the Skull ==&lt;br /&gt;
&lt;br /&gt;
The Book of the Skull is the doctrine and rules by which all Jolly Roger Gang members should follow. Any member who breaks these rule will recieve 40 slashs of a cutlass.&lt;br /&gt;
&lt;br /&gt;
1. &lt;br /&gt;
'''York'''&lt;br /&gt;
The Town of York is the center of all anti-pirate groups.&lt;br /&gt;
As such it is an enemy to all pirates. Any Yorkman you find should be swiftly killed. Do not trust a Yorkman who says they are friendly, as soon as you turn your back they will gut you&lt;br /&gt;
&lt;br /&gt;
2. &lt;br /&gt;
'''Durham'''&lt;br /&gt;
The Town of Durham should never be attacked by pirates, any pirate who does attack is a mutineer and should be delt with as such. The laws of Durham should be followed while in Durham. If they ask you to not kill a Yorkman wait till he is in the jungle to slit his neck.&lt;br /&gt;
&lt;br /&gt;
3. &lt;br /&gt;
'''Derby'''&lt;br /&gt;
The Town of Derby is neither friend nor foe. &lt;br /&gt;
The peoples of Derby should be dealt with on a case by case basis. peoples of Derby on the whole mean little harm.&lt;br /&gt;
&lt;br /&gt;
4. &lt;br /&gt;
'''Issues of Rum'''&lt;br /&gt;
Rum is God's gift to pirates. As such all pirates should partake in this fine drink. A Pirate should carry Rum with him into battle to help soothe his wounds.&lt;br /&gt;
&lt;br /&gt;
5. &lt;br /&gt;
'''The Cutlass'''&lt;br /&gt;
All pirates should carry at least three Cutlasses into battle. The Cutlass is a raiding pirates best friend. &lt;br /&gt;
&lt;br /&gt;
6. &lt;br /&gt;
'''Mutineers'''&lt;br /&gt;
A Mutineer is a pirate Pker&lt;br /&gt;
Any pirate who attacks his own people is the lowest form of life. A mutineer is a pirate who has no Loyality or Honor. Due to this fact he should be killed in the most brutal fashion.&lt;br /&gt;
&lt;br /&gt;
7.&lt;br /&gt;
'''The PDF'''&lt;br /&gt;
The PDF is in place to stop Mutinners. All Pirates can report a Pker to the PDF safely. All PDF members must give the Mutineer the right to know that they are wanted men for Pking.( It IS more than they deserve however but The JRG works with Honor.)&lt;br /&gt;
&lt;br /&gt;
8.&lt;br /&gt;
'''Meetings'''&lt;br /&gt;
The Jolly Roger Gang is always opened to talks with other clans.&lt;br /&gt;
However from York we will only talk to the CP. In-game talks will be held in netrual settings(Most likely Shark,Storybook,New Tortuga) Island.&lt;br /&gt;
&lt;br /&gt;
9.&lt;br /&gt;
'''Pirates'''&lt;br /&gt;
The Jolly Roger Gang By default is an ally of all upstanding Pirate clans.( eg. The Strumpet, Pirate captians crew etc.) And if need be the JRG will aid pirates without question&lt;br /&gt;
&lt;br /&gt;
10.&lt;br /&gt;
'''Secret Hiding spot of Zeff's Pants'''&lt;br /&gt;
No Jolly Roger Gang Member will every give the whereabouts of where we hid Zeff's Pirate hunting pants!!!. It took a long time to train that monkey...&lt;br /&gt;
&lt;br /&gt;
11.&lt;br /&gt;
'''Peaceful clans and peoples'''&lt;br /&gt;
Clans which support peace (ex. Open Arms) Or people who do not kill outsiders,natives or pirates will never be harmed by JRG members when it can be helped.&lt;br /&gt;
&lt;br /&gt;
== Clan News ==&lt;br /&gt;
'''Sept 15, 2006'''&lt;br /&gt;
Argh!! we've got oursleves a forum matey's!!! http://jrgcamp.proboards58.com/index.cgi&lt;br /&gt;
&lt;br /&gt;
'''Sept 11, 2006'''&lt;br /&gt;
&lt;br /&gt;
1. Dispatched at the cowardly hands of the blowpipe wielding warrior {{profile|3875|Azuma}} during the raid on Dalpok while he slept, and then forced away from the Dalpok shaman by the unearthly powers of Teia, {{profile|4770|First Amongst Daves}} awoke in the deep south of the island in a foul mood and with a taste for fetid blood. He has since slit the quivering throat of the churlish Captain Hallister, a pompous rogue of York, with a fine edge of steel and sent him to Hell to meet his wormy decomposing ancestors. Presently en route north back to the shipwreck, west of some grasslands, haunted by the pitiful ghost of Hallister.&lt;br /&gt;
&lt;br /&gt;
Beware the native warrior {{profile|1360|Kepple}}. {{profile|4862|Rozen}} has already met his fate once at this man's hands. A gold coin to the pirate who can find him for me. I have a blood feud with this native.&lt;br /&gt;
&lt;br /&gt;
I'd like to add my gold to the bounty on him. - Rozen&lt;br /&gt;
&lt;br /&gt;
'''Sept 10, 2006'''&lt;br /&gt;
&lt;br /&gt;
1.I would like to welcome {{profile|1604|Patch}} the Pirate and {{profile|5447|LePreto}} to The Jolly Roger Gang. Men This means We've broken the 10 members mark! A jug of my own private rum for all members!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.I would like to annouce to all Pirates and to JRG members the Creation of a new Squad within the JRG. The Pirate Defence Force!! The PDF will be lead by the Slayer of Pker's {{profile|4862|Rozen}}. It will be part of the JRG to help protect players in and around the shipwreck. any member of the JRG who would like to be a part of this please talk to {{profile|4862|Rozen}} or me.''' The PDF is NOT a sperate clan but a sub-branch of the JRG you must be a member of the JRG to be on the PDF.&lt;br /&gt;
&lt;br /&gt;
3.'''I need all clan members to meet me in game at the traders hut. I have important clan dealings I need to go over with you all.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sept 9, 2006'''&lt;br /&gt;
Still without contact with the main branch of the gang, {{profile|5195|Havokk}} has been making attempts to recruit people and keep himself safe as well as the lost pirates around him.&lt;br /&gt;
&lt;br /&gt;
'''Sept 6, 2006'''&lt;br /&gt;
On his way to the raid {{profile|5195|Havokk}} saw some nearby sport and went hunting, to find himself extremely lost, but met up with a fellow pirate named {{profile|5338|Reaper}}. With his natural born ability to pursuade, {{profile|5195|Havokk}} Encouraged him to join the group and now both are currently training, but are at the moment cut off from any info on how the raid is going, and will be trying to find a way back to the shipwreck and possibly to rejoing the raid party again...&lt;br /&gt;
&lt;br /&gt;
'''Sept 5, 2006'''&lt;br /&gt;
We add our ninth member to the gang!!! Welcome to&lt;br /&gt;
{{profile|3171|b4ll54ck kill3r}}!!!!&lt;br /&gt;
&lt;br /&gt;
'''Sept 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
HAHAHA! A new pirate has joined us!! welcome to {{profile|5338|Reaper}}&lt;br /&gt;
&lt;br /&gt;
ATTENTION MEN!!! I've heard reports that Capt. Whitney of the Hellborn Strumpet has allowed his men onto the killing fields of Dalpok. Expect a few more pirates to partake in the pillage.&lt;br /&gt;
&lt;br /&gt;
'''Sept 2, 2006'''&lt;br /&gt;
&lt;br /&gt;
The Gang has added another to our foul smelling fold A harty welcome to{{profile|4269|Petedotnu}}.&lt;br /&gt;
&lt;br /&gt;
'''Sept 1. 2006'''&lt;br /&gt;
&lt;br /&gt;
The Raid on Dalpok has started! All pirates who have signed should move their rum smelling arse over to Dalpok to kill Natives!!&lt;br /&gt;
&lt;br /&gt;
''' August 31,2006'''&lt;br /&gt;
&lt;br /&gt;
Ahoy! We have new members in our Jolly gang, A warm welcome to {{profile|5239|Necropolis123}} and {{profile|4770|FirstAmongstDaves}}&lt;br /&gt;
&lt;br /&gt;
''' August 29, 2006'''&lt;br /&gt;
&lt;br /&gt;
A warm welcome to new gang member {{profile|5188|Daralan}} &lt;br /&gt;
&lt;br /&gt;
''' August 28, 2006'''&lt;br /&gt;
 &lt;br /&gt;
We would like to welcome new members {{profile|5079|Sknig}}and {{profile|5195|Havokk}} to our Ranks. &lt;br /&gt;
&lt;br /&gt;
''' August 26, 2006'''&lt;br /&gt;
&lt;br /&gt;
After being killed by Native gimbo, Mr. Edwards has returned to Shipwreck to find willing pirates to partake in the Dalpok Raid. We hope to have a two pronged attack from Shipwreck and Durham.&lt;br /&gt;
&lt;br /&gt;
'''Augest 23, 2006'''&lt;br /&gt;
&lt;br /&gt;
Mr. Edwards is in Durham getting outsider support for a Dalpok raid. Sign up on the wiki or 1 square North-West of the Durham Pistoleers HQ. &lt;br /&gt;
&lt;br /&gt;
'''August 6, 2006'''&lt;br /&gt;
&lt;br /&gt;
Clan is offical! Sign-Up now!&lt;br /&gt;
&lt;br /&gt;
== The Gang ==&lt;br /&gt;
* {{profile|4251|Michael Edwards}} - founder and leader&lt;br /&gt;
* {{profile|5079|Sknig}} - The Noodly Appendage of Our Delicious Master, the Flying Spaghetti Monster&lt;br /&gt;
* {{profile|5195|Havokk}} - Havokk o' Havoc &lt;br /&gt;
* {{profile|5188|Daralan}} -&lt;br /&gt;
* {{profile|5239|Necropolis123}} - The Harbinger of Death&lt;br /&gt;
* {{profile|4770|FirstAmongstDaves}} - Gargler of Lukewarm Blood&lt;br /&gt;
* {{profile|4269|Petedotnu}} -&lt;br /&gt;
* {{profile|5338|Reaper}} - Lover of The Pillage &lt;br /&gt;
* {{profile|4862|Rozen}} - Slayer of Pker's, leader of the PDF&lt;br /&gt;
* {{profile|1604|Patch}} -&lt;br /&gt;
* {{profile|5447|LePreto}} - Terror of the Tamanca&lt;br /&gt;
* {{profile|2480|Zom-VLD}} - Rum-slosher&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Jolly_Roger_Gang&amp;diff=10393</id>
		<title>Talk:The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Jolly_Roger_Gang&amp;diff=10393"/>
		<updated>2006-09-29T03:24:35Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Yarrr! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Just Wondering...==&lt;br /&gt;
Why do you say you're going to kill Natives too? Reading your life story, they didn't do anything to you. And let me get this right, you're killing all outsiders, but you're also trying to start a healthy alliance with them AND they're welcome in your clan? [[Colonial Police|But, I suggest you don't hurt anyone in York]]. [[User:Che|Che]] 16:50, 21 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey, pirates are all the same.  They claim they're peacable folk at heart, then ask if you want to join them on their next pillaging spree.  And views such as &amp;quot;People from anti-pirate towns like York need not apply&amp;quot; are why we had to drive those dastardly brigands from our fair city in the first place.  --[[User:The Order Of Patriots|The Order Of Patriots]] 16:41, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
All outsiders have a common enemy with natives. I also enjoy a good relationship with Durham which is were I am now and who i'm starting an alliance with. I still am anti-york and will be--[[User:Michael edwards|Michael edwards]] 23:37, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ohhhh....I see now! Just because someone from York killed you, you want to kill evrey single person from York ever. I get it. Totally Understadable. Sorry for asking...[[User:Che|Che]] 05:01, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yorkers are the turds of the devil. They have sex with common livestock, including chickens, in the sad hope of producing magical chimera, blow their noses into the palms of their hands because snot is their currency, and eat small children in demonic ceremonies at midnight. I will not rest until I have used the mouth of every Yorker as a repository for my urine, and the throat of every Yorker as a scabbard for my blade. Any man in the Jolly Roger Gang who will not swear that oath should sever his tongue from his mouth and gift it to the filthy Dalpok tribe for use as toilet paper. [[User:FirstAmongstDaves|First Amongst Daves]]&lt;br /&gt;
&lt;br /&gt;
I swear that the next yorkman to set foot on our fair sand, will have his entrails ripped out and he'll be hung from the main-mast as a testament to the powers of bloody vengeance at my disposal! Gahar! Don't forget, on sept 17th we must all talk like pirates, it be international talk like a pirate day! [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
Ahoy shipmates. Why are we camped on the beach when we should seize the ship as our base of operations? It randomly generates supplies, arms and gold. Seize the ship and we hold an asset.[[User:FirstAmongstDaves|First Amongst Daves]]&lt;br /&gt;
&lt;br /&gt;
I thought the ship was the hell-bound-strumpet base? if they dont have it though...yahar! [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
And for no particular reason....aye!! avast ye scurvy landlubbers!!! [[User:Necropolis123|Necropolis123]] 18:22, 19 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Arr. Missed the Dalpok-York Road, and am south of the island near the beach, stalking an elephant. Diamond Dog is down there, looks like he has not moved for a few days. I am now heading toward York to slay as many of the inhabitants as possible. With my time zone advantage I expect to give their guts some fresh air while they sleep. A gold coin bounty to any man for every dead Colonial Policeman's shield: list your dead CPs here .[[User:FirstAmongstDaves|First Amongst Daves]]- 21 September 2006&lt;br /&gt;
&lt;br /&gt;
Arr. Got mauled by a tiger, then killed by a small deer. Such indignity. I am heading to Shark Island to headbutt hippies. [[User:FirstAmongstDaves|First Amongst Daves]] - 25 Septemeber 2006.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===GAR! The PDF! WANTED LIST + AIMS===&lt;br /&gt;
Aye, the Cap' has invited me to the crew, and as a semi-experienced PK'er slayer, he's put me in charge of the PDF. Our objectives...simple:&lt;br /&gt;
&lt;br /&gt;
-Enjoy the EXP your about to get by following the next objective.&lt;br /&gt;
&lt;br /&gt;
-Kill any York luvin', PKin', son-o-a-sea turtle mutineer that sets foot on dry sand!&lt;br /&gt;
&lt;br /&gt;
-And of course, pirate to the best o' ye ability.&lt;br /&gt;
&lt;br /&gt;
Rozen -- http://www.shartak.com/profile.cgi?id=4862&lt;br /&gt;
[[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
'''WANTED - DEAD.''' (Add more when you find more) &lt;br /&gt;
&lt;br /&gt;
{{profile|4401|Sreath123}} - Small time PKer, we've been trading blows since i got on the island. I've killed him a few times, he's kiled me once. &lt;br /&gt;
&lt;br /&gt;
Killed Sreath 123 on 13 Sept 2006 - {{profile|4770|First Amongst Daves}}&lt;br /&gt;
&lt;br /&gt;
Burchill - NOT CONFIRMED. Widespread rumour and an entry in Long Fin's profile, probably a PKer but the jury is still out. &lt;br /&gt;
&lt;br /&gt;
{{profile|1594|Long Fin Kille}} - VERY DANGEROUS, KILL ON SIGHT. He's got over 150 pirate kills, very dangerous, dont sleep near him or he'll slit your throat. If you kill anyone, make it Long Fin. He's never killed me, but not for lack of trying, and over 150 good pirates have died by his hands.&lt;br /&gt;
&lt;br /&gt;
{{profile|5006|Ciberwolf}} - Killed LePreto outside the traders hut. An enemy of the JRG.&lt;br /&gt;
&lt;br /&gt;
{{profile|1186|Henry Morton Stanley}} - a protector of natives and an avowed pirate hunter. Last spotted west near Movan on 11 Sept 2006, where he killed First Amongst Daves.&lt;br /&gt;
&lt;br /&gt;
{{profile|1776|a nobleman}} - Killed Lucidiots on the camp. Alleged PKer.&lt;br /&gt;
&lt;br /&gt;
{{profile|1067|japani}} - stupid profile, and 4 kills. Was killed by Long Fin Kille, no honor amoung PKers then.&lt;br /&gt;
&lt;br /&gt;
{{profile|2829|petey}} - Attacked me and called the clan gay, I think he needs to be killed, numerous times. - {{profile|4862|Rozen}}&lt;br /&gt;
&lt;br /&gt;
{{profile|3065|Grimmig}} - Big time PKer.&lt;br /&gt;
&lt;br /&gt;
Remember - It doesn't matter if you've already killed them, that just means they'll look for you now. KILL KILL KILL KILL KILL and KILL them some more.&lt;br /&gt;
&lt;br /&gt;
=== Sorry ===&lt;br /&gt;
Regrettably i will be unable to join in the raid on Dalpok today. I mistook SW for SE and i ploughed off in the wrong direction.... and as it happenns i'm nearly dead from a shark attack and i don't have a first aid kit.... my second day on this island isn't going well [[user:necropolis123|necropolis123]] 16:27 GMT 1st September&lt;br /&gt;
&lt;br /&gt;
Don't worry about it just get your self killed and return to the shipwreck via shaman. you can still join in the pillage!--[[User:Michael edwards|Michael edwards]] 15:55, 1 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== HARHARHAHHRR!!! ===&lt;br /&gt;
A raid on Dalpok says you? A change in the wind says I! The Scurvy Crew will be more than eager to once more flood the dirt paths of Dalpok with blood. The fact that this might be the one of the first instances of multiple clans agreeing on an act only sweetens the rum! Expect us to emerge mysteriously from the jungle soon. - [http://www.shartak.com/profile.cgi?id=242 Captain Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Yarrr!==&lt;br /&gt;
&lt;br /&gt;
Arrr, me ship-wrecked, rum sloshin' matey's, would ye kindly accept this poor [http://www.shartak.com//profile.cgi?id=2480 Zom-VLD] inta yer crew o' noble pirates?&lt;br /&gt;
&lt;br /&gt;
I'd be fearful disappointed if ye were ta say no, but aa would hold no grudge.--[[User:HVLD|HVLD]] 01:22, 29 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sure Go and register at our forums and Report in at the shipwreck--[[User:Michael edwards|Michael edwards]] 03:24, 29 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shartak_Rebel_Forces&amp;diff=10365</id>
		<title>Talk:Shartak Rebel Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shartak_Rebel_Forces&amp;diff=10365"/>
		<updated>2006-09-26T02:29:06Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* The PDF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
Hello. Please leave a message! I hope to hear from you -[[User:Che|Che]] 01:43, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Clan Photo ==&lt;br /&gt;
&lt;br /&gt;
If anyone can make a good clan picture, please let me know.   -[[User:Che|Che]] 01:49, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:What sort of image are you looking for? I'm guessing you want something that symbolizes justice, law and order. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:44, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just something that's simple and to the point that symbolizes justice and honor. - [[User:Che|Che]] 21:57, 30 August 2006 (UTC)&lt;br /&gt;
(Thanks for your help by the way : )&lt;br /&gt;
&lt;br /&gt;
== Who's a criminal? ==&lt;br /&gt;
&lt;br /&gt;
The [[Colonial Police]] define &amp;quot;criminal&amp;quot; as &amp;quot;any person who has killed outsiders&amp;quot;. Who do you consider criminals? &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:53, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The Shartak Rebel Forces consider criminals to be people who engage in violence against York, encourage violence against York, or plan on creating mayhem and/or raiding York. - [[User:Che|Che]] 23:26, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
You should make a most wanted list!--[[User:Michael edwards|Michael edwards]] 23:35, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That idea as crossed my mind several times. The only problem is I want to be differnt, and try to develop some of my own ideas. - [[User:Che|Che]] 01:17, 1 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Gar, ye went and did it anawa' and now ye've made more o an enemy than ye cant handle with yer silly little knives and silly big machettes, the shipwreck will not stand fer this kind o action! [[User:Rozen|Rozen]] 17th sept, 10:57 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I'd like to see &amp;quot;more than I can handle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Your relationship with the Colonial Police==&lt;br /&gt;
Hello Che, from your old group the [[Colonial Police]]! We are interested in knowing what you and your new group's policy towards the CP will be. It sounds like we have similiar goals. Please contact us our forum, [http://z7.invisionfree.com/Colonial_Police/ http://z7.invisionfree.com/Colonial_Police/] (we have a thread about SRF in general talk currently). - Kjendlie.&lt;br /&gt;
&lt;br /&gt;
== The PDF ==&lt;br /&gt;
Hey Che, Rozen isn't a pirate pker just for the sake of pking. He leads The Pirate Defence Force for the Jolly Roger Gang which is to prevent Pker's (like long fin kille) at the shipwreck. I request that you please use his correct title  Slayer of Pker's.&lt;br /&gt;
&lt;br /&gt;
:Ah yes, a Slayer of PKers and a PKer are '''totally''' diffrent! My dearest apologies. Ah! I see! A PKer is someone who kills players, and a Slayer of PKer is someone who kills players who kill players. Its amazing how that works.&lt;br /&gt;
&lt;br /&gt;
I have a question.  What do the Colonial Police do when they run across a PKer? I see the &amp;quot;Executed!&amp;quot; sign, so I've always assumed they killed PKers. To me, it looks like the PDF fills the same role as the CP. Am I wrong about this?  I have no experience with the Colonial Police, so I'm asking you, a former member. Thanks![[User: Black Joe|Black Joe]]&lt;br /&gt;
&lt;br /&gt;
Joe if i'm correct the CP and the SRF all kill pker's like the PDF. I don't see any change in what they do or what the PDF does.--[[User:Michael edwards|Michael edwards]] 02:29, 26 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10303</id>
		<title>The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10303"/>
		<updated>2006-09-22T21:30:57Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* The Book of the Skull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name= The Jolly Roger Gang|&lt;br /&gt;
official_id=59|&lt;br /&gt;
open_to=outsiders |&lt;br /&gt;
clan_image=http://i108.photobucket.com/albums/n12/whitedragon5577/jollyroger.jpg|&lt;br /&gt;
clan_leaders= {{profile|4251|Michael Edwards}}|&lt;br /&gt;
clan_membership= 11 at the moment!|&lt;br /&gt;
clan_goals= to pirate and pirate some more |&lt;br /&gt;
clan_recruit= If you enjoy gold, rum and killing, sign up! |&lt;br /&gt;
clan_contact= Ingame with Mr. Edwards, on the forum. After you are a member, just put your name under &amp;quot;The Gang&amp;quot;|&lt;br /&gt;
sort_as=Jolly Roger Gang, The|&lt;br /&gt;
}}&lt;br /&gt;
''' We are the second largest Pirate clan, Rum for all!!!'''&lt;br /&gt;
== Were Pulling out!==&lt;br /&gt;
Men You have gone above what I expected out of you In the Dalpok raid. After a good week of looting and razing I'm giving the order to return to Shipwreck. Meet up  outside the Traders Hut so we can discuss Clan dealings.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Mr. Michael C. Edwards crashed into the isle of Shartak along with every other [[pirate]]. While not a violent fellow at heart he traveled the island with hopes of being a merchant. He traveled to Durham and was given the respect a man such as him needed. He left the town thinking that all outsiders were kind.&lt;br /&gt;
Oh how wrong he was!&lt;br /&gt;
Mr. Edwards, while traveling to [[York]], was brutally attacked and killed, just for being a pirate! After the attack, Mr. Edwards began to hate most outsiders and natives now he preys upon them.&lt;br /&gt;
Won't you help him?&lt;br /&gt;
&lt;br /&gt;
== The PDF == &lt;br /&gt;
Please check our talk page for our wanted Pirate Pker list.&lt;br /&gt;
Report all murders on the wiki to Rozen or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Message to all PDF squad members. Before you kill a wanted man you must alert him and the peoples around him.'''&lt;br /&gt;
&lt;br /&gt;
== Goals == &lt;br /&gt;
You may be wondering what our goals are. We want to be the best pirates we can be and foster a working relationship with outsiders (who are also welcomed to the clan).&lt;br /&gt;
People from anti-pirate towns like York need not apply.&lt;br /&gt;
The Jolly Roger Gang will '''NEVER''' attack or cause mayhem in [[Durham]].&lt;br /&gt;
&lt;br /&gt;
== The Book of the Skull ==&lt;br /&gt;
&lt;br /&gt;
The Book of the Skull is the doctrine and rules by which all Jolly Roger Gang members should follow. Any member who breaks these rule will recieve 40 slashs of a cutlass.&lt;br /&gt;
&lt;br /&gt;
1. &lt;br /&gt;
'''York'''&lt;br /&gt;
The Town of York is the center of all anti-pirate groups.&lt;br /&gt;
As such it is an enemy to all pirates. Any Yorkman you find should be swiftly killed. Do not trust a Yorkman who says they are friendly, as soon as you turn your back they will gut you&lt;br /&gt;
&lt;br /&gt;
2. &lt;br /&gt;
'''Durham'''&lt;br /&gt;
The Town of Durham should never be attacked by pirates, any pirate who does attack is a mutineer and should be delt with as such. The laws of Durham should be followed while in Durham. If they ask you to not kill a Yorkman wait till he is in the jungle to slit his neck.&lt;br /&gt;
&lt;br /&gt;
3. &lt;br /&gt;
'''Derby'''&lt;br /&gt;
The Town of Derby is neither friend nor foe. &lt;br /&gt;
The peoples of Derby should be dealt with on a case by case basis. peoples of Derby on the whole mean little harm.&lt;br /&gt;
&lt;br /&gt;
4. &lt;br /&gt;
'''Issues of Rum'''&lt;br /&gt;
Rum is God's gift to pirates. As such all pirates should partake in this fine drink. A Pirate should carry Rum with him into battle to help soothe his wounds.&lt;br /&gt;
&lt;br /&gt;
5. &lt;br /&gt;
'''The Cutlass'''&lt;br /&gt;
All pirates should carry at least three Cutlasses into battle. The Cutlass is a raiding pirates best friend. &lt;br /&gt;
&lt;br /&gt;
6. &lt;br /&gt;
'''Mutineers'''&lt;br /&gt;
A Mutineer is a pirate Pker&lt;br /&gt;
Any pirate who attacks his own people is the lowest form of life. A mutineer is a pirate who has no Loyality or Honor. Due to this fact he should be killed in the most brutal fashion.&lt;br /&gt;
&lt;br /&gt;
7.&lt;br /&gt;
'''The PDF'''&lt;br /&gt;
The PDF is in place to stop Mutinners. All Pirates can report a Pker to the PDF safely. All PDF members must give the Mutineer the right to know that they are wanted men for Pking.( It IS more than they deserve however but The JRG works with Honor.)&lt;br /&gt;
&lt;br /&gt;
8.&lt;br /&gt;
'''Meetings'''&lt;br /&gt;
The Jolly Roger Gang is always opened to talks with other clans.&lt;br /&gt;
However from York we will only talk to the CP. In-game talks will be held in netrual settings(Most likely Shark,Storybook,New Tortuga) Island.&lt;br /&gt;
&lt;br /&gt;
9.&lt;br /&gt;
'''Pirates'''&lt;br /&gt;
The Jolly Roger Gang By default is an ally of all upstanding Pirate clans.( eg. The Strumpet, Pirate captians crew etc.) And if need be the JRG will aid pirates without question&lt;br /&gt;
&lt;br /&gt;
10.&lt;br /&gt;
'''Secret Hiding spot of Zeff's Pants'''&lt;br /&gt;
No Jolly Roger Gang Member will every give the whereabouts of where we hid Zeff's Pirate hunting pants!!!. It took a long time to train that monkey...&lt;br /&gt;
&lt;br /&gt;
11.&lt;br /&gt;
'''Peaceful clans and peoples'''&lt;br /&gt;
Clans which support peace (ex. Open Arms) Or people who do not kill outsiders,natives or pirates will never be harmed by JRG members when it can be helped.&lt;br /&gt;
&lt;br /&gt;
== Clan News ==&lt;br /&gt;
'''Sept 15, 2006'''&lt;br /&gt;
Argh!! we've got oursleves a forum matey's!!! http://jrgcamp.proboards58.com/index.cgi&lt;br /&gt;
&lt;br /&gt;
'''Sept 11, 2006'''&lt;br /&gt;
&lt;br /&gt;
1. Dispatched at the cowardly hands of the blowpipe wielding warrior {{profile|3875|Azuma}} during the raid on Dalpok while he slept, and then forced away from the Dalpok shaman by the unearthly powers of Teia, {{profile|4770|First Amongst Daves}} awoke in the deep south of the island in a foul mood and with a taste for fetid blood. He has since slit the quivering throat of the churlish Captain Hallister, a pompous rogue of York, with a fine edge of steel and sent him to Hell to meet his wormy decomposing ancestors. Presently en route north back to the shipwreck, west of some grasslands, haunted by the pitiful ghost of Hallister.&lt;br /&gt;
&lt;br /&gt;
Beware the native warrior {{profile|1360|Kepple}}. {{profile|4862|Rozen}} has already met his fate once at this man's hands. A gold coin to the pirate who can find him for me. I have a blood feud with this native.&lt;br /&gt;
&lt;br /&gt;
I'd like to add my gold to the bounty on him. - Rozen&lt;br /&gt;
&lt;br /&gt;
'''Sept 10, 2006'''&lt;br /&gt;
&lt;br /&gt;
1.I would like to welcome {{profile|1604|Patch}} the Pirate and {{profile|5447|LePreto}} to The Jolly Roger Gang. Men This means We've broken the 10 members mark! A jug of my own private rum for all members!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.I would like to annouce to all Pirates and to JRG members the Creation of a new Squad within the JRG. The Pirate Defence Force!! The PDF will be lead by the Slayer of Pker's {{profile|4862|Rozen}}. It will be part of the JRG to help protect players in and around the shipwreck. any member of the JRG who would like to be a part of this please talk to {{profile|4862|Rozen}} or me.''' The PDF is NOT a sperate clan but a sub-branch of the JRG you must be a member of the JRG to be on the PDF.&lt;br /&gt;
&lt;br /&gt;
3.'''I need all clan members to meet me in game at the traders hut. I have important clan dealings I need to go over with you all.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sept 9, 2006'''&lt;br /&gt;
Still without contact with the main branch of the gang, {{profile|5195|Havokk}} has been making attempts to recruit people and keep himself safe as well as the lost pirates around him.&lt;br /&gt;
&lt;br /&gt;
'''Sept 6, 2006'''&lt;br /&gt;
On his way to the raid {{profile|5195|Havokk}} saw some nearby sport and went hunting, to find himself extremely lost, but met up with a fellow pirate named {{profile|5338|Reaper}}. With his natural born ability to pursuade, {{profile|5195|Havokk}} Encouraged him to join the group and now both are currently training, but are at the moment cut off from any info on how the raid is going, and will be trying to find a way back to the shipwreck and possibly to rejoing the raid party again...&lt;br /&gt;
&lt;br /&gt;
'''Sept 5, 2006'''&lt;br /&gt;
We add our ninth member to the gang!!! Welcome to&lt;br /&gt;
{{profile|3171|b4ll54ck kill3r}}!!!!&lt;br /&gt;
&lt;br /&gt;
'''Sept 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
HAHAHA! A new pirate has joined us!! welcome to {{profile|5338|Reaper}}&lt;br /&gt;
&lt;br /&gt;
ATTENTION MEN!!! I've heard reports that Capt. Whitney of the Hellborn Strumpet has allowed his men onto the killing fields of Dalpok. Expect a few more pirates to partake in the pillage.&lt;br /&gt;
&lt;br /&gt;
'''Sept 2, 2006'''&lt;br /&gt;
&lt;br /&gt;
The Gang has added another to our foul smelling fold A harty welcome to{{profile|4269|Petedotnu}}.&lt;br /&gt;
&lt;br /&gt;
'''Sept 1. 2006'''&lt;br /&gt;
&lt;br /&gt;
The Raid on Dalpok has started! All pirates who have signed should move their rum smelling arse over to Dalpok to kill Natives!!&lt;br /&gt;
&lt;br /&gt;
''' August 31,2006'''&lt;br /&gt;
&lt;br /&gt;
Ahoy! We have new members in our Jolly gang, A warm welcome to {{profile|5239|Necropolis123}} and {{profile|4770|FirstAmongstDaves}}&lt;br /&gt;
&lt;br /&gt;
''' August 29, 2006'''&lt;br /&gt;
&lt;br /&gt;
A warm welcome to new gang member {{profile|5188|Daralan}} &lt;br /&gt;
&lt;br /&gt;
''' August 28, 2006'''&lt;br /&gt;
 &lt;br /&gt;
We would like to welcome new members {{profile|5079|Sknig}}and {{profile|5195|Havokk}} to our Ranks. &lt;br /&gt;
&lt;br /&gt;
''' August 26, 2006'''&lt;br /&gt;
&lt;br /&gt;
After being killed by Native gimbo, Mr. Edwards has returned to Shipwreck to find willing pirates to partake in the Dalpok Raid. We hope to have a two pronged attack from Shipwreck and Durham.&lt;br /&gt;
&lt;br /&gt;
'''Augest 23, 2006'''&lt;br /&gt;
&lt;br /&gt;
Mr. Edwards is in Durham getting outsider support for a Dalpok raid. Sign up on the wiki or 1 square North-West of the Durham Pistoleers HQ. &lt;br /&gt;
&lt;br /&gt;
'''August 6, 2006'''&lt;br /&gt;
&lt;br /&gt;
Clan is offical! Sign-Up now!&lt;br /&gt;
&lt;br /&gt;
== The Gang ==&lt;br /&gt;
* {{profile|4251|Michael Edwards}} - founder and leader&lt;br /&gt;
* {{profile|5079|Sknig}} - The Noodly Appendage of Our Delicious Master, the Flying Spaghetti Monster&lt;br /&gt;
* {{profile|5195|Havokk}} - Havokk o' Havoc &lt;br /&gt;
* {{profile|5188|Daralan}} -&lt;br /&gt;
* {{profile|5239|Necropolis123}} - The Harbinger of Death&lt;br /&gt;
* {{profile|4770|FirstAmongstDaves}} - Gargler of Lukewarm Blood&lt;br /&gt;
* {{profile|4269|Petedotnu}} -&lt;br /&gt;
* {{profile|5338|Reaper}} - Lover of The Pillage &lt;br /&gt;
* {{profile|4862|Rozen}} - Slayer of Pker's, leader of the PDF&lt;br /&gt;
* {{profile|1604|Patch}} -&lt;br /&gt;
* {{profile|5447|LePreto}} - Terror of the Tamanca&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=10282</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=10282"/>
		<updated>2006-09-21T00:18:08Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* September 20th 2006 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie.|&lt;br /&gt;
clan_membership=10+|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=Arwedda and Kjendlie, in York ([http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]) or you can talk to us on our [http://z7.invisionfree.com/Colonial_Police/index.php? forum]|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/clanview.cgi?id=16 The Colonial Police] are a group of outsiders devoted to keeping the peace, and punishing those who would take other's lives. Our primary mission is the execution of any person who has killed outsiders on the island. We are currently not offering any protection to the natives.&lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313].&lt;br /&gt;
Talk to us on our [http://z7.invisionfree.com/Colonial_Police/index.php? forum].&lt;br /&gt;
&lt;br /&gt;
Citizens! Report any murders to the officer(s) on duty in the Colonial Police Headquarters, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313].&lt;br /&gt;
&lt;br /&gt;
If no-one on the list below is present, you can also talk to us on our [http://z7.invisionfree.com/Colonial_Police/index.php? forum].&lt;br /&gt;
&lt;br /&gt;
== List of Members ==&lt;br /&gt;
&lt;br /&gt;
=== Leaders ===&lt;br /&gt;
* {{profile|2470|Kjendlie}}&lt;br /&gt;
&lt;br /&gt;
=== Members ===&lt;br /&gt;
* {{profile|1588|Arwedda}}&lt;br /&gt;
* {{profile|1603|czech1}}&lt;br /&gt;
* {{profile|3105|Nighter}}&lt;br /&gt;
* {{profile|3322|Zydd Soral}}&lt;br /&gt;
* {{profile|2435|sayt}}&lt;br /&gt;
* {{profile|3428|Sora Lamal}}&lt;br /&gt;
* {{profile|3258|Vizerdrix}}&lt;br /&gt;
* {{profile|3225|leathel99764}}&lt;br /&gt;
* {{profile|3321|radiohead1102}}&lt;br /&gt;
* {{profile|1098|Admiral Nelson}}&lt;br /&gt;
* {{profile|3586|Ukapu Boy}}&lt;br /&gt;
* {{profile|4126|corperal}}&lt;br /&gt;
* {{profile|3915|Bubba}}&lt;br /&gt;
* {{profile|4231|Colonel Curtis}}&lt;br /&gt;
* {{profile|3999|TalynDerre}}&lt;br /&gt;
* {{profile|4705|Liktai}}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
* [[The South Shartak Trading Company]]&lt;br /&gt;
* [[S.P.I.R.I.T.S]]&lt;br /&gt;
* [[Royal Expedition]]&lt;br /&gt;
* [[The Water Collecting Co.]] and {{profile|3819|eminem1}}&lt;br /&gt;
* [[Shartak Rebel Forces]]&lt;br /&gt;
* Prominent York citizen and the keeper of the York Chronicles {{profile|2706|'''guest'''}}&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
(kill on sight)&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Eighth offence!''' Killed a CP officer. '''HIGH PRIORITY TARGET.'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numoerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The individual that has been repeatedly vanadalizing and spamming all York huts with messages such as &amp;quot;blame josef&amp;quot;. '''VERY HIGH PRIORITY.''' It is the Colonial Police policy that this person needs to be expelled from York if he refuses to stop his vandalisms.&lt;br /&gt;
&lt;br /&gt;
=== Active ===&lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|772|Dave C}} (Native) and {{profile|754|Xiombarg}}(Native) are wanted for repeatedly attacking an officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. Also wanted for questioning on the Durham-York conflict.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
&lt;br /&gt;
*An individual named Isaac has been reportedly attacking civilians in York. Anyone with information on this person, please contact us in the [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 CPHQ].&lt;br /&gt;
&lt;br /&gt;
=== Executed ===&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider), mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate) is wanted for the murder of an innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
=== September 20th 2006 ===&lt;br /&gt;
&lt;br /&gt;
Word is spreading in York of an imminent attack by [[The Jolly Roger Gang]]. York citizens are advised to travel with caution when on the north-bound road out of York.&lt;br /&gt;
Also, our alliance with the [[Order of Patriots]] has officially come to an end.&lt;br /&gt;
&lt;br /&gt;
=== September 9th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The conflict between Durham and York continues to escalate, as a Durhamer has begun to attack Colonial Police members while shouting messages like &amp;quot;The island for Durham!!!&amp;quot;. In the latest incident, Durhamer {{profile|750|Halfway there}} and pirate associate {{profile|1608|Anne Bonney}} jointly attacked Colonial Police members in the CPHQ&lt;br /&gt;
&lt;br /&gt;
=== August 26th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
New leader decided. Kjendlie will be the one to lead the new Colonial Police.&lt;br /&gt;
&lt;br /&gt;
=== August 23rd, 2006 ===&lt;br /&gt;
&lt;br /&gt;
Today, MickR, founder and leader of the Colonial Police retired. A new leader is currently being decided. However, all roads seem to be pointing to Kjendlie as the new leader. This is the new dawn of The Colonial Police!&lt;br /&gt;
&lt;br /&gt;
=== July 7th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
Lately there have been a number of individuals messing with the Colonial Police wiki page. We would like to ask that this page only be edited by official CP members (unless, of course, you are placing your profile under the 'Members' section).&lt;br /&gt;
&lt;br /&gt;
=== July 4th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The CP is currently undergoing negotiations with the Order of Patriots.&lt;br /&gt;
&lt;br /&gt;
=== July 1st, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The CP has a large number of friends and a large number of enemies. We are currently looking to form alliances with any group that supports our cause...&lt;br /&gt;
&lt;br /&gt;
=== June 15th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The war with Lord Paul Reefer's group, 'The Reefer Terror Cell', has officially begun. The CP needs new members now more than ever.&lt;br /&gt;
&lt;br /&gt;
=== June 12th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The Colonial Police now has a grand total of nine members!&lt;br /&gt;
&lt;br /&gt;
=== June 6th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
We found and executed a number of criminals today, and tried talking to Lord Paul Reefer again.&lt;br /&gt;
&lt;br /&gt;
=== June 4th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
Yesterday, a member of the Mercenary's Guild was hired to kill MickR. The negotiations begin...&lt;br /&gt;
&lt;br /&gt;
=== June 2nd, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The CP are looking into entering negotiations with the Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
=== May 31st, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The Colonial Police [http://z7.invisionfree.com/Colonial_Police/index.php? forum] is now open.&lt;br /&gt;
&lt;br /&gt;
=== May 28th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
To whoever posted their profile up on the wiki, the link didn't work so I deleted it, please try again.&lt;br /&gt;
&lt;br /&gt;
=== May 27th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The Colonial Police are now an officially recognised clan. MickR and Arwedda are currently returning to HQ.&lt;br /&gt;
&lt;br /&gt;
=== May 23rd, 2006 ===&lt;br /&gt;
&lt;br /&gt;
Neither Arwedda or MickR have enough XP to set up the clan today, but we're hoping to A.S.A.P. We're going hunting for a short time so that we can get 'Clan Leadership' we shall return to York soon.&lt;br /&gt;
&lt;br /&gt;
=== May 22nd, 2006 ===&lt;br /&gt;
&lt;br /&gt;
After a long and painful trip we finally got him, JB Aristide is down! For the first time in the history of the Colonial Police, the 'Most Wanted' list is empty.&lt;br /&gt;
&lt;br /&gt;
=== May 21st, 2006 ===&lt;br /&gt;
&lt;br /&gt;
We finally found him! Lord Paul Reefer has been brought to justice. His last know location was at [-70.383,+26.304].&lt;br /&gt;
&lt;br /&gt;
=== May 14th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
'''Membership Drive.''' Currently accepting any and every application to join the CPHQ, except those made by convicts. This drive is in response to the rampant crime that has overtaken the peoples of York. Your town needs '''you''' to help keep the peace.&lt;br /&gt;
&lt;br /&gt;
=== May 12th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
There has been some debate as to whether or not W B Hazen was guilty for killing BlackJack inside the CPHQ. Arwedda acted by instinct. W B Hazen... if, in fact, you were not guilty, the Colonial Police apologise for any inconvenience they may have caused.&lt;br /&gt;
&lt;br /&gt;
===May 11th, 2006===&lt;br /&gt;
&lt;br /&gt;
After further investigation by Mick, it seems that natives belonging to a dangerous group called The [[Raktamites]] are camping out in various huts around York. If you have the time, check any huts near-by and make sure there are no dangerous natives inside. Do not attack them unless you are SURE they are PKers.&lt;br /&gt;
&lt;br /&gt;
===May 9th, 2006===&lt;br /&gt;
&lt;br /&gt;
Phutnanog was finally brought to justice today. Hopefully he has now learnt that murders in York will always be avenged.&lt;br /&gt;
&lt;br /&gt;
===May 7th, 2006===&lt;br /&gt;
&lt;br /&gt;
The crime-rate in York is currently at an all time high. The CP is doing all they can to stop the murders.&lt;br /&gt;
&lt;br /&gt;
===May 3rd, 2006===&lt;br /&gt;
&lt;br /&gt;
Two new members joined the Colonial Police today.&lt;br /&gt;
Welcome to Slavik and {{profile|1603|czech1}}. Together we can help protect the citizens of York, and eventually reduce crime in York on a massive scale.&lt;br /&gt;
&lt;br /&gt;
===April 29th, 2006===&lt;br /&gt;
&lt;br /&gt;
It seems that a clan of Natives lead by Phutnanog, known as the '[[Raktamites]]' has been on a killing spree in York.&lt;br /&gt;
If you have any information that would give us a lead towards the capture of Phutnanog and the other murderous members of his group please contact Mick or Arwedda at the Colonial Police HQ in York (-70.374,+26.313).&lt;br /&gt;
&lt;br /&gt;
===April 25th, 2006===&lt;br /&gt;
&lt;br /&gt;
Clan established.&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=10281</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=10281"/>
		<updated>2006-09-21T00:16:02Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* September 20th 2006 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie.|&lt;br /&gt;
clan_membership=10+|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=Arwedda and Kjendlie, in York ([http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]) or you can talk to us on our [http://z7.invisionfree.com/Colonial_Police/index.php? forum]|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/clanview.cgi?id=16 The Colonial Police] are a group of outsiders devoted to keeping the peace, and punishing those who would take other's lives. Our primary mission is the execution of any person who has killed outsiders on the island. We are currently not offering any protection to the natives.&lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313].&lt;br /&gt;
Talk to us on our [http://z7.invisionfree.com/Colonial_Police/index.php? forum].&lt;br /&gt;
&lt;br /&gt;
Citizens! Report any murders to the officer(s) on duty in the Colonial Police Headquarters, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313].&lt;br /&gt;
&lt;br /&gt;
If no-one on the list below is present, you can also talk to us on our [http://z7.invisionfree.com/Colonial_Police/index.php? forum].&lt;br /&gt;
&lt;br /&gt;
== List of Members ==&lt;br /&gt;
&lt;br /&gt;
=== Leaders ===&lt;br /&gt;
* {{profile|2470|Kjendlie}}&lt;br /&gt;
&lt;br /&gt;
=== Members ===&lt;br /&gt;
* {{profile|1588|Arwedda}}&lt;br /&gt;
* {{profile|1603|czech1}}&lt;br /&gt;
* {{profile|3105|Nighter}}&lt;br /&gt;
* {{profile|3322|Zydd Soral}}&lt;br /&gt;
* {{profile|2435|sayt}}&lt;br /&gt;
* {{profile|3428|Sora Lamal}}&lt;br /&gt;
* {{profile|3258|Vizerdrix}}&lt;br /&gt;
* {{profile|3225|leathel99764}}&lt;br /&gt;
* {{profile|3321|radiohead1102}}&lt;br /&gt;
* {{profile|1098|Admiral Nelson}}&lt;br /&gt;
* {{profile|3586|Ukapu Boy}}&lt;br /&gt;
* {{profile|4126|corperal}}&lt;br /&gt;
* {{profile|3915|Bubba}}&lt;br /&gt;
* {{profile|4231|Colonel Curtis}}&lt;br /&gt;
* {{profile|3999|TalynDerre}}&lt;br /&gt;
* {{profile|4705|Liktai}}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
* [[The South Shartak Trading Company]]&lt;br /&gt;
* [[S.P.I.R.I.T.S]]&lt;br /&gt;
* [[Royal Expedition]]&lt;br /&gt;
* [[The Water Collecting Co.]] and {{profile|3819|eminem1}}&lt;br /&gt;
* [[Shartak Rebel Forces]]&lt;br /&gt;
* Prominent York citizen and the keeper of the York Chronicles {{profile|2706|'''guest'''}}&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
(kill on sight)&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Eighth offence!''' Killed a CP officer. '''HIGH PRIORITY TARGET.'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numoerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The individual that has been repeatedly vanadalizing and spamming all York huts with messages such as &amp;quot;blame josef&amp;quot;. '''VERY HIGH PRIORITY.''' It is the Colonial Police policy that this person needs to be expelled from York if he refuses to stop his vandalisms.&lt;br /&gt;
&lt;br /&gt;
=== Active ===&lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|772|Dave C}} (Native) and {{profile|754|Xiombarg}}(Native) are wanted for repeatedly attacking an officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. Also wanted for questioning on the Durham-York conflict.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
&lt;br /&gt;
*An individual named Isaac has been reportedly attacking civilians in York. Anyone with information on this person, please contact us in the [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 CPHQ].&lt;br /&gt;
&lt;br /&gt;
=== Executed ===&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider), mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate) is wanted for the murder of an innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
=== September 20th 2006 ===&lt;br /&gt;
&lt;br /&gt;
Word is spreading in York of an imminent attack by the [[Jolly Roger Gang]]. York citizens are advised to travel with caution when on the north-bound road out of York.&lt;br /&gt;
Also, our alliance with the [[Order of Patriots]] has officially come to an end.&lt;br /&gt;
&lt;br /&gt;
=== September 9th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The conflict between Durham and York continues to escalate, as a Durhamer has begun to attack Colonial Police members while shouting messages like &amp;quot;The island for Durham!!!&amp;quot;. In the latest incident, Durhamer {{profile|750|Halfway there}} and pirate associate {{profile|1608|Anne Bonney}} jointly attacked Colonial Police members in the CPHQ&lt;br /&gt;
&lt;br /&gt;
=== August 26th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
New leader decided. Kjendlie will be the one to lead the new Colonial Police.&lt;br /&gt;
&lt;br /&gt;
=== August 23rd, 2006 ===&lt;br /&gt;
&lt;br /&gt;
Today, MickR, founder and leader of the Colonial Police retired. A new leader is currently being decided. However, all roads seem to be pointing to Kjendlie as the new leader. This is the new dawn of The Colonial Police!&lt;br /&gt;
&lt;br /&gt;
=== July 7th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
Lately there have been a number of individuals messing with the Colonial Police wiki page. We would like to ask that this page only be edited by official CP members (unless, of course, you are placing your profile under the 'Members' section).&lt;br /&gt;
&lt;br /&gt;
=== July 4th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The CP is currently undergoing negotiations with the Order of Patriots.&lt;br /&gt;
&lt;br /&gt;
=== July 1st, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The CP has a large number of friends and a large number of enemies. We are currently looking to form alliances with any group that supports our cause...&lt;br /&gt;
&lt;br /&gt;
=== June 15th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The war with Lord Paul Reefer's group, 'The Reefer Terror Cell', has officially begun. The CP needs new members now more than ever.&lt;br /&gt;
&lt;br /&gt;
=== June 12th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The Colonial Police now has a grand total of nine members!&lt;br /&gt;
&lt;br /&gt;
=== June 6th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
We found and executed a number of criminals today, and tried talking to Lord Paul Reefer again.&lt;br /&gt;
&lt;br /&gt;
=== June 4th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
Yesterday, a member of the Mercenary's Guild was hired to kill MickR. The negotiations begin...&lt;br /&gt;
&lt;br /&gt;
=== June 2nd, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The CP are looking into entering negotiations with the Mercenary's Guild.&lt;br /&gt;
&lt;br /&gt;
=== May 31st, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The Colonial Police [http://z7.invisionfree.com/Colonial_Police/index.php? forum] is now open.&lt;br /&gt;
&lt;br /&gt;
=== May 28th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
To whoever posted their profile up on the wiki, the link didn't work so I deleted it, please try again.&lt;br /&gt;
&lt;br /&gt;
=== May 27th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
The Colonial Police are now an officially recognised clan. MickR and Arwedda are currently returning to HQ.&lt;br /&gt;
&lt;br /&gt;
=== May 23rd, 2006 ===&lt;br /&gt;
&lt;br /&gt;
Neither Arwedda or MickR have enough XP to set up the clan today, but we're hoping to A.S.A.P. We're going hunting for a short time so that we can get 'Clan Leadership' we shall return to York soon.&lt;br /&gt;
&lt;br /&gt;
=== May 22nd, 2006 ===&lt;br /&gt;
&lt;br /&gt;
After a long and painful trip we finally got him, JB Aristide is down! For the first time in the history of the Colonial Police, the 'Most Wanted' list is empty.&lt;br /&gt;
&lt;br /&gt;
=== May 21st, 2006 ===&lt;br /&gt;
&lt;br /&gt;
We finally found him! Lord Paul Reefer has been brought to justice. His last know location was at [-70.383,+26.304].&lt;br /&gt;
&lt;br /&gt;
=== May 14th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
'''Membership Drive.''' Currently accepting any and every application to join the CPHQ, except those made by convicts. This drive is in response to the rampant crime that has overtaken the peoples of York. Your town needs '''you''' to help keep the peace.&lt;br /&gt;
&lt;br /&gt;
=== May 12th, 2006 ===&lt;br /&gt;
&lt;br /&gt;
There has been some debate as to whether or not W B Hazen was guilty for killing BlackJack inside the CPHQ. Arwedda acted by instinct. W B Hazen... if, in fact, you were not guilty, the Colonial Police apologise for any inconvenience they may have caused.&lt;br /&gt;
&lt;br /&gt;
===May 11th, 2006===&lt;br /&gt;
&lt;br /&gt;
After further investigation by Mick, it seems that natives belonging to a dangerous group called The [[Raktamites]] are camping out in various huts around York. If you have the time, check any huts near-by and make sure there are no dangerous natives inside. Do not attack them unless you are SURE they are PKers.&lt;br /&gt;
&lt;br /&gt;
===May 9th, 2006===&lt;br /&gt;
&lt;br /&gt;
Phutnanog was finally brought to justice today. Hopefully he has now learnt that murders in York will always be avenged.&lt;br /&gt;
&lt;br /&gt;
===May 7th, 2006===&lt;br /&gt;
&lt;br /&gt;
The crime-rate in York is currently at an all time high. The CP is doing all they can to stop the murders.&lt;br /&gt;
&lt;br /&gt;
===May 3rd, 2006===&lt;br /&gt;
&lt;br /&gt;
Two new members joined the Colonial Police today.&lt;br /&gt;
Welcome to Slavik and {{profile|1603|czech1}}. Together we can help protect the citizens of York, and eventually reduce crime in York on a massive scale.&lt;br /&gt;
&lt;br /&gt;
===April 29th, 2006===&lt;br /&gt;
&lt;br /&gt;
It seems that a clan of Natives lead by Phutnanog, known as the '[[Raktamites]]' has been on a killing spree in York.&lt;br /&gt;
If you have any information that would give us a lead towards the capture of Phutnanog and the other murderous members of his group please contact Mick or Arwedda at the Colonial Police HQ in York (-70.374,+26.313).&lt;br /&gt;
&lt;br /&gt;
===April 25th, 2006===&lt;br /&gt;
&lt;br /&gt;
Clan established.&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_003&amp;diff=10267</id>
		<title>Talk:The Yorkman/Issue 003</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_003&amp;diff=10267"/>
		<updated>2006-09-19T22:14:36Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Zeff, Pirate Hunter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
&lt;br /&gt;
==The War is Over==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dalpok Raid Report==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zeff, Pirate Hunter==&lt;br /&gt;
Aparrently, my clan brothers stole Zeff's pants. I'd like to know more about this incident, the crew seem reluctant to say. {{profile|4862|Rozen}} Jolly Roger Gang's Pirate Defense Force  Captain.&lt;br /&gt;
&lt;br /&gt;
It's an impressive story, one brimming with triumph and tragedy, events heartwarming and events heartbreaking. Oh yeah, and monkeys. Maybe Zeff will tell that story in his next column? [[User: Black Joe|Phillip Murray]]&lt;br /&gt;
 &lt;br /&gt;
Aye rozen I'll tell you the story one day. Just be advised that the day it happend was a victory for all pirate kind!--[[User:Michael edwards|Michael edwards]] 23:03, 18 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yahahahahar, i be waiting for that day, Cap'n. Do we still have the monkey about?&lt;br /&gt;
{{profile|4862|Rozen}}&lt;br /&gt;
&lt;br /&gt;
sadly no...the good captian of the strumpet ate it when I sent a message to him via monkey mail. FEAR NOT! I'm now training the monkey's uncle who should take up the duties!--[[User:Michael edwards|Michael edwards]] 22:14, 19 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==A New Butcher for York?==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shartak Preservation Front Decries Animal Cruelty==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #eee; border: solid 1px #ccc; float: left; margin: 3px; padding: 3px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''The Shartak Preservation Front has also vowed to locate the secret farm where the seemingly endless supply of replacement guard dogs is bred, and &amp;quot;burn that prison camp to the ground&amp;quot;.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I'd like to point out that we said we'd let the dogs out first.  These little details are important.  --Marco, 19.9.6, 18:07&lt;br /&gt;
&lt;br /&gt;
==Ads==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Nature of the Order==&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_003&amp;diff=10239</id>
		<title>Talk:The Yorkman/Issue 003</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_003&amp;diff=10239"/>
		<updated>2006-09-18T23:03:37Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Zeff, Pirate Hunter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
&lt;br /&gt;
==The War is Over==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dalpok Raid Report==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Zeff, Pirate Hunter==&lt;br /&gt;
Aparrently, my clan brothers stole Zeff's pants. I'd like to know more about this incident, the crew seem reluctant to say. {{profile|4862|Rozen}} Jolly Roger Gang's Pirate Defense Force  Captain.&lt;br /&gt;
&lt;br /&gt;
It's an impressive story, one brimming with triumph and tragedy, events heartwarming and events heartbreaking. Oh yeah, and monkeys. Maybe Zeff will tell that story in his next column? [[User: Black Joe|Phillip Murray]]&lt;br /&gt;
 &lt;br /&gt;
Aye rozen I'll tell you the story one day. Just be advised that the day it happend was a victory for all pirate kind!--[[User:Michael edwards|Michael edwards]] 23:03, 18 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==A New Butcher for York?==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shartak Preservation Front Decries Animal Cruelty==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color: #eee; border: solid 1px #ccc; float: left; margin: 3px; padding: 3px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|''The Shartak Preservation Front has also vowed to locate the secret farm where the seemingly endless supply of replacement guard dogs is bred, and &amp;quot;burn that prison camp to the ground&amp;quot;.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I'd like to point out that we said we'd let the dogs out first.  These little details are important.  --Marco, 19.9.6, 18:07&lt;br /&gt;
&lt;br /&gt;
==Ads==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Nature of the Order==&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shartak_Rebel_Forces&amp;diff=10190</id>
		<title>Talk:Shartak Rebel Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shartak_Rebel_Forces&amp;diff=10190"/>
		<updated>2006-09-16T23:13:03Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
Hello. Please leave a message! I hope to hear from you -[[User:Che|Che]] 01:43, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Clan Photo ==&lt;br /&gt;
&lt;br /&gt;
If anyone can make a good clan picture, please let me know.   -[[User:Che|Che]] 01:49, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:What sort of image are you looking for? I'm guessing you want something that symbolizes justice, law and order. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:44, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just something that's simple and to the point that symbolizes justice and honor. - [[User:Che|Che]] 21:57, 30 August 2006 (UTC)&lt;br /&gt;
(Thanks for your help by the way : )&lt;br /&gt;
&lt;br /&gt;
== Who's a criminal? ==&lt;br /&gt;
&lt;br /&gt;
The [[Colonial Police]] define &amp;quot;criminal&amp;quot; as &amp;quot;any person who has killed outsiders&amp;quot;. Who do you consider criminals? &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:53, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The Shartak Rebel Forces consider criminals to be people who engage in violence against York, encourage violence against York, or plan on creating mayhem and/or raiding York. - [[User:Che|Che]] 23:26, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
You should make a most wanted list!--[[User:Michael edwards|Michael edwards]] 23:35, 30 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That idea as crossed my mind several times. The only problem is I want to be differnt, and try to develop some of my own ideas. - [[User:Che|Che]] 01:17, 1 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Your relationship with the Colonial Police==&lt;br /&gt;
Hello Che, from your old group the [[Colonial Police]]! We are interested in knowing what you and your new group's policy towards the CP will be. It sounds like we have similiar goals. Please contact us our forum, [http://z7.invisionfree.com/Colonial_Police/ http://z7.invisionfree.com/Colonial_Police/] (we have a thread about SRF in general talk currently). - Kjendlie.&lt;br /&gt;
&lt;br /&gt;
== The PDF ==&lt;br /&gt;
Hey Che, Rozen isn't a pirate pker just for the sake of pking. He leads The Pirate Defence Force for the Jolly Roger Gang which is to prevent Pker's (like long fin kille) at the shipwreck. I request that you please use his correct title  Slayer of Pker's.&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10184</id>
		<title>The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10184"/>
		<updated>2006-09-16T03:48:09Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Clan News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name= The Jolly Roger Gang|&lt;br /&gt;
official_id=59|&lt;br /&gt;
open_to=outsiders |&lt;br /&gt;
clan_image=http://i108.photobucket.com/albums/n12/whitedragon5577/jollyroger.jpg|&lt;br /&gt;
clan_leaders= {{profile|4251|Michael Edwards}}|&lt;br /&gt;
clan_membership= 11 at the moment!|&lt;br /&gt;
clan_goals= to pirate and pirate some more |&lt;br /&gt;
clan_recruit= If you enjoy gold, rum and killing, sign up! |&lt;br /&gt;
clan_contact= Ingame with Mr. Edwards, on the forum. After you are a member, just put your name under &amp;quot;The Gang&amp;quot;|&lt;br /&gt;
sort_as=Jolly Roger Gang, The|&lt;br /&gt;
}}&lt;br /&gt;
''' We are the second largest Pirate clan, Rum for all!!!'''&lt;br /&gt;
== Were Pulling out!==&lt;br /&gt;
Men You have gone above what I expected out of you In the Dalpok raid. After a good week of looting and razing I'm giving the order to return to Shipwreck. Meet up  outside the Traders Hut so we can discuss Clan dealings.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Mr. Michael C. Edwards crashed into the isle of Shartak along with every other [[pirate]]. While not a violent fellow at heart he traveled the island with hopes of being a merchant. He traveled to Durham and was given the respect a man such as him needed. He left the town thinking that all outsiders were kind.&lt;br /&gt;
Oh how wrong he was!&lt;br /&gt;
Mr. Edwards, while traveling to [[York]], was brutally attacked and killed, just for being a pirate! After the attack, Mr. Edwards began to hate most outsiders and natives now he preys upon them.&lt;br /&gt;
Won't you help him?&lt;br /&gt;
&lt;br /&gt;
== The PDF == &lt;br /&gt;
Please check our talk page for our wanted Pirate Pker list.&lt;br /&gt;
Report all murders on the wiki to Rozen or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Message to all PDF squad members. Before you kill a wanted man you must alert him and the peoples around him.'''&lt;br /&gt;
&lt;br /&gt;
*I'm deleting this when I return. sorry for leaving so suddenly.&lt;br /&gt;
&lt;br /&gt;
Aye, crew, I've gone to investagate the ruins 14 squares south o the camp, its good for monkey claws and EXP so i'll come back with another level and a few items, dare I say it, a heavy sword? Yarrrg, if I'm not back in a day, ye can have my share o the stew. I'll send ye some parrot-mail updates on the wiki.&lt;br /&gt;
{{profile|4862|Rozen}} Sept 14th, 21:30 GMT&lt;br /&gt;
&lt;br /&gt;
Time: 22:17, first parrot arrives at camp, the note attatched to its leg reads:&lt;br /&gt;
&lt;br /&gt;
'I'm camping outside the runis tonight, my IP (that be like Scurrrrvy) is playing up, i canny go any further tonight, by the morn i'll be well rested and ready to look for them treasures. if i find stuff i'll get some FAKs for yall, an I hope none o ye scarbourus swabs ave eaten my stew, or they'll be York to pay'&lt;br /&gt;
&lt;br /&gt;
Time: 16:05, a brightly feathered parrot arrives at camp:&lt;br /&gt;
&lt;br /&gt;
'These natives have some wierd sacrificial altars and seats to watch the killin happen. savage times they went though. I've found a few bits n bobs but nothin realy good. ave my stew, i'll be here a while longer, garr'&lt;br /&gt;
&lt;br /&gt;
Time: 19:54, a black parrot arrives at camp:&lt;br /&gt;
&lt;br /&gt;
'There's nothing here but ancient knives and old bones, i'm returning home tomorrow, i KNOW there has to be something here, the wiki said it was a great place for loot!&lt;br /&gt;
&lt;br /&gt;
== Goals == &lt;br /&gt;
You may be wondering what our goals are. We want to be the best pirates we can be and foster a working relationship with outsiders (who are also welcomed to the clan).&lt;br /&gt;
People from anti-pirate towns like York need not apply.&lt;br /&gt;
The Jolly Roger Gang will '''NEVER''' attack or cause mayhem in [[Durham]].&lt;br /&gt;
&lt;br /&gt;
== The Book of the Skull ==&lt;br /&gt;
&lt;br /&gt;
The Book of the Skull is the doctrine and rules by which all Jolly Roger Gang members should follow.&lt;br /&gt;
&lt;br /&gt;
1. '''York'''&lt;br /&gt;
The Town of York is the center of all anti-pirate groups.&lt;br /&gt;
As such it is an enemy to all pirates. Any Yorkman you find should be swiftly killed. Do not trust a Yorkman who says they are friendly, as soon as you turn your back they will gut you&lt;br /&gt;
&lt;br /&gt;
2. '''Durham'''&lt;br /&gt;
The Town of Durham should never be attacked by pirates, any pirate who does attack is a mutineer and should be delt with as such. The laws of Durham should be followed while in Durham. If they ask you to not kill a Yorkman wait till he is in the jungle to slit his neck.&lt;br /&gt;
&lt;br /&gt;
3. '''Derby'''&lt;br /&gt;
The Town of Derby is neither friend nor foe. &lt;br /&gt;
The peoples of Derby should be dealt with on a case by case basis. peoples of Derby on the whole mean little harm.&lt;br /&gt;
&lt;br /&gt;
4. '''Issues of Rum'''&lt;br /&gt;
Rum is God's gift to pirates. As such all pirates should partake in this fine drink. A Pirate should carry Rum with him into battle to help soothe his wounds.&lt;br /&gt;
&lt;br /&gt;
5. '''The Cutlass'''&lt;br /&gt;
All pirates should carry at least three Cutlasses into battle. The Cutlass is a raiding pirates best friend. &lt;br /&gt;
&lt;br /&gt;
6. '''Mutineers'''&lt;br /&gt;
A Mutineer is a pirate Pker&lt;br /&gt;
Any pirate who attacks his own people is the lowest form of life. A mutineer is a pirate who has no Loyality or Honor. Due to this fact he should be killed in the most brutal fashion.&lt;br /&gt;
&lt;br /&gt;
7.'''The PDF'''&lt;br /&gt;
The PDF is in place to stop Mutinners. All Pirates can report a Pker to the PDF safely. All PDF members must give the Mutineer the right to know that they are wanted men for Pking.( It IS more than they deserve however but The JRG works with Honor.)&lt;br /&gt;
&lt;br /&gt;
8.'''Meetings'''&lt;br /&gt;
The Jolly Roger Gang is always opened to talks with other clans.&lt;br /&gt;
However from York we will only talk to the CP. In-game talks will be held in netrual settings(Most likely Shark,Storybook,New Tortuga) Island.&lt;br /&gt;
&lt;br /&gt;
9.'''Pirates'''&lt;br /&gt;
The Jolly Roger Gang By default is an ally of all upstanding Pirate clans.( eg. The Strumpet, Pirate captians crew etc.) And if need be the JRG will aid pirates without question&lt;br /&gt;
&lt;br /&gt;
10.'''Secret Hiding spot of Zeff's Pants'''&lt;br /&gt;
No Jolly Roger Gang Member will every give the whereabouts of where we hid Zeff's Pirate hunting pants!!!. It took a long time to train that monkey... &lt;br /&gt;
&lt;br /&gt;
== Clan News ==&lt;br /&gt;
'''Sept 15, 2006'''&lt;br /&gt;
Argh!! we've got oursleves a forum matey's!!! http://jrgcamp.proboards58.com/index.cgi&lt;br /&gt;
&lt;br /&gt;
'''Sept 11, 2006'''&lt;br /&gt;
&lt;br /&gt;
1. Dispatched at the cowardly hands of the blowpipe wielding warrior {{profile|3875|Azuma}} during the raid on Dalpok while he slept, and then forced away from the Dalpok shaman by the unearthly powers of Teia, {{profile|4770|First Amongst Daves}} awoke in the deep south of the island in a foul mood and with a taste for fetid blood. He has since slit the quivering throat of the churlish Captain Hallister, a pompous rogue of York, with a fine edge of steel and sent him to Hell to meet his wormy decomposing ancestors. Presently en route north back to the shipwreck, west of some grasslands, haunted by the pitiful ghost of Hallister.&lt;br /&gt;
&lt;br /&gt;
Beware the native warrior {{profile|1360|Kepple}}. {{profile|4862|Rozen}} has already met his fate once at this man's hands. A gold coin to the pirate who can find him for me. I have a blood feud with this native.&lt;br /&gt;
&lt;br /&gt;
I'd like to add my gold to the bounty on him. - Rozen&lt;br /&gt;
&lt;br /&gt;
'''Sept 10, 2006'''&lt;br /&gt;
&lt;br /&gt;
1.I would like to welcome {{profile|1604|Patch}} the Pirate and {{profile|5447|LePreto}} to The Jolly Roger Gang. Men This means We've broken the 10 members mark! A jug of my own private rum for all members!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.I would like to annouce to all Pirates and to JRG members the Creation of a new Squad within the JRG. The Pirate Defence Force!! The PDF will be lead by the Slayer of Pker's {{profile|4862|Rozen}}. It will be part of the JRG to help protect players in and around the shipwreck. any member of the JRG who would like to be a part of this please talk to {{profile|4862|Rozen}} or me.''' The PDF is NOT a sperate clan but a sub-branch of the JRG you must be a member of the JRG to be on the PDF.&lt;br /&gt;
&lt;br /&gt;
3.'''I need all clan members to meet me in game at the traders hut. I have important clan dealings I need to go over with you all.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sept 9, 2006'''&lt;br /&gt;
Still without contact with the main branch of the gang, {{profile|5195|Havokk}} has been making attempts to recruit people and keep himself safe as well as the lost pirates around him.&lt;br /&gt;
&lt;br /&gt;
'''Sept 6, 2006'''&lt;br /&gt;
On his way to the raid {{profile|5195|Havokk}} saw some nearby sport and went hunting, to find himself extremely lost, but met up with a fellow pirate named {{profile|5338|Reaper}}. With his natural born ability to pursuade, {{profile|5195|Havokk}} Encouraged him to join the group and now both are currently training, but are at the moment cut off from any info on how the raid is going, and will be trying to find a way back to the shipwreck and possibly to rejoing the raid party again...&lt;br /&gt;
&lt;br /&gt;
'''Sept 5, 2006'''&lt;br /&gt;
We add our ninth member to the gang!!! Welcome to&lt;br /&gt;
{{profile|3171|b4ll54ck kill3r}}!!!!&lt;br /&gt;
&lt;br /&gt;
'''Sept 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
HAHAHA! A new pirate has joined us!! welcome to {{profile|5338|Reaper}}&lt;br /&gt;
&lt;br /&gt;
ATTENTION MEN!!! I've heard reports that Capt. Whitney of the Hellborn Strumpet has allowed his men onto the killing fields of Dalpok. Expect a few more pirates to partake in the pillage.&lt;br /&gt;
&lt;br /&gt;
'''Sept 2, 2006'''&lt;br /&gt;
&lt;br /&gt;
The Gang has added another to our foul smelling fold A harty welcome to{{profile|4269|Petedotnu}}.&lt;br /&gt;
&lt;br /&gt;
'''Sept 1. 2006'''&lt;br /&gt;
&lt;br /&gt;
The Raid on Dalpok has started! All pirates who have signed should move their rum smelling arse over to Dalpok to kill Natives!!&lt;br /&gt;
&lt;br /&gt;
''' August 31,2006'''&lt;br /&gt;
&lt;br /&gt;
Ahoy! We have new members in our Jolly gang, A warm welcome to {{profile|5239|Necropolis123}} and {{profile|4770|FirstAmongstDaves}}&lt;br /&gt;
&lt;br /&gt;
''' August 29, 2006'''&lt;br /&gt;
&lt;br /&gt;
A warm welcome to new gang member {{profile|5188|Daralan}} &lt;br /&gt;
&lt;br /&gt;
''' August 28, 2006'''&lt;br /&gt;
 &lt;br /&gt;
We would like to welcome new members {{profile|5079|Sknig}}and {{profile|5195|Havokk}} to our Ranks. &lt;br /&gt;
&lt;br /&gt;
''' August 26, 2006'''&lt;br /&gt;
&lt;br /&gt;
After being killed by Native gimbo, Mr. Edwards has returned to Shipwreck to find willing pirates to partake in the Dalpok Raid. We hope to have a two pronged attack from Shipwreck and Durham.&lt;br /&gt;
&lt;br /&gt;
'''Augest 23, 2006'''&lt;br /&gt;
&lt;br /&gt;
Mr. Edwards is in Durham getting outsider support for a Dalpok raid. Sign up on the wiki or 1 square North-West of the Durham Pistoleers HQ. &lt;br /&gt;
&lt;br /&gt;
'''August 6, 2006'''&lt;br /&gt;
&lt;br /&gt;
Clan is offical! Sign-Up now!&lt;br /&gt;
&lt;br /&gt;
== The Gang ==&lt;br /&gt;
* {{profile|4251|Michael Edwards}} - founder and leader&lt;br /&gt;
* {{profile|5079|Sknig}} - The Noodly Appendage of Our Delicious Master, the Flying Spaghetti Monster&lt;br /&gt;
* {{profile|5195|Havokk}} - Havokk o' Havoc &lt;br /&gt;
* {{profile|5188|Daralan}} -&lt;br /&gt;
* {{profile|5239|Necropolis123}} - The Harbinger of Death&lt;br /&gt;
* {{profile|4770|FirstAmongstDaves}} - Gargler of Lukewarm Blood&lt;br /&gt;
* {{profile|4269|Petedotnu}} -&lt;br /&gt;
* {{profile|5338|Reaper}} - Lover of The Pillage &lt;br /&gt;
* {{profile|4862|Rozen}} - Slayer of Pker's, leader of the PDF&lt;br /&gt;
* {{profile|1604|Patch}} -&lt;br /&gt;
* {{profile|5447|LePreto}} - Terror of the Tamanca&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10183</id>
		<title>The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10183"/>
		<updated>2006-09-16T03:47:30Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Clan News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name= The Jolly Roger Gang|&lt;br /&gt;
official_id=59|&lt;br /&gt;
open_to=outsiders |&lt;br /&gt;
clan_image=http://i108.photobucket.com/albums/n12/whitedragon5577/jollyroger.jpg|&lt;br /&gt;
clan_leaders= {{profile|4251|Michael Edwards}}|&lt;br /&gt;
clan_membership= 11 at the moment!|&lt;br /&gt;
clan_goals= to pirate and pirate some more |&lt;br /&gt;
clan_recruit= If you enjoy gold, rum and killing, sign up! |&lt;br /&gt;
clan_contact= Ingame with Mr. Edwards, on the forum. After you are a member, just put your name under &amp;quot;The Gang&amp;quot;|&lt;br /&gt;
sort_as=Jolly Roger Gang, The|&lt;br /&gt;
}}&lt;br /&gt;
''' We are the second largest Pirate clan, Rum for all!!!'''&lt;br /&gt;
== Were Pulling out!==&lt;br /&gt;
Men You have gone above what I expected out of you In the Dalpok raid. After a good week of looting and razing I'm giving the order to return to Shipwreck. Meet up  outside the Traders Hut so we can discuss Clan dealings.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Mr. Michael C. Edwards crashed into the isle of Shartak along with every other [[pirate]]. While not a violent fellow at heart he traveled the island with hopes of being a merchant. He traveled to Durham and was given the respect a man such as him needed. He left the town thinking that all outsiders were kind.&lt;br /&gt;
Oh how wrong he was!&lt;br /&gt;
Mr. Edwards, while traveling to [[York]], was brutally attacked and killed, just for being a pirate! After the attack, Mr. Edwards began to hate most outsiders and natives now he preys upon them.&lt;br /&gt;
Won't you help him?&lt;br /&gt;
&lt;br /&gt;
== The PDF == &lt;br /&gt;
Please check our talk page for our wanted Pirate Pker list.&lt;br /&gt;
Report all murders on the wiki to Rozen or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Message to all PDF squad members. Before you kill a wanted man you must alert him and the peoples around him.'''&lt;br /&gt;
&lt;br /&gt;
*I'm deleting this when I return. sorry for leaving so suddenly.&lt;br /&gt;
&lt;br /&gt;
Aye, crew, I've gone to investagate the ruins 14 squares south o the camp, its good for monkey claws and EXP so i'll come back with another level and a few items, dare I say it, a heavy sword? Yarrrg, if I'm not back in a day, ye can have my share o the stew. I'll send ye some parrot-mail updates on the wiki.&lt;br /&gt;
{{profile|4862|Rozen}} Sept 14th, 21:30 GMT&lt;br /&gt;
&lt;br /&gt;
Time: 22:17, first parrot arrives at camp, the note attatched to its leg reads:&lt;br /&gt;
&lt;br /&gt;
'I'm camping outside the runis tonight, my IP (that be like Scurrrrvy) is playing up, i canny go any further tonight, by the morn i'll be well rested and ready to look for them treasures. if i find stuff i'll get some FAKs for yall, an I hope none o ye scarbourus swabs ave eaten my stew, or they'll be York to pay'&lt;br /&gt;
&lt;br /&gt;
Time: 16:05, a brightly feathered parrot arrives at camp:&lt;br /&gt;
&lt;br /&gt;
'These natives have some wierd sacrificial altars and seats to watch the killin happen. savage times they went though. I've found a few bits n bobs but nothin realy good. ave my stew, i'll be here a while longer, garr'&lt;br /&gt;
&lt;br /&gt;
Time: 19:54, a black parrot arrives at camp:&lt;br /&gt;
&lt;br /&gt;
'There's nothing here but ancient knives and old bones, i'm returning home tomorrow, i KNOW there has to be something here, the wiki said it was a great place for loot!&lt;br /&gt;
&lt;br /&gt;
== Goals == &lt;br /&gt;
You may be wondering what our goals are. We want to be the best pirates we can be and foster a working relationship with outsiders (who are also welcomed to the clan).&lt;br /&gt;
People from anti-pirate towns like York need not apply.&lt;br /&gt;
The Jolly Roger Gang will '''NEVER''' attack or cause mayhem in [[Durham]].&lt;br /&gt;
&lt;br /&gt;
== The Book of the Skull ==&lt;br /&gt;
&lt;br /&gt;
The Book of the Skull is the doctrine and rules by which all Jolly Roger Gang members should follow.&lt;br /&gt;
&lt;br /&gt;
1. '''York'''&lt;br /&gt;
The Town of York is the center of all anti-pirate groups.&lt;br /&gt;
As such it is an enemy to all pirates. Any Yorkman you find should be swiftly killed. Do not trust a Yorkman who says they are friendly, as soon as you turn your back they will gut you&lt;br /&gt;
&lt;br /&gt;
2. '''Durham'''&lt;br /&gt;
The Town of Durham should never be attacked by pirates, any pirate who does attack is a mutineer and should be delt with as such. The laws of Durham should be followed while in Durham. If they ask you to not kill a Yorkman wait till he is in the jungle to slit his neck.&lt;br /&gt;
&lt;br /&gt;
3. '''Derby'''&lt;br /&gt;
The Town of Derby is neither friend nor foe. &lt;br /&gt;
The peoples of Derby should be dealt with on a case by case basis. peoples of Derby on the whole mean little harm.&lt;br /&gt;
&lt;br /&gt;
4. '''Issues of Rum'''&lt;br /&gt;
Rum is God's gift to pirates. As such all pirates should partake in this fine drink. A Pirate should carry Rum with him into battle to help soothe his wounds.&lt;br /&gt;
&lt;br /&gt;
5. '''The Cutlass'''&lt;br /&gt;
All pirates should carry at least three Cutlasses into battle. The Cutlass is a raiding pirates best friend. &lt;br /&gt;
&lt;br /&gt;
6. '''Mutineers'''&lt;br /&gt;
A Mutineer is a pirate Pker&lt;br /&gt;
Any pirate who attacks his own people is the lowest form of life. A mutineer is a pirate who has no Loyality or Honor. Due to this fact he should be killed in the most brutal fashion.&lt;br /&gt;
&lt;br /&gt;
7.'''The PDF'''&lt;br /&gt;
The PDF is in place to stop Mutinners. All Pirates can report a Pker to the PDF safely. All PDF members must give the Mutineer the right to know that they are wanted men for Pking.( It IS more than they deserve however but The JRG works with Honor.)&lt;br /&gt;
&lt;br /&gt;
8.'''Meetings'''&lt;br /&gt;
The Jolly Roger Gang is always opened to talks with other clans.&lt;br /&gt;
However from York we will only talk to the CP. In-game talks will be held in netrual settings(Most likely Shark,Storybook,New Tortuga) Island.&lt;br /&gt;
&lt;br /&gt;
9.'''Pirates'''&lt;br /&gt;
The Jolly Roger Gang By default is an ally of all upstanding Pirate clans.( eg. The Strumpet, Pirate captians crew etc.) And if need be the JRG will aid pirates without question&lt;br /&gt;
&lt;br /&gt;
10.'''Secret Hiding spot of Zeff's Pants'''&lt;br /&gt;
No Jolly Roger Gang Member will every give the whereabouts of where we hid Zeff's Pirate hunting pants!!!. It took a long time to train that monkey... &lt;br /&gt;
&lt;br /&gt;
== Clan News ==&lt;br /&gt;
'''Sept 15, 2006'''&lt;br /&gt;
Argh!! we've got oursleves a forum matey's!!! http://jrgcamp.proboards58.com/index.cgi&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sept 11, 2006'''&lt;br /&gt;
&lt;br /&gt;
1. Dispatched at the cowardly hands of the blowpipe wielding warrior {{profile|3875|Azuma}} during the raid on Dalpok while he slept, and then forced away from the Dalpok shaman by the unearthly powers of Teia, {{profile|4770|First Amongst Daves}} awoke in the deep south of the island in a foul mood and with a taste for fetid blood. He has since slit the quivering throat of the churlish Captain Hallister, a pompous rogue of York, with a fine edge of steel and sent him to Hell to meet his wormy decomposing ancestors. Presently en route north back to the shipwreck, west of some grasslands, haunted by the pitiful ghost of Hallister.&lt;br /&gt;
&lt;br /&gt;
Beware the native warrior {{profile|1360|Kepple}}. {{profile|4862|Rozen}} has already met his fate once at this man's hands. A gold coin to the pirate who can find him for me. I have a blood feud with this native.&lt;br /&gt;
&lt;br /&gt;
I'd like to add my gold to the bounty on him. - Rozen&lt;br /&gt;
&lt;br /&gt;
'''Sept 10, 2006'''&lt;br /&gt;
&lt;br /&gt;
1.I would like to welcome {{profile|1604|Patch}} the Pirate and {{profile|5447|LePreto}} to The Jolly Roger Gang. Men This means We've broken the 10 members mark! A jug of my own private rum for all members!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.I would like to annouce to all Pirates and to JRG members the Creation of a new Squad within the JRG. The Pirate Defence Force!! The PDF will be lead by the Slayer of Pker's {{profile|4862|Rozen}}. It will be part of the JRG to help protect players in and around the shipwreck. any member of the JRG who would like to be a part of this please talk to {{profile|4862|Rozen}} or me.''' The PDF is NOT a sperate clan but a sub-branch of the JRG you must be a member of the JRG to be on the PDF.&lt;br /&gt;
&lt;br /&gt;
3.'''I need all clan members to meet me in game at the traders hut. I have important clan dealings I need to go over with you all.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sept 9, 2006'''&lt;br /&gt;
Still without contact with the main branch of the gang, {{profile|5195|Havokk}} has been making attempts to recruit people and keep himself safe as well as the lost pirates around him.&lt;br /&gt;
&lt;br /&gt;
'''Sept 6, 2006'''&lt;br /&gt;
On his way to the raid {{profile|5195|Havokk}} saw some nearby sport and went hunting, to find himself extremely lost, but met up with a fellow pirate named {{profile|5338|Reaper}}. With his natural born ability to pursuade, {{profile|5195|Havokk}} Encouraged him to join the group and now both are currently training, but are at the moment cut off from any info on how the raid is going, and will be trying to find a way back to the shipwreck and possibly to rejoing the raid party again...&lt;br /&gt;
&lt;br /&gt;
'''Sept 5, 2006'''&lt;br /&gt;
We add our ninth member to the gang!!! Welcome to&lt;br /&gt;
{{profile|3171|b4ll54ck kill3r}}!!!!&lt;br /&gt;
&lt;br /&gt;
'''Sept 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
HAHAHA! A new pirate has joined us!! welcome to {{profile|5338|Reaper}}&lt;br /&gt;
&lt;br /&gt;
ATTENTION MEN!!! I've heard reports that Capt. Whitney of the Hellborn Strumpet has allowed his men onto the killing fields of Dalpok. Expect a few more pirates to partake in the pillage.&lt;br /&gt;
&lt;br /&gt;
'''Sept 2, 2006'''&lt;br /&gt;
&lt;br /&gt;
The Gang has added another to our foul smelling fold A harty welcome to{{profile|4269|Petedotnu}}.&lt;br /&gt;
&lt;br /&gt;
'''Sept 1. 2006'''&lt;br /&gt;
&lt;br /&gt;
The Raid on Dalpok has started! All pirates who have signed should move their rum smelling arse over to Dalpok to kill Natives!!&lt;br /&gt;
&lt;br /&gt;
''' August 31,2006'''&lt;br /&gt;
&lt;br /&gt;
Ahoy! We have new members in our Jolly gang, A warm welcome to {{profile|5239|Necropolis123}} and {{profile|4770|FirstAmongstDaves}}&lt;br /&gt;
&lt;br /&gt;
''' August 29, 2006'''&lt;br /&gt;
&lt;br /&gt;
A warm welcome to new gang member {{profile|5188|Daralan}} &lt;br /&gt;
&lt;br /&gt;
''' August 28, 2006'''&lt;br /&gt;
 &lt;br /&gt;
We would like to welcome new members {{profile|5079|Sknig}}and {{profile|5195|Havokk}} to our Ranks. &lt;br /&gt;
&lt;br /&gt;
''' August 26, 2006'''&lt;br /&gt;
&lt;br /&gt;
After being killed by Native gimbo, Mr. Edwards has returned to Shipwreck to find willing pirates to partake in the Dalpok Raid. We hope to have a two pronged attack from Shipwreck and Durham.&lt;br /&gt;
&lt;br /&gt;
'''Augest 23, 2006'''&lt;br /&gt;
&lt;br /&gt;
Mr. Edwards is in Durham getting outsider support for a Dalpok raid. Sign up on the wiki or 1 square North-West of the Durham Pistoleers HQ. &lt;br /&gt;
&lt;br /&gt;
'''August 6, 2006'''&lt;br /&gt;
&lt;br /&gt;
Clan is offical! Sign-Up now!&lt;br /&gt;
&lt;br /&gt;
== The Gang ==&lt;br /&gt;
* {{profile|4251|Michael Edwards}} - founder and leader&lt;br /&gt;
* {{profile|5079|Sknig}} - The Noodly Appendage of Our Delicious Master, the Flying Spaghetti Monster&lt;br /&gt;
* {{profile|5195|Havokk}} - Havokk o' Havoc &lt;br /&gt;
* {{profile|5188|Daralan}} -&lt;br /&gt;
* {{profile|5239|Necropolis123}} - The Harbinger of Death&lt;br /&gt;
* {{profile|4770|FirstAmongstDaves}} - Gargler of Lukewarm Blood&lt;br /&gt;
* {{profile|4269|Petedotnu}} -&lt;br /&gt;
* {{profile|5338|Reaper}} - Lover of The Pillage &lt;br /&gt;
* {{profile|4862|Rozen}} - Slayer of Pker's, leader of the PDF&lt;br /&gt;
* {{profile|1604|Patch}} -&lt;br /&gt;
* {{profile|5447|LePreto}} - Terror of the Tamanca&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Che&amp;diff=10180</id>
		<title>User talk:Che</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Che&amp;diff=10180"/>
		<updated>2006-09-16T02:41:47Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* A correction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='ello==&lt;br /&gt;
Please, feel free to add an entry, thanking me, or cursing me, whatever, its up to you. --[[User:Che|Che]] 22:15, 20 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Yorkman ==&lt;br /&gt;
&lt;br /&gt;
We're interested in running a story on the Colonial Police in the second issue of the Yorkman (to be published around 1st sept).  if Your would be willing to answer some questions, please [[Special:Emailuser/The_Yorkman|e-mail]] us in the next few days. -- [[User:The Yorkman|The Yorkman]] 14:51, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A correction ==&lt;br /&gt;
&lt;br /&gt;
We raided Dalpok not Wiksik (That was the strumpet If you want to be our mortal enemy get your facts right.:)--[[User:Michael edwards|Michael edwards]] 02:37, 16 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Bottom line: A native village - [[User:Che|Che]]&lt;br /&gt;
&lt;br /&gt;
Yes but I don't want to take away the Strumpet's credit.--[[User:Michael edwards|Michael edwards]] 02:41, 16 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Che&amp;diff=10178</id>
		<title>User talk:Che</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Che&amp;diff=10178"/>
		<updated>2006-09-16T02:37:28Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='ello==&lt;br /&gt;
Please, feel free to add an entry, thanking me, or cursing me, whatever, its up to you. --[[User:Che|Che]] 22:15, 20 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Yorkman ==&lt;br /&gt;
&lt;br /&gt;
We're interested in running a story on the Colonial Police in the second issue of the Yorkman (to be published around 1st sept).  if Your would be willing to answer some questions, please [[Special:Emailuser/The_Yorkman|e-mail]] us in the next few days. -- [[User:The Yorkman|The Yorkman]] 14:51, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A correction ==&lt;br /&gt;
&lt;br /&gt;
We raided Dalpok not Wiksik (That was the strumpet)If you want to be our mortal enemy get your facts right.:)--[[User:Michael edwards|Michael edwards]] 02:37, 16 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Unity_Island&amp;diff=10143</id>
		<title>Unity Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Unity_Island&amp;diff=10143"/>
		<updated>2006-09-14T02:11:05Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Clans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Unity Island''', roughly centered at {{map|70|568|26|416}}, is also known as [[Shark Island]], [[La Islet Bonobo]], and [[The Scurvy Crew of The Hell-born Strumpet|New Tortuga]], depending upon who you ask.  The new name does not superceed any of the others; rather, it is a mere convenience to allow easy reference to the island.&lt;br /&gt;
&lt;br /&gt;
Fought over since it was first discovered in february 2006, Unity Island has recently been the site of groundbreaking negotitions between the [[Royal Expedition]], the [[Discordian Cargo Cult]], and [[the Scurvy Crew of The Hell-born Strumpet]].  Following these talks, the island has been declared a No-Violence Zone, and all the peoples of Shartak are being welcomed to its shores.&lt;br /&gt;
&lt;br /&gt;
There is but one Rule on Unity Island - that violence or aggression of any sort is banned.  If broken, the offender will be removed from the isle by the elected enforcers.  Other than that, everyone is welcome to come and mingle freely in peace and safety.&lt;br /&gt;
&lt;br /&gt;
The details of the treaty and how the island will be run are still being fine-tuned, but eventually we hope to create not just a tropical paradise and safehaven, but also a place where all the Clans of Shartak can come together and work towards the greater good - a United Clans of Shartak, as Eris so eloquently puts it.  These details will be posted here as soon as possible, so watch this space!&lt;br /&gt;
&lt;br /&gt;
==Support the Unity Island Treaty!==&lt;br /&gt;
Below is a list of clans and individuals currently supporting this important development.  Feel free to add yourself to show your support!&lt;br /&gt;
&lt;br /&gt;
===Clans===&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[Discordian Cargo Cult]]&lt;br /&gt;
*[[the Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
*[[The Jolly Roger Gang]]&lt;br /&gt;
&lt;br /&gt;
===Individuals===&lt;br /&gt;
*[[User:Gitboy|Less Than Lethal]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10142</id>
		<title>The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10142"/>
		<updated>2006-09-14T01:36:29Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name= The Jolly Roger Gang|&lt;br /&gt;
official_id=59|&lt;br /&gt;
open_to=outsiders |&lt;br /&gt;
clan_image=http://i108.photobucket.com/albums/n12/whitedragon5577/jollyroger.jpg|&lt;br /&gt;
clan_leaders= {{profile|4251|Michael Edwards}}|&lt;br /&gt;
clan_membership= 11 at the moment!|&lt;br /&gt;
clan_goals= to pirate and pirate some more |&lt;br /&gt;
clan_recruit= If you enjoy gold, rum and killing, sign up! |&lt;br /&gt;
clan_contact= Ingame with Mr. Edwards, on the forum. After you are a member, just put your name under &amp;quot;The Gang&amp;quot;|&lt;br /&gt;
sort_as=Jolly Roger Gang, The|&lt;br /&gt;
}}&lt;br /&gt;
''' We are the second largest Pirate clan, Rum for all!!!'''&lt;br /&gt;
== Were Pulling out!==&lt;br /&gt;
Men You have gone above what I expected out of you In the Dalpok raid. After a good week of looting and razing I'm giving the order to return to Shipwreck. Meet up  outside the Traders Hut so we can discuss Clan dealings.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Mr. Michael C. Edwards crashed into the isle of Shartak along with every other [[pirate]]. While not a violent fellow at heart he traveled the island with hopes of being a merchant. He traveled to Durham and was given the respect a man such as him needed. He left the town thinking that all outsiders were kind.&lt;br /&gt;
Oh how wrong he was!&lt;br /&gt;
Mr. Edwards, while traveling to [[York]], was brutally attacked and killed, just for being a pirate! After the attack, Mr. Edwards began to hate most outsiders and natives now he preys upon them.&lt;br /&gt;
Won't you help him?&lt;br /&gt;
&lt;br /&gt;
== The PDF == &lt;br /&gt;
Please check our talk page for our wanted Pirate Pker list.&lt;br /&gt;
Report all murders on the wiki to Rozen or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Message to all PDF squad members. Before you kill a wanted man you must alert him and the peoples around him.'''&lt;br /&gt;
&lt;br /&gt;
== Goals == &lt;br /&gt;
You may be wondering what our goals are. We want to be the best pirates we can be and foster a working relationship with outsiders (who are also welcomed to the clan).&lt;br /&gt;
People from anti-pirate towns like York need not apply.&lt;br /&gt;
The Jolly Roger Gang will '''NEVER''' attack or cause mayhem in [[Durham]].&lt;br /&gt;
&lt;br /&gt;
== The Book of the Skull ==&lt;br /&gt;
&lt;br /&gt;
The Book of the Skull is the doctrine and rules by which all Jolly Roger Gang members should follow.&lt;br /&gt;
&lt;br /&gt;
1. '''York'''&lt;br /&gt;
The Town of York is the center of all anti-pirate groups.&lt;br /&gt;
As such it is an enemy to all pirates. Any Yorkman you find should be swiftly killed. Do not trust a Yorkman who says they are friendly, as soon as you turn your back they will gut you&lt;br /&gt;
&lt;br /&gt;
2. '''Durham'''&lt;br /&gt;
The Town of Durham should never be attacked by pirates, any pirate who does attack is a mutineer and should be delt with as such. The laws of Durham should be followed while in Durham. If they ask you to not kill a Yorkman wait till he is in the jungle to slit his neck.&lt;br /&gt;
&lt;br /&gt;
3. '''Derby'''&lt;br /&gt;
The Town of Derby is neither friend nor foe. &lt;br /&gt;
The peoples of Derby should be dealt with on a case by case basis. peoples of Derby on the whole mean little harm.&lt;br /&gt;
&lt;br /&gt;
4. '''Issues of Rum'''&lt;br /&gt;
Rum is God's gift to pirates. As such all pirates should partake in this fine drink. A Pirate should carry Rum with him into battle to help soothe his wounds.&lt;br /&gt;
&lt;br /&gt;
5. '''The Cutlass'''&lt;br /&gt;
All pirates should carry at least three Cutlasses into battle. The Cutlass is a raiding pirates best friend. &lt;br /&gt;
&lt;br /&gt;
6. '''Mutineers'''&lt;br /&gt;
A Mutineer is a pirate Pker&lt;br /&gt;
Any pirate who attacks his own people is the lowest form of life. A mutineer is a pirate who has no Loyality or Honor. Due to this fact he should be killed in the most brutal fashion.&lt;br /&gt;
&lt;br /&gt;
7.'''The PDF'''&lt;br /&gt;
The PDF is in place to stop Mutinners. All Pirates can report a Pker to the PDF safely. All PDF members must give the Mutineer the right to know that they are wanted men for Pking.( It IS more than they deserve however but The JRG works with Honor.)&lt;br /&gt;
&lt;br /&gt;
8.'''Meetings'''&lt;br /&gt;
The Jolly Roger Gang is always opened to talks with other clans.&lt;br /&gt;
However from York we will only talk to the CP. In-game talks will be held in netrual settings(Most likely Shark,Storybook,New Tortuga) Island.&lt;br /&gt;
&lt;br /&gt;
9.'''Pirates'''&lt;br /&gt;
The Jolly Roger Gang By default is an ally of all upstanding Pirate clans.( eg. The Strumpet, Pirate captians crew etc.) And if need be the JRG will aid pirates without question&lt;br /&gt;
&lt;br /&gt;
10.'''Secret Hiding spot of Zeff's Pants'''&lt;br /&gt;
No Jolly Roger Gang Member will every give the whereabouts of where we hid Zeff's Pirate hunting pants!!!. It took a long time to train that monkey... &lt;br /&gt;
&lt;br /&gt;
== Clan News ==&lt;br /&gt;
'''Sept 11, 2006'''&lt;br /&gt;
&lt;br /&gt;
1. Dispatched at the cowardly hands of the blowpipe wielding warrior {{profile|3875|Azuma}} during the raid on Dalpok while he slept, and then forced away from the Dalpok shaman by the unearthly powers of Teia, {{profile|4770|First Amongst Daves}} awoke in the deep south of the island in a foul mood and with a taste for fetid blood. He has since slit the quivering throat of the churlish Captain Hallister, a pompous rogue of York, with a fine edge of steel and sent him to Hell to meet his wormy decomposing ancestors. Presently en route north back to the shipwreck, west of some grasslands, haunted by the pitiful ghost of Hallister.&lt;br /&gt;
&lt;br /&gt;
Beware the native warrior {{profile|1360|Kepple}}. {{profile|4862|Rozen}} has already met his fate once at this man's hands. A gold coin to the pirate who can find him for me. I have a blood feud with this native.&lt;br /&gt;
&lt;br /&gt;
I'd like to add my gold to the bounty on him. - Rozen&lt;br /&gt;
&lt;br /&gt;
'''Sept 10, 2006'''&lt;br /&gt;
&lt;br /&gt;
1.I would like to welcome {{profile|1604|Patch}} the Pirate and {{profile|5447|LePreto}} to The Jolly Roger Gang. Men This means We've broken the 10 members mark! A jug of my own private rum for all members!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.I would like to annouce to all Pirates and to JRG members the Creation of a new Squad within the JRG. The Pirate Defence Force!! The PDF will be lead by the Slayer of Pker's {{profile|4862|Rozen}}. It will be part of the JRG to help protect players in and around the shipwreck. any member of the JRG who would like to be a part of this please talk to {{profile|4862|Rozen}} or me.''' The PDF is NOT a sperate clan but a sub-branch of the JRG you must be a member of the JRG to be on the PDF.&lt;br /&gt;
&lt;br /&gt;
3.'''I need all clan members to meet me in game at the traders hut. I have important clan dealings I need to go over with you all.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sept 9, 2006'''&lt;br /&gt;
Still without contact with the main branch of the gang, {{profile|5195|Havokk}} has been making attempts to recruit people and keep himself safe as well as the lost pirates around him.&lt;br /&gt;
&lt;br /&gt;
'''Sept 6, 2006'''&lt;br /&gt;
On his way to the raid {{profile|5195|Havokk}} saw some nearby sport and went hunting, to find himself extremely lost, but met up with a fellow pirate named {{profile|5338|Reaper}}. With his natural born ability to pursuade, {{profile|5195|Havokk}} Encouraged him to join the group and now both are currently training, but are at the moment cut off from any info on how the raid is going, and will be trying to find a way back to the shipwreck and possibly to rejoing the raid party again...&lt;br /&gt;
&lt;br /&gt;
'''Sept 5, 2006'''&lt;br /&gt;
We add our ninth member to the gang!!! Welcome to&lt;br /&gt;
{{profile|3171|b4ll54ck kill3r}}!!!!&lt;br /&gt;
&lt;br /&gt;
'''Sept 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
HAHAHA! A new pirate has joined us!! welcome to {{profile|5338|Reaper}}&lt;br /&gt;
&lt;br /&gt;
ATTENTION MEN!!! I've heard reports that Capt. Whitney of the Hellborn Strumpet has allowed his men onto the killing fields of Dalpok. Expect a few more pirates to partake in the pillage.&lt;br /&gt;
&lt;br /&gt;
'''Sept 2, 2006'''&lt;br /&gt;
&lt;br /&gt;
The Gang has added another to our foul smelling fold A harty welcome to{{profile|4269|Petedotnu}}.&lt;br /&gt;
&lt;br /&gt;
'''Sept 1. 2006'''&lt;br /&gt;
&lt;br /&gt;
The Raid on Dalpok has started! All pirates who have signed should move their rum smelling arse over to Dalpok to kill Natives!!&lt;br /&gt;
&lt;br /&gt;
''' August 31,2006'''&lt;br /&gt;
&lt;br /&gt;
Ahoy! We have new members in our Jolly gang, A warm welcome to {{profile|5239|Necropolis123}} and {{profile|4770|FirstAmongstDaves}}&lt;br /&gt;
&lt;br /&gt;
''' August 29, 2006'''&lt;br /&gt;
&lt;br /&gt;
A warm welcome to new gang member {{profile|5188|Daralan}} &lt;br /&gt;
&lt;br /&gt;
''' August 28, 2006'''&lt;br /&gt;
 &lt;br /&gt;
We would like to welcome new members {{profile|5079|Sknig}}and {{profile|5195|Havokk}} to our Ranks. &lt;br /&gt;
&lt;br /&gt;
''' August 26, 2006'''&lt;br /&gt;
&lt;br /&gt;
After being killed by Native gimbo, Mr. Edwards has returned to Shipwreck to find willing pirates to partake in the Dalpok Raid. We hope to have a two pronged attack from Shipwreck and Durham.&lt;br /&gt;
&lt;br /&gt;
'''Augest 23, 2006'''&lt;br /&gt;
&lt;br /&gt;
Mr. Edwards is in Durham getting outsider support for a Dalpok raid. Sign up on the wiki or 1 square North-West of the Durham Pistoleers HQ. &lt;br /&gt;
&lt;br /&gt;
'''August 6, 2006'''&lt;br /&gt;
&lt;br /&gt;
Clan is offical! Sign-Up now!&lt;br /&gt;
&lt;br /&gt;
== The Gang ==&lt;br /&gt;
* {{profile|4251|Michael Edwards}} - founder and leader&lt;br /&gt;
* {{profile|5079|Sknig}} - The Noodly Appendage of Our Delicious Master, the Flying Spaghetti Monster&lt;br /&gt;
* {{profile|5195|Havokk}} - Havokk o' Havoc &lt;br /&gt;
* {{profile|5188|Daralan}} -&lt;br /&gt;
* {{profile|5239|Necropolis123}} - The Harbinger of Death&lt;br /&gt;
* {{profile|4770|FirstAmongstDaves}} - Gargler of Lukewarm Blood&lt;br /&gt;
* {{profile|4269|Petedotnu}} -&lt;br /&gt;
* {{profile|5338|Reaper}} - Lover of The Pillage &lt;br /&gt;
* {{profile|4862|Rozen}} - Slayer of Pker's, leader of the PDF&lt;br /&gt;
* {{profile|1604|Patch}} -&lt;br /&gt;
* {{profile|5447|LePreto}} - Terror of the Tamanca&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:York_Pirate_Slayers&amp;diff=10121</id>
		<title>Talk:York Pirate Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:York_Pirate_Slayers&amp;diff=10121"/>
		<updated>2006-09-12T23:28:40Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Joing the Pirate Slayers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Joing the Pirate Slayers==&lt;br /&gt;
If you're keen on pirate hunting perhaps you should join [[The Pirate Hunters]] or [[The Order of Patriots]] rather than start up a new clan. It makes sense to join an already established clan rather than go through all the effort to start up a brand new identical one. &lt;br /&gt;
[[User:Zeff|Zeff]] 12:29, 11 September 2006 (UTC)&lt;br /&gt;
&amp;lt;Br&amp;gt;What you say is interesting but our aims and style of dealing with problems(pirates) is different from your group and the Order.--[[User:Oztec|Oztec]] 08:22, 12 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
To be honest I can't really see any difference between our goals. In what way is your group different? Are you sure you won't reconsider joining up? Sign up to the Pirate Hunters now and you get a free Pirate Hunter Badge. You also get the high privellage and honour of wearing our spiffy skin-tight and colourful uniform - perfect for killing pirates - you'll be the envy and rolemodel of everyone in York! Additionaly, if you manage to kill the most pirates within a week, you get to wear the OFFICIAL Pirate Hunter Hunting Hat for a whole day! Its tempting, isn't it? [[User:Zeff|Zeff]] 10:14, 12 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
As the Founder of the Jolly Roger Gang I must admit...that all anti-pirate groups are rather boring. &amp;quot; Oh kill all the pirates they stink.&amp;quot; After killing them over and over and hearing this you get rather dulled to their pleas. I will admit that reading the pirate hunters accounts does always give me a laugh. The york pirate slayers will be good exp for some of my new recurits however...--[[User:Michael edwards|Michael edwards]] 23:28, 12 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Suggestions:Game_mechanics&amp;diff=10117</id>
		<title>Talk:Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Suggestions:Game_mechanics&amp;diff=10117"/>
		<updated>2006-09-12T19:12:04Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* Moving to Implemented */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Moving to Implemented ===&lt;br /&gt;
&lt;br /&gt;
Any objections to moving '''Profile Effect Items''' (those animal trinkets and silver skull stuff) and '''Poisoning''' to the Implemented list?  How about '''The Ghost Elephant''' (idea implemented as easter bunny, giant squids, man-eating tiger) and '''Living countermeasures against spirits''' (exorcism)? --[[User:Frisco|Frisco]] 17:36, 12 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I say do it--[[User:Michael edwards|Michael edwards]] 19:12, 12 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10076</id>
		<title>The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10076"/>
		<updated>2006-09-10T23:03:02Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* The PDF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name= The Jolly Roger Gang|&lt;br /&gt;
official_id=59|&lt;br /&gt;
open_to=outsiders |&lt;br /&gt;
clan_image=http://i108.photobucket.com/albums/n12/whitedragon5577/jollyroger.jpg|&lt;br /&gt;
clan_leaders= {{profile|4251|Michael Edwards}}|&lt;br /&gt;
clan_membership= 11 at the moment!|&lt;br /&gt;
clan_goals= to pirate and pirate some more |&lt;br /&gt;
clan_recruit= If you enjoy gold, rum and killing, sign up! |&lt;br /&gt;
clan_contact= Ingame with Mr. Edwards, on the forum. After you are a member, just put your name under &amp;quot;The Gang&amp;quot;|&lt;br /&gt;
sort_as=Jolly Roger Gang, The|&lt;br /&gt;
}}&lt;br /&gt;
''' We are the second largest Pirate clan, Rum for all!!!'''&lt;br /&gt;
== Were Pulling out!==&lt;br /&gt;
Men You have gone above what I expected out of you In the Dalpok raid. After a good week of looting and razing I'm giving the order to return to Shipwreck. Meet up  outside the Traders Hut so we can discuss Clan dealings.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Mr. Michael C. Edwards crashed into the isle of Shartak along with every other [[pirate]]. While not a violent fellow at heart he traveled the island with hopes of being a merchant. He traveled to Durham and was given the respect a man such as him needed. He left the town thinking that all outsiders were kind.&lt;br /&gt;
Oh how wrong he was!&lt;br /&gt;
Mr. Edwards, while traveling to [[York]], was brutally attacked and killed, just for being a pirate! After the attack, Mr. Edwards began to hate most outsiders and natives now he preys upon them.&lt;br /&gt;
Won't you help him?&lt;br /&gt;
&lt;br /&gt;
== The PDF == &lt;br /&gt;
Please check our talk page for our wanted Pirate Pker list.&lt;br /&gt;
Report all murders on the wiki to Rozen or me.&lt;br /&gt;
&lt;br /&gt;
Rozen sleeps in the jungle, afraid an old enemy will find him.&lt;br /&gt;
&lt;br /&gt;
'''Message to all PDF squad members. Before you kill a wanted man you must alert him and the peoples around him.'''&lt;br /&gt;
&lt;br /&gt;
== Goals == &lt;br /&gt;
You may be wondering what our goals are. We want to be the best pirates we can be and foster a working relationship with outsiders (who are also welcomed to the clan).&lt;br /&gt;
People from anti-pirate towns like York need not apply.&lt;br /&gt;
The Jolly Roger Gang will '''NEVER''' attack or cause mayhem in [[Durham]].&lt;br /&gt;
&lt;br /&gt;
== Clan News ==&lt;br /&gt;
'''Sept 10, 2006'''&lt;br /&gt;
&lt;br /&gt;
1.I would like to welcome {{profile|1604|Patch}} the Pirate and {{profile|5447|LePreto}} to The Jolly Roger Gang. Men This means We've broken the 10 members mark! A jug of my own private rum for all members!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.I would like to annouce to all Pirates and to JRG members the Creation of a new Squad within the JRG. The Pirate Defence Force!! The PDF will be lead by the Slayer of Pker's {{profile|4862|Rozen}}. It will be part of the JRG to help protect players in and around the shipwreck. any member of the JRG who would like to be a part of this please talk to {{profile|4862|Rozen}} or me.''' The PDF is NOT a sperate clan but a sub-branch of the JRG you must be a member of the JRG to be on the PDF.&lt;br /&gt;
&lt;br /&gt;
3.'''I need all clan members to meet me in game at the traders hut. I have important clan dealings I need to go over with you all.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sept 9, 2006'''&lt;br /&gt;
Still without contact with the main branch of the gang, {{profile|5195|Havokk}} has been making attempts to recruit people and keep himself safe as well as the lost pirates around him.&lt;br /&gt;
&lt;br /&gt;
'''Sept 6, 2006'''&lt;br /&gt;
On his way to the raid {{profile|5195|Havokk}} saw some nearby sport and went hunting, to find himself extremely lost, but met up with a fellow pirate named {{profile|5338|Reaper}}. With his natural born ability to pursuade, {{profile|5195|Havokk}} Encouraged him to join the group and now both are currently training, but are at the moment cut off from any info on how the raid is going, and will be trying to find a way back to the shipwreck and possibly to rejoing the raid party again...&lt;br /&gt;
&lt;br /&gt;
'''Sept 5, 2006'''&lt;br /&gt;
We add our ninth member to the gang!!! Welcome to&lt;br /&gt;
{{profile|3171|b4ll54ck kill3r}}!!!!&lt;br /&gt;
&lt;br /&gt;
'''Sept 4, 2006'''&lt;br /&gt;
&lt;br /&gt;
HAHAHA! A new pirate has joined us!! welcome to {{profile|5338|Reaper}}&lt;br /&gt;
&lt;br /&gt;
ATTENTION MEN!!! I've heard reports that Capt. Whitney of the Hellborn Strumpet has allowed his men onto the killing fields of Dalpok. Expect a few more pirates to partake in the pillage.&lt;br /&gt;
&lt;br /&gt;
'''Sept 2, 2006'''&lt;br /&gt;
&lt;br /&gt;
The Gang has added another to our foul smelling fold A harty welcome to{{profile|4269|Petedotnu}}.&lt;br /&gt;
&lt;br /&gt;
'''Sept 1. 2006'''&lt;br /&gt;
&lt;br /&gt;
The Raid on Dalpok has started! All pirates who have signed should move their rum smelling arse over to Dalpok to kill Natives!!&lt;br /&gt;
&lt;br /&gt;
''' August 31,2006'''&lt;br /&gt;
&lt;br /&gt;
Ahoy! We have new members in our Jolly gang, A warm welcome to {{profile|5239|Necropolis123}} and {{profile|4770|FirstAmongstDaves}}&lt;br /&gt;
&lt;br /&gt;
''' August 29, 2006'''&lt;br /&gt;
&lt;br /&gt;
A warm welcome to new gang member {{profile|5188|Daralan}} &lt;br /&gt;
&lt;br /&gt;
''' August 28, 2006'''&lt;br /&gt;
 &lt;br /&gt;
We would like to welcome new members {{profile|5079|Sknig}}and {{profile|5195|Havokk}} to our Ranks. &lt;br /&gt;
&lt;br /&gt;
''' August 26, 2006'''&lt;br /&gt;
&lt;br /&gt;
After being killed by Native gimbo, Mr. Edwards has returned to Shipwreck to find willing pirates to partake in the Dalpok Raid. We hope to have a two pronged attack from Shipwreck and Durham.&lt;br /&gt;
&lt;br /&gt;
'''Augest 23, 2006'''&lt;br /&gt;
&lt;br /&gt;
Mr. Edwards is in Durham getting outsider support for a Dalpok raid. Sign up on the wiki or 1 square North-West of the Durham Pistoleers HQ. &lt;br /&gt;
&lt;br /&gt;
'''August 6, 2006'''&lt;br /&gt;
&lt;br /&gt;
Clan is offical! Sign-Up now!&lt;br /&gt;
&lt;br /&gt;
== The Gang ==&lt;br /&gt;
* {{profile|4251|Michael Edwards}} - founder and leader&lt;br /&gt;
* {{profile|5079|Sknig}} - The Noodly Appendage of Our Delicious Master, the Flying Spaghetti Monster&lt;br /&gt;
* {{profile|5195|Havokk}} - Havokk o' Havoc &lt;br /&gt;
* {{profile|5188|Daralan}} -&lt;br /&gt;
* {{profile|5239|Necropolis123}} - The Harbinger of Death&lt;br /&gt;
* {{profile|4770|FirstAmongstDaves}} - Gargler of Lukewarm Blood&lt;br /&gt;
* {{profile|4269|Petedotnu}} -&lt;br /&gt;
* {{profile|5338|Reaper}} - Lover of The Pillage &lt;br /&gt;
* {{profile|4862|Rozen}} - Slayer of Pker's, leader of the PDF&lt;br /&gt;
* {{profile|1604|Patch}} -&lt;br /&gt;
* {{profile|5447|LePreto}} - Terror of the Tamanca&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Jolly_Roger_Gang&amp;diff=10065</id>
		<title>Talk:The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Jolly_Roger_Gang&amp;diff=10065"/>
		<updated>2006-09-10T19:55:34Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: /* GAR! The PDF! WANTED LIST + AIMS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Just Wondering...==&lt;br /&gt;
Why do you say you're going to kill Natives too? Reading your life story, they didn't do anything to you. And let me get this right, you're killing all outsiders, but you're also trying to start a healthy alliance with them AND they're welcome in your clan? [[Colonial Police|But, I suggest you don't hurt anyone in York]]. [[User:Che|Che]] 16:50, 21 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey, pirates are all the same.  They claim they're peacable folk at heart, then ask if you want to join them on their next pillaging spree.  And views such as &amp;quot;People from anti-pirate towns like York need not apply&amp;quot; are why we had to drive those dastardly brigands from our fair city in the first place.  --[[User:The Order Of Patriots|The Order Of Patriots]] 16:41, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
All outsiders have a common enemy with natives. I also enjoy a good relationship with Durham which is were I am now and who i'm starting an alliance with. I still am anti-york and will be--[[User:Michael edwards|Michael edwards]] 23:37, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ohhhh....I see now! Just because someone from York killed you, you want to kill evrey single person from York ever. I get it. Totally Understadable. Sorry for asking...[[User:Che|Che]] 05:01, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===GAR! The PDF! WANTED LIST + AIMS===&lt;br /&gt;
Aye, the Cap' has invited me to the crew, and as a semi-experienced PK'er slayer, he's put me in charge of the PDF. Our objectives...simple:&lt;br /&gt;
&lt;br /&gt;
-Enjoy the EXP your about to get by following the next objective.&lt;br /&gt;
&lt;br /&gt;
-Kill any York luvin', PKin', son-o-a-sea turtle mutineer that sets foot on dry sand!&lt;br /&gt;
&lt;br /&gt;
-And of course, pirate to the best o' ye ability.&lt;br /&gt;
&lt;br /&gt;
Rozen -- http://www.shartak.com/profile.cgi?id=4862&lt;br /&gt;
[[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
'''WANTED - DEAD.''' (Add more when you find more) &lt;br /&gt;
&lt;br /&gt;
Sreath 123 - Small time PKer, we've been trading blows since i got on the island. I've killed him a few times, he's kiled me once. &lt;br /&gt;
&lt;br /&gt;
Burchill - NOT CONFIRMED. Widespread rumour and an entry in Long Fin's profile, probably a PKer but the jury is still out. &lt;br /&gt;
&lt;br /&gt;
{{profile|1594|Long Fin Killie}} - VERY DANGEROUS, KILL ON SIGHT. He's got over 150 pirate kills, very dangerous, dont sleep near him or he'll slit your throat. If you kill anyone, make it Long Fin. He's never killed me, but not for lack of trying, and over 150 good pirates have died by his hands.&lt;br /&gt;
&lt;br /&gt;
{{profile|5006|Ciberwolf}} - Killed LePreto outside the traders hut. An enemy of the JRG.&lt;br /&gt;
&lt;br /&gt;
Remember - It doesn't matter if you've already killed them, that just means they'll look for you now. KILL KILL KILL KILL KILL and KILL them some more.&lt;br /&gt;
&lt;br /&gt;
=== Sorry ===&lt;br /&gt;
Regrettably i will be unable to join in the raid on Dalpok today. I mistook SW for SE and i ploughed off in the wrong direction.... and as it happenns i'm nearly dead from a shark attack and i don't have a first aid kit.... my second day on this island isn't going well [[user:necropolis123|necropolis123]] 16:27 GMT 1st September&lt;br /&gt;
&lt;br /&gt;
Don't worry about it just get your self killed and return to the shipwreck via shaman. you can still join in the pillage!--[[User:Michael edwards|Michael edwards]] 15:55, 1 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== HARHARHAHHRR!!! ===&lt;br /&gt;
A raid on Dalpok says you? A change in the wind says I! The Scurvy Crew will be more than eager to once more flood the dirt paths of Dalpok with blood. The fact that this might be the one of the first instances of multiple clans agreeing on an act only sweetens the rum! Expect us to emerge mysteriously from the jungle soon. - [http://www.shartak.com/profile.cgi?id=242 Captain Tyler Whitney]&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10064</id>
		<title>The Jolly Roger Gang</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Jolly_Roger_Gang&amp;diff=10064"/>
		<updated>2006-09-10T19:47:27Z</updated>

		<summary type="html">&lt;p&gt;Michael edwards: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name= The Jolly Roger Gang|&lt;br /&gt;
official_id=59|&lt;br /&gt;
open_to=outsiders |&lt;br /&gt;
clan_image=http://i108.photobucket.com/albums/n12/whitedragon5577/jollyroger.jpg|&lt;br /&gt;
clan_leaders= {{profile|4251|Michael Edwards}}|&lt;br /&gt;
clan_membership= 11 at the moment!|&lt;br /&gt;
clan_goals= to pirate and pirate some more |&lt;br /&gt;
clan_recruit= If you enjoy gold, rum and killing, sign up! |&lt;br /&gt;
clan_contact= Ingame with Mr. Edwards, on the forum. After you are a member, just put your name under &amp;quot;The Gang&amp;quot;|&lt;br /&gt;
sort_as=Jolly Roger Gang, The|&lt;br /&gt;
}}&lt;br /&gt;
''' We are the second largest Pirate clan, Rum for all!!!'''&lt;br /&gt;
== Were Pulling out!==&lt;br /&gt;
Men You have gone above what I expected out of you In the Dalpok raid. After a good week of looting and razing I'm giving the order to return to Shipwreck. Meet up  outside the Traders Hut so we can discuss Clan dealings.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Mr. Michael C. Edwards crashed into the isle of Shartak along with every other [[pirate]]. While not a violent fellow at heart he traveled the island with hopes of being a merchant. He traveled to Durham and was given the respect a man such as him needed. He left the town thinking that all outsiders were kind.&lt;br /&gt;
Oh how wrong he was!&lt;br /&gt;
Mr. Edwards, while traveling to [[York]], was brutally attacked and killed, just for being a pirate! After the attack, Mr. Edwards began to hate most outsiders and natives now he preys upon them.&lt;br /&gt;
Won't you help him?&lt;br /&gt;
&lt;br /&gt;
== The PDF == &lt;br /&gt;
Please check our talk page for our wanted Pirate Pker list.&lt;br /&gt;
Report all murders on the wiki to Rozan or me.&lt;br /&gt;
&lt;br /&gt;
== Goals == &lt;br /&gt;
You may be wondering what our goals are. We want to be the best pirates we can be and foster a working relationship with outsiders (who are also welcomed to the clan).&lt;br /&gt;
People from anti-pirate towns like York need not apply.&lt;br /&gt;
The Jolly Roger Gang will '''NEVER''' attack or cause mayhem in [[Durham]].&lt;br /&gt;
&lt;br /&gt;
== Clan News ==&lt;br /&gt;
'''Sept 10, 2006'''&lt;br /&gt;
&lt;br /&gt;
1.I would like to welcome {{profile|1604|Patch}} the Pirate and {{profile|5447|LePreto}} to The Jolly Roger Gang. Men This means We've broken the 10 members mark! A jug of my own private rum for all members!!&lt;br /&gt;
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2.I would like to annouce to all Pirates and to JRG members the Creation of a new Squad within the JRG. The Pirate Defence Force!! The PDF will be lead by the Slayer of Pker's {{profile|4862|Rozen}}. It will be part of the JRG to help protect players in and around the shipwreck. any member of the JRG who would like to be a part of this please talk to {{profile|4862|Rozen}} or me.''' The PDF is NOT a sperate clan but a sub-branch of the JRG you must be a member of the JRG to be on the PDF.&lt;br /&gt;
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3.'''I need all clan members to meet me in game at the traders hut. I have important clan dealings I need to go over with you all.'''&lt;br /&gt;
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'''Sept 9, 2006'''&lt;br /&gt;
Still without contact with the main branch of the gang, {{profile|5195|Havokk}} has been making attempts to recruit people and keep himself safe as well as the lost pirates around him.&lt;br /&gt;
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'''Sept 6, 2006'''&lt;br /&gt;
On his way to the raid {{profile|5195|Havokk}} saw some nearby sport and went hunting, to find himself extremely lost, but met up with a fellow pirate named {{profile|5338|Reaper}}. With his natural born ability to pursuade, {{profile|5195|Havokk}} Encouraged him to join the group and now both are currently training, but are at the moment cut off from any info on how the raid is going, and will be trying to find a way back to the shipwreck and possibly to rejoing the raid party again...&lt;br /&gt;
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'''Sept 5, 2006'''&lt;br /&gt;
We add our ninth member to the gang!!! Welcome to&lt;br /&gt;
{{profile|3171|b4ll54ck kill3r}}!!!!&lt;br /&gt;
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'''Sept 4, 2006'''&lt;br /&gt;
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HAHAHA! A new pirate has joined us!! welcome to {{profile|5338|Reaper}}&lt;br /&gt;
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ATTENTION MEN!!! I've heard reports that Capt. Whitney of the Hellborn Strumpet has allowed his men onto the killing fields of Dalpok. Expect a few more pirates to partake in the pillage.&lt;br /&gt;
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'''Sept 2, 2006'''&lt;br /&gt;
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The Gang has added another to our foul smelling fold A harty welcome to{{profile|4269|Petedotnu}}.&lt;br /&gt;
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'''Sept 1. 2006'''&lt;br /&gt;
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The Raid on Dalpok has started! All pirates who have signed should move their rum smelling arse over to Dalpok to kill Natives!!&lt;br /&gt;
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''' August 31,2006'''&lt;br /&gt;
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Ahoy! We have new members in our Jolly gang, A warm welcome to {{profile|5239|Necropolis123}} and {{profile|4770|FirstAmongstDaves}}&lt;br /&gt;
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''' August 29, 2006'''&lt;br /&gt;
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A warm welcome to new gang member {{profile|5188|Daralan}} &lt;br /&gt;
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''' August 28, 2006'''&lt;br /&gt;
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We would like to welcome new members {{profile|5079|Sknig}}and {{profile|5195|Havokk}} to our Ranks. &lt;br /&gt;
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''' August 26, 2006'''&lt;br /&gt;
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After being killed by Native gimbo, Mr. Edwards has returned to Shipwreck to find willing pirates to partake in the Dalpok Raid. We hope to have a two pronged attack from Shipwreck and Durham.&lt;br /&gt;
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'''Augest 23, 2006'''&lt;br /&gt;
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Mr. Edwards is in Durham getting outsider support for a Dalpok raid. Sign up on the wiki or 1 square North-West of the Durham Pistoleers HQ. &lt;br /&gt;
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'''August 6, 2006'''&lt;br /&gt;
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Clan is offical! Sign-Up now!&lt;br /&gt;
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== The Gang ==&lt;br /&gt;
* {{profile|4251|Michael Edwards}} - founder and leader&lt;br /&gt;
* {{profile|5079|Sknig}} - The Noodly Appendage of Our Delicious Master, the Flying Spaghetti Monster&lt;br /&gt;
* {{profile|5195|Havokk}} - Havokk o' Havoc &lt;br /&gt;
* {{profile|5188|Daralan}} -&lt;br /&gt;
* {{profile|5239|Necropolis123}} - The Harbinger of Death&lt;br /&gt;
* {{profile|4770|FirstAmongstDaves}} - Gargler of Lukewarm Blood&lt;br /&gt;
* {{profile|4269|Petedotnu}} -&lt;br /&gt;
* {{profile|5338|Reaper}} - Lover of The Pillage &lt;br /&gt;
* {{profile|4862|Rozen}} - Slayer of Pker's, leader of the PDF&lt;br /&gt;
* {{profile|1604|Patch}} -&lt;br /&gt;
* {{profile|5447|LePreto}} - Terror of Tamcna&lt;/div&gt;</summary>
		<author><name>Michael edwards</name></author>
		
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