<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.shartak.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Roman+Totale</id>
	<title>The Shartak Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.shartak.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Roman+Totale"/>
	<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php/Special:Contributions/Roman_Totale"/>
	<updated>2026-04-23T05:41:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.0</generator>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=18401</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=18401"/>
		<updated>2008-07-28T17:56:18Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Cocktails Menu */ Lukas Liquer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms started out as a fine suburban pub located in the [[York]] area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. From there, it is in the process of expanding to become an island spanning chain. Each Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations== &lt;br /&gt;
===Waugh Arms - York===&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
===Waugh Arms - Durham===&lt;br /&gt;
Located in the busy town centre at co-ordinates [-70.647,+26.348]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=7519 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Karaoke machine - Complete with a ''Queen - Greatest Hits'' tape.&lt;br /&gt;
*Jukebox - A battered old Wurlitzer, loaded with 80s pop music and Finnish death metal.&lt;br /&gt;
*Pool table - Unfortunately, the cue ball was stolen by pirates some time ago.&lt;br /&gt;
*House Medics - Members of our staff carry first aid kits at all times, allowing us to offer medical assistance to those who need it.&lt;br /&gt;
*Sick bucket - Free pink sawdust available at the bar on request.&lt;br /&gt;
*Corners - For propping up the drunks.&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favored hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*'''The Kjendlie''' - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it has lost its bottle. &lt;br /&gt;
*'''The Lacuna''' - doesn't contain spirits.&lt;br /&gt;
*'''The Malice''' - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
*'''Serious Sambuca''' - Not just ordinary Sambuca, this is Serious Sambuca!  Flavored with exotic Shartak aniseed, this drink has a most peculiar effect.  After just one glass the alcohol goes straight to the larynx, causing the drinker to talk and talk and talk and talk.  Further consumption of the drink sees the alcohol take effect on the bowels - the abdominal muscles contract forcing any waste and effluence upwards into the mouth.  As the primary effects are still taking place, this causes the unfortunate drinker to literally &amp;quot;talk shit&amp;quot;.  &lt;br /&gt;
*'''Hummingbird Hooch''' - although somewhat down market for our fine establishment, this cheeky little number seems to have become quite popular in the bars of Shartak.  It must be said that Hummingbird really does get around.  Made predominantly with Blue Bols and fermented mangoes, the fruity but sour taste has intoxicated many an impressionable islander into doing things they become embarrassed about later on - as the locals say &amp;quot;when Hummingbird is doing the rounds, someone is bound to wake up with red cheeks in the morning&amp;quot;.&lt;br /&gt;
*'''Lukas Liquer''' - distilled using unripe Chardonnay grapes and infused with a subtle blend of ergot and bile - the combination of which can often cause fervoured hallucinations and delusions of adequacy.  Patrons of the Waugh have found this drink to be the perfect chaser to Serious Sambuca, and one is rarely seen without the other.  Trivia fans may be interested to know that this pairing of drinks goes back all the way to the 4th century, where the tipple was a favourite of the Patron Saint of Brewers, and as such the two drinks combined are named in her honour - 'Friends of Dorothea'.&lt;br /&gt;
&lt;br /&gt;
==Old Mac's Bar Snacks - New!==&lt;br /&gt;
&lt;br /&gt;
Here at the Waugh we like to keep our customers happy (and if we can't do that we at least aim to make them feel moderately less uncomfortable).  With this in mind, we are now proud to present - Old Mac's Bar Snacks!  From our very own Captain of the Colonial Police, a range of delicacies freshly prepared after a hard days work sat behind the desk.  Cast your eye over our mouthwatering (and bowel loosening) selection:&lt;br /&gt;
&lt;br /&gt;
*'''The Mixed Up Chocolate and Coconut Snack Cake''' - we've yet to come up with a catchy name for this exotic snack, but suggestions are welcome.  Don't worry about the high price though!  Kill a criminal and Old Mac will offer you a bounty in return.&lt;br /&gt;
*'''Wontons''' - a recipe from the far East, these spicy dumplings are tremendously popular!  A word of caution though: due to their high demand they generally sell out very quickly, leading some people to get a mite upset and tending to lash out.  Regulars have dubbed this phenomenon &amp;quot;Wonton Violence&amp;quot;.&lt;br /&gt;
*'''Spit-roasted Shargle''' - serves two.  Seems to be [http://wiki.shartak.com/index.php/Image:Shargles3.gif quite popular in the Med Hut].   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=17796</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=17796"/>
		<updated>2008-03-23T12:26:45Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Medical Supplies Hut */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three [[outsider]] [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''The Village of York - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|16&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts two busy taverns ([[Czechy's]], at (11,09) on the map above, and [[the Waugh Arms]] at (04,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]], whose members frequently attack one another, as well as a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish synagogue]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[the Waugh Arms]], [[CzEcHy's Tavern]], [[Congregation Tafas Shalva]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked.  Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all.&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== [[CzEcHy's Tavern]] ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]].&lt;br /&gt;
&lt;br /&gt;
UPDATE: Due to the popularity of the Tavern and the increasing demand for quality home-cooked food, CzEcHy's has expanded into the property to the north of the tavern.  CzEcHy's Bistro and Grillbar will cater for all your culinary delights and we offer specials that are not listed on the 'a la carte' menu - just look for the &amp;quot;Daily Specials&amp;quot; board.  Our Egon Ronay-recognised chef, Mr. S0S, will also do his best to cater for any 'off-the-menu' requests.&lt;br /&gt;
&lt;br /&gt;
Dress code is smart-casual, with or without nose-bones.  Shrunken heads are not permitted although these may be left in our cloakroom for later collection.  Bon appetite!&lt;br /&gt;
&lt;br /&gt;
=== [[The Waugh Arms]] ===&lt;br /&gt;
West-southwest of the York shaman at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313], on the site of the former Colonial Police Headquarters, visitors to York will find the recently-opened [[The Waugh Arms|Waugh Arms]]. All are warmly invited to stop by and enjoy the pleasures of fine food and drink, and of course enjoy the legendary hospitality of the Waugh Arms.&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
&lt;br /&gt;
===Trail to Derby===&lt;br /&gt;
[[Mercenary's Guild]] member [http://www.shartak.com/profile.cgi?id=3322 Zydd Soral] suggested at a public meeting that the SPF create an eco-friendly Trekker's Trail; this was quickly agreed to. This trail can be followed from York to Derby. The trail, a continuation of Southern Coastal Boulevard, begins at York's medical hut and continues 35 paces northward until it turns toward the northeast to skirt the swamp. It then continues eastward to Derby. Travelers are asked to clear as they travel, but to be careful of occasional eco-terrorist attacks.&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a trail that connects Durham and York, the much-hailed Southern Coastal Boulevard, cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[1st Imperial Privateers]]&lt;br /&gt;
*[[5punk]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[Colon Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[First Bank of Shartak]]&lt;br /&gt;
*[[Gods and Heroes]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Mercenary's Guild]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Derby Rangers]] - Invasion assistance&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. One: constant invasion by hostile forces, and two: the rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both &amp;quot;civilian and York groups&amp;quot;) in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
Recently, York was hit by an invasion of a different kind: mysterious signposts saying &amp;quot;WILLIES!&amp;quot; appeared throughout the town. Much mystery surrounds this incident, which has since become known simply as &amp;quot;[[the WILLIES!]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=17795</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=17795"/>
		<updated>2008-03-23T12:25:40Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* York: A Rough Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three [[outsider]] [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''The Village of York - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|16&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts two busy taverns ([[Czechy's]], at (11,09) on the map above, and [[the Waugh Arms]] at (04,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]], whose members frequently attack one another, as well as a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish synagogue]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[the Waugh Arms]], [[CzEcHy's Tavern]], [[Congregation Tafas Shalva]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked.  Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all (it must be pointed out, however, that it is perfectly acceptable for members of the Colonial Police to murder shamans as they see themselves as above the law).&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== [[CzEcHy's Tavern]] ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]].&lt;br /&gt;
&lt;br /&gt;
UPDATE: Due to the popularity of the Tavern and the increasing demand for quality home-cooked food, CzEcHy's has expanded into the property to the north of the tavern.  CzEcHy's Bistro and Grillbar will cater for all your culinary delights and we offer specials that are not listed on the 'a la carte' menu - just look for the &amp;quot;Daily Specials&amp;quot; board.  Our Egon Ronay-recognised chef, Mr. S0S, will also do his best to cater for any 'off-the-menu' requests.&lt;br /&gt;
&lt;br /&gt;
Dress code is smart-casual, with or without nose-bones.  Shrunken heads are not permitted although these may be left in our cloakroom for later collection.  Bon appetite!&lt;br /&gt;
&lt;br /&gt;
=== [[The Waugh Arms]] ===&lt;br /&gt;
West-southwest of the York shaman at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313], on the site of the former Colonial Police Headquarters, visitors to York will find the recently-opened [[The Waugh Arms|Waugh Arms]]. All are warmly invited to stop by and enjoy the pleasures of fine food and drink, and of course enjoy the legendary hospitality of the Waugh Arms.&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
&lt;br /&gt;
===Trail to Derby===&lt;br /&gt;
[[Mercenary's Guild]] member [http://www.shartak.com/profile.cgi?id=3322 Zydd Soral] suggested at a public meeting that the SPF create an eco-friendly Trekker's Trail; this was quickly agreed to. This trail can be followed from York to Derby. The trail, a continuation of Southern Coastal Boulevard, begins at York's medical hut and continues 35 paces northward until it turns toward the northeast to skirt the swamp. It then continues eastward to Derby. Travelers are asked to clear as they travel, but to be careful of occasional eco-terrorist attacks.&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a trail that connects Durham and York, the much-hailed Southern Coastal Boulevard, cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[1st Imperial Privateers]]&lt;br /&gt;
*[[5punk]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[Colon Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[First Bank of Shartak]]&lt;br /&gt;
*[[Gods and Heroes]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Mercenary's Guild]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Derby Rangers]] - Invasion assistance&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. One: constant invasion by hostile forces, and two: the rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both &amp;quot;civilian and York groups&amp;quot;) in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
Recently, York was hit by an invasion of a different kind: mysterious signposts saying &amp;quot;WILLIES!&amp;quot; appeared throughout the town. Much mystery surrounds this incident, which has since become known simply as &amp;quot;[[the WILLIES!]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=17152</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=17152"/>
		<updated>2008-01-15T18:15:05Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Cocktails Menu */ Hummingbird Hooch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms started out as a fine suburban pub located in the [[York]] area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. From there, it is in the process of expanding to become an island spanning chain. Each Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations== &lt;br /&gt;
===Waugh Arms - York===&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
===Waugh Arms - Durham===&lt;br /&gt;
Located in the busy town centre at co-ordinates [-70.647,+26.348]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=7519 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Karaoke machine - Complete with a ''Queen - Greatest Hits'' tape.&lt;br /&gt;
*Jukebox - A battered old Wurlitzer, loaded with 80s pop music and Finnish death metal.&lt;br /&gt;
*Pool table - Unfortunately, the cue ball was stolen by pirates some time ago.&lt;br /&gt;
*House Medics - Members of our staff carry first aid kits at all times, allowing us to offer medical assistance to those who need it.&lt;br /&gt;
*Sick bucket - Free pink sawdust available at the bar on request.&lt;br /&gt;
*Corners - For propping up the drunks.&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favored hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*'''The Kjendlie''' - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it has lost its bottle. &lt;br /&gt;
*'''The Lacuna''' - doesn't contain spirits.&lt;br /&gt;
*'''The Malice''' - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
*'''Serious Sambuca''' - Not just ordinary Sambuca, this is Serious Sambuca!  Flavored with exotic Shartak aniseed, this drink has a most peculiar effect.  After just one glass the alcohol goes straight to the larynx, causing the drinker to talk and talk and talk and talk.  Further consumption of the drink sees the alcohol take effect on the bowels - the abdominal muscles contract forcing any waste and effluence upwards into the mouth.  As the primary effects are still taking place, this causes the unfortunate drinker to literally &amp;quot;talk shit&amp;quot;.  '''Note from the management:'''  This drink is no longer in stock due to massive unpopularity.&lt;br /&gt;
*'''Hummingbird Hooch''' - although somewhat down market for our fine establishment, this cheeky little number seems to have become quite popular in the bars of Shartak.  It must be said that Hummingbird really does get around.  Made predominantly with Blue Bols and fermented mangoes, the fruity but sour taste has intoxicated many an impressionable islander into doing things they become embarrassed about later on - as the locals say &amp;quot;when Hummingbird is doing the rounds, someone is bound to wake up with red cheeks in the morning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Old Mac's Bar Snacks - New!==&lt;br /&gt;
&lt;br /&gt;
Here at the Waugh we like to keep our customers happy (and if we can't do that we at least aim to make them feel moderately less uncomfortable).  With this in mind, we are now proud to present - Old Mac's Bar Snacks!  From our very own Captain of the Colonial Police, a range of delicacies freshly prepared after a hard days work sat behind the desk.  Cast your eye over our mouthwatering (and bowel loosening) selection:&lt;br /&gt;
&lt;br /&gt;
*'''The Mixed Up Chocolate and Coconut Snack Cake''' - we've yet to come up with a catchy name for this exotic snack, but suggestions are welcome.  Don't worry about the high price though!  Kill a criminal and Old Mac will offer you a bounty in return.&lt;br /&gt;
*'''Wontons''' - a recipe from the far East, these spicy dumplings are tremendously popular!  A word of caution though: due to their high demand they generally sell out very quickly, leading some people to get a mite upset and tending to lash out.  Regulars have dubbed this phenomenon &amp;quot;Wonton Violence&amp;quot;.&lt;br /&gt;
*'''Spit-roasted Shargle''' - serves two.  Seems to be [http://wiki.shartak.com/index.php/Image:Shargles3.gif quite popular in the Med Hut].   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Items&amp;diff=16204</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Items&amp;diff=16204"/>
		<updated>2007-11-03T17:07:26Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Consumables */ tested and confirmed pumkin juice properties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; margin: 0 0 10px 10px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Various '''items''' are scattered on the island and can be carried in a player's [[inventory]]. All items can be found by searching in the appropriate places; some tend to be found more in huts and villages, while others are more likely to be found in the jungle. All items can be [[Trading|traded]] to [[trader]]s for what they have in stock.&lt;br /&gt;
&lt;br /&gt;
Most items are used for cost of 1 AP by clicking on them in the inventory.  Clicking on items which are only useful in battle or trade will give you a short description of the item, at no cost of AP.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Talk:Items]].&lt;br /&gt;
&lt;br /&gt;
== Melee weapons ==&lt;br /&gt;
&lt;br /&gt;
The default weapon, the punch, deals 1 point of base damage at 10% base accuracy.&lt;br /&gt;
&lt;br /&gt;
There is a very low chance of a weapon dealing additional damage during combat. &amp;quot;Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal. You attack [the target] for 5 damage.&amp;quot; There is also a very low chance of a weapon breaking during combat, which causes you to lose that weapon. &amp;quot;Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard.&amp;quot; The odds that a weapon will break on a given swing appear to be about 0.1%, and the odds of dealing extra damage look to be the same; see [[Special weapon event odds]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Melee Weapons&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Knife&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$80&lt;br /&gt;
|Camps&lt;br /&gt;
|Required for [[Writing|writing messages]] on trees or huts.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blunt&amp;amp;nbsp;knife&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$80&lt;br /&gt;
|Camps&lt;br /&gt;
|Can't write. Can be sharpened.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Dagger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|30%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$80&lt;br /&gt;
|Ruins&lt;br /&gt;
|Required for [[Writing|writing messages]] on trees or huts.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blunt&amp;amp;nbsp;dagger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|30%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$??&lt;br /&gt;
|Ship Armory&lt;br /&gt;
|Required for ? (same as dagger?)&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Machete&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$100&lt;br /&gt;
|Jungle&lt;br /&gt;
|Breakable. Required for chopping through the jungle. Can become a blunt machete when you chop vegetation; see [[Special weapon event odds]].&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blunt&amp;amp;nbsp;machete&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$70&lt;br /&gt;
|Camps, Jungle&lt;br /&gt;
|Required for chopping through the jungle, but doesn't always succeed at doing so. Can be sharpened with a sharpening stone to become a machete.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Cutlass&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$120&lt;br /&gt;
|Ship&lt;br /&gt;
|Breakable. Required for chopping through the jungle. Can become a blunt cutlass when you chop vegetation; see [[Special weapon event odds]].&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blunt&amp;amp;nbsp;cutlass&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$80&lt;br /&gt;
|Ship&lt;br /&gt;
|Required for chopping through the jungle, but doesn't always succeed at doing so. Can be sharpened with a sharpening stone to become a cutlass.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Heavy&amp;amp;nbsp;sword&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$5000&lt;br /&gt;
|Jungle&amp;amp;nbsp;(?)&lt;br /&gt;
|''Extremely'' rare; only a few exist.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ranged weapons and ammunition ==&lt;br /&gt;
Unlike melee weapons, ranged weapons rely on ammunition. If a ranged weapon is not loaded, the character will not be able to attack with it. Reloading is accomplished for 1 [[AP]] by clicking on name of the ammunition associated with weapon in the inventory list.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Ranged Weapons&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Rifle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|5&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$300&lt;br /&gt;
|Outsider ammunition huts, Outsider camps&lt;br /&gt;
|Needs ammo (rifle bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). ''('''Outsiders only'''; natives require ''[[outsider knowledge]]'' to use.)''&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blowpipe&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4 (up to 8 with poison effect)&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$300&lt;br /&gt;
|Native ammunition huts, Native camps&lt;br /&gt;
|Needs ammo (poison darts). Darts are not loaded into the blowpipe, like the rifle, but poison darts are taken directly from their stack. Uses 2 inventory spaces. ''('''Natives only'''; outsiders require ''[[native knowledge]]'' to use.)''.  Requires 1.5 AP to fire, but advanced Warriors can reduce this to 1 AP. Initially inflicts 4 HP of damage for 4 XP. Animals take a further 2 HP of damage immediately from poison, while human targets incur 1 HP of damage on each of their next four actions.  No XP is gained from poison damage. &lt;br /&gt;
&lt;br /&gt;
A special skill allows natives to fire the blowpipe without the need for reloading. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ammunition&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Rifle bullet&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$15&lt;br /&gt;
|Outsider ammunition huts, Outsider camps''&lt;br /&gt;
|Used as ammo for rifles (which hold 2 bullets each). Found as singles or in boxes with up to 9 in a box; boxes immediately break out into individual bullets, taking 1 inventory space per bullet. ''('''Outsiders only'''; natives require ''[[outsider knowledge]]'' to use.)''&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Poison dart&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$10&lt;br /&gt;
|Native ammunition huts, Native camps''&lt;br /&gt;
|Used as ammo for blowpipes. Found as singles or in bundles with up to 9 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. ''('''Natives only'''; outsiders require ''[[native knowledge]]'' to use.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
&lt;br /&gt;
Using a consumable item takes 1 AP and removes the item from your inventory.  XP is also gained equal to the HP restored or removed by the item.&amp;lt;br&amp;gt;  &lt;br /&gt;
Fruits and drinks may only be used on yourself. First aid kits and healing herbs may also be used to heal [[animals]] and other characters (including [[NPC]] [[trader]]s and [[shaman]]s). Attempting to use one on someone with full health uses no AP and does not waste the item; instead, you will see that &amp;quot;''Player'' is already at full health.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Consumables&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! Restores!! [[Trading#Trading_Hut_Prices|Normal trade value]] !! Price per 1HP healed !! [[Locations]] !! Notes&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Banana&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|banana tree, loose in jungle&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Mango&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|mango tree, jungle&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bunch of tasty berries&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|berry bush, jungle&lt;br /&gt;
|Outsiders without ''[[native knowledge]]'' recognize them as 'berries' and may use them normally, but cannot identify them from poisonous berries.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bunch of poisonous berries&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|($10 per 1 HP damage)&lt;br /&gt;
|berry bush&lt;br /&gt;
|Inflicts 2 HP damage on self, but gives 2 XP.  Outsiders without ''[[native knowledge]]'' recognize them as 'berries' and may use them normally, but cannot identify them from tasty berries.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of beer&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|outsider camps, beach&lt;br /&gt;
|Drinking it gives an empty bottle.  Natives without ''[[outsider knowledge]]'' see it as 'brown liquid', but may drink it normally.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of rum&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|shipwreck&lt;br /&gt;
|Drinking it gives an empty bottle.  Natives without ''[[outsider knowledge]]'' see it as 'brown liquid', but may drink it normally.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of water&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$30&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$15&lt;br /&gt;
|outsider camps, shipwreck, use empty bottle in fresh water (river, lake)&lt;br /&gt;
|Drinking it gives an empty bottle.  Natives without ''[[outsider knowledge]]'' see it as 'liquid', but may drink it normally.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of salt water&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|($10 per 1 HP damage)&lt;br /&gt;
|use empty bottle in salt water (beach, ocean)&lt;br /&gt;
|Damages for 2 HP, gives 2 XP, and leaves an empty bottle.   Natives without ''[[outsider knowledge]]'' see it as 'liquid', but may drink it normally. &lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of banana juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 4 bananas into an empty bottle&lt;br /&gt;
|Heals for 4 HP, gives 4 XP, and leaves an empty bottle.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of mango juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 4 mangos into an empty bottle&lt;br /&gt;
|Heals for 4 HP, gives 4 XP, and leaves an empty bottle.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of tasty berry juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|8 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 4 bunches of tasty berries into an empty bottle&lt;br /&gt;
|Heals for 8 HP, gives 8 XP, and leaves an empty bottle. Outsiders without ''[[native knowledge]]'' recognize it as 'bottle of berry juice' and may drink it normally, but cannot identify it from poisonous berry juice.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of poisonous berry juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-8 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|(? per 1 HP damage)&lt;br /&gt;
|Juice 4 bunches of poisonous berries into an empty bottle&lt;br /&gt;
|Damages for 8 HP, gives 8 XP, and leaves an empty bottle. Outsiders without ''[[native knowledge]]'' recognize it as 'bottle of berry juice' and may drink it normally, but cannot identify it from tasty berry juice.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of pumpkin juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|6 HP (?)&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|(? per 1 HP damage)&lt;br /&gt;
|Juice 2 pumpkins into an empty bottle&lt;br /&gt;
|Heals for 6 HP (?), gives 6 XP (?), and leaves an empty bottle.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of water&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$30&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$15&lt;br /&gt;
|loose in jungle, use empty gourd in fresh water (river, lake)&lt;br /&gt;
|Drinking it gives an empty gourd.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of salt water&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|($10 per 1 HP damage)&lt;br /&gt;
|use empty gourd in in salt water (beach, ocean)&lt;br /&gt;
|Damages for 2 HP, gives 2 XP, and leaves an empty gourd.  Outsiders without ''[[native knowledge]]'' see it as a 'gourd of water' and may drink it normally, but can't tell it from ordinary water.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of banana juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 4 bananas into an empty gourd&lt;br /&gt;
|Heals for 4 HP, gives 4 XP, and leaves an empty gourd.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of mango juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 4 mangos into an empty gourd&lt;br /&gt;
|Heals for 4 HP, gives 4 XP, and leaves an empty gourd.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of tasty berry juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|8 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 4 bunches of tasty berries into an empty gourd&lt;br /&gt;
|Heals for 8 HP, gives 8 XP, and leaves an empty gourd. Outsiders without ''[[native knowledge]]'' recognize it as 'gourd of berry juice' and may drink it normally, but cannot identify it from poisonous berry juice.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of poisonous berry juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-8 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|(? per 1 HP damage)&lt;br /&gt;
|Juice 4 bunches of poisonous berries into an empty gourd&lt;br /&gt;
|Damages for 8 HP, gives 8 XP, and leaves an empty gourd. Outsiders without ''[[native knowledge]]'' recognize it as 'gourd of berry juice' and may drink it normally, but cannot identify it from tasty berry juice.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of pumpkin juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|6 HP &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|(? per 1 HP damage)&lt;br /&gt;
|Juice 2 pumpkins into an empty gourd&lt;br /&gt;
|Heals for 6 HP , gives 6 XP , and leaves an empty gourd.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|First aid kit&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|5/10 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$200&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40/$20&lt;br /&gt;
|outsider medical huts, shipwreck, jungle&lt;br /&gt;
|Heals 5 HP unskilled, or 10 HP with First Aid skill.  Heals shark bite wounds.  Natives without ''[[outsider knowledge]]'' recognize this item but are unable to use it.  &amp;quot;FAK&amp;quot; and &amp;quot;kit&amp;quot;  are common abbreviations.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Healing herb&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|5/10 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$200&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40/$20&lt;br /&gt;
|outsider medical huts, shipwreck&lt;br /&gt;
|Heals 5 HP unskilled, or 10 HP with Natural Medicine skill.  Heals shark bite wounds.  Outsiders without ''[[native knowledge]]'' see this item as a &amp;quot;dried herb&amp;quot; and are unable to use it.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Empty bottle====&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $25&lt;br /&gt;
* '''[[Locations]]''': camps, resource huts, jungle&lt;br /&gt;
&lt;br /&gt;
Remains in your inventory after drinking a bottle of beer, rum or water. &amp;lt;br&amp;gt;&lt;br /&gt;
They may be filled at certain locations, including:&lt;br /&gt;
* Water in inland rivers (gives bottle of water)&lt;br /&gt;
* Water at beach (gives a bottle of salt water)&lt;br /&gt;
&lt;br /&gt;
====Empty gourd====&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $25 (?)&lt;br /&gt;
* '''[[Locations]]''': camps, resource huts, jungle&lt;br /&gt;
&lt;br /&gt;
Drinking a gourd of water or juice leaves an empty gourd in your inventory.  Functionally, it is identical to an empty bottle, except that the two count as separate items in the trading hut.&lt;br /&gt;
&lt;br /&gt;
====Pumpkin====&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': ?&lt;br /&gt;
* '''[[Locations]]''': jungle (during Halloween or a few days before)&lt;br /&gt;
&lt;br /&gt;
Pumpkins can be carved into ghastly or jolly jack o'lanterns, the type being decided apparently at random. Two pumpkins can be juiced into an empty  bottle or gourd.&lt;br /&gt;
&lt;br /&gt;
== Useful equipment ==&lt;br /&gt;
&lt;br /&gt;
=== GPS unit ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $250&lt;br /&gt;
* '''[[Locations]]''': outsider camps, outsider resource huts&lt;br /&gt;
* '''Usable by''': outsiders; natives with ''[[outsider knowledge]]''&lt;br /&gt;
&lt;br /&gt;
Gives the coordinate location of your character when a signal is available in a non-dense, non-enclosed area. Coordinates are in the form [-70.366,+26.443], where the first number is the X coordinate (longitude) and the second is the Y coordinate (latitude). Moving a single square represents a change in coordinate in that direction of 0.001.&lt;br /&gt;
&lt;br /&gt;
[-70.366,+26.443] is considered the same as 26.443N 70.366W (check out the location with [http://maps.google.com/?ie=UTF8&amp;amp;om=1&amp;amp;z=5&amp;amp;ll=26.443,-70.366&amp;amp;spn=22.710548,28.125 Google Maps])&lt;br /&gt;
&lt;br /&gt;
=== Piece of driftwood ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $70&lt;br /&gt;
* '''[[Locations]]''': beach, dunes, boatyard&lt;br /&gt;
A [[signpost]] can be built out of two pieces of driftwood.&lt;br /&gt;
&lt;br /&gt;
=== Sharpening stone ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $50&lt;br /&gt;
* '''[[Locations]]''': all camps&lt;br /&gt;
Clicking on it will sharpen either a blunt machete, blunt cutlass, blunt knife, or blunt dagger from your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Shovel ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': ?&lt;br /&gt;
* '''[[Locations]]''': all camps&lt;br /&gt;
Allows digging (for those without the digging skill) or digging of deeper holes (for those with the digging skill). &lt;br /&gt;
&lt;br /&gt;
=== Backpack ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $1500&lt;br /&gt;
* '''[[Locations]]''': all camps&lt;br /&gt;
Adds 30 spaces to inventory. Does not stack.&lt;br /&gt;
&lt;br /&gt;
=== Jolly/ghastly jack o'lantern ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $?&lt;br /&gt;
Made by carving a pumpkin. It can be used to scare away ghosts. Single use only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currency ==&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $1000&lt;br /&gt;
* '''[[Locations]]''': ruins, hold (shipwreck)&lt;br /&gt;
&lt;br /&gt;
Ten times more valuable than gold at normal prices. Unlike gold, gems require inventory space.&lt;br /&gt;
&lt;br /&gt;
=== Gold coin ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $100&lt;br /&gt;
* '''[[Locations]]''': camps, jungle, beach&lt;br /&gt;
&lt;br /&gt;
Being the currency of the island, gold coins are the only items to require no inventory space, and up to 100 can be given to any player in the same location via the &amp;quot;Give&amp;quot; button. Clicking on a gold coin in one's inventory flips it and gives &amp;quot;heads&amp;quot; or &amp;quot;tails&amp;quot; as a result: &amp;quot;You toss a gold coin into the air and catch it. It shows heads.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Charms and Amulets ==&lt;br /&gt;
Charms are automatically listed in your character profile, and may or may not give an advantage to gameplay.  Examining one gives the message: &amp;quot;The [item] doesn't appear to actually do anything. Maybe just carrying it is sufficient if you believe in its power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Charms and Amulets&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Known powers&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Rabbit foot charm&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|? &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|jungle&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Parrot feather charm&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|? &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|jungle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Silver skull cross&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|? &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|jungle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Prevents Possession?&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Monkey claw charm&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|? &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|jungle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Tiger tooth amulet&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$50&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Temple Ruins south of shipwreck&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Increases melee weapon atributes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
When searching in certain areas, players may catch animals.  These have no practical function, but may be exchanged at the trading hut.&lt;br /&gt;
&lt;br /&gt;
=== Crab ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $50&lt;br /&gt;
* '''[[Locations]]''': beach&lt;br /&gt;
&lt;br /&gt;
=== Poisonous snake ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $5&lt;br /&gt;
* '''[[Locations]]''': grasslands&lt;br /&gt;
&lt;br /&gt;
=== Egg ===&lt;br /&gt;
Once found, an egg will hatch a [[shargle]] after approximately one week. Burying the egg can prevent hatcing; the one-week period continues after the egg is unburied. The eggs are quite hard to hold - playing with them a couple of times will eventually lead to a drop of the egg, which then disappears from the inventory. &lt;br /&gt;
&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $?&lt;br /&gt;
* '''[[Locations]]''': mountain path&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Conch shell==&lt;br /&gt;
The conch shell is a special item in Shartak. There is only one on the island making it a prized possession, one for which many players will not hesitate to kill in order to get it. The conch also has special properties. Blowing it will give the user a variable amount of XP, which is believed to depend on the number of people nearby. However, the sound will travel several squares alerting every user in the vicinity. The conch appears in the 5x5 map, so it is immediately obvious who the holder of the conch is, if you get close enough to him/her. Killing the character holding the conch transfers possession of the conch to the killer. The conch can be sold to a trader for a significant amount of gold coins, but cannot be bought. Once sold it will appear randomly on a beach square. &lt;br /&gt;
&lt;br /&gt;
* '''[[Locations]]''': beach&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Broken knife (discarded)==&lt;br /&gt;
Searching in certain locations, such as water or swamp, gives the message, &amp;quot;You find a broken knife, which you discard. It seems there is nothing to be found here.&amp;quot; Receiving this message indicates that no items can be found in this particular location at all.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=15863</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=15863"/>
		<updated>2007-09-28T07:02:26Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Malaria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&lt;br /&gt;
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*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;
&lt;br /&gt;
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&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;
=== 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&lt;br /&gt;
&lt;br /&gt;
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
=== 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===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;
----&lt;br /&gt;
&lt;br /&gt;
===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
&lt;br /&gt;
''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
&lt;br /&gt;
1 person: Raft&lt;br /&gt;
&lt;br /&gt;
2 people: Large raft&lt;br /&gt;
&lt;br /&gt;
3-4: Small boat&lt;br /&gt;
&lt;br /&gt;
5-6: Boat&lt;br /&gt;
&lt;br /&gt;
7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
&lt;br /&gt;
25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
&lt;br /&gt;
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
&lt;br /&gt;
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
&lt;br /&gt;
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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;
&lt;br /&gt;
* 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;
&lt;br /&gt;
*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)&lt;br /&gt;
&lt;br /&gt;
Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.&lt;br /&gt;
&lt;br /&gt;
The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Life 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&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;
===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
&lt;br /&gt;
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
&lt;br /&gt;
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
&lt;br /&gt;
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
&lt;br /&gt;
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&lt;br /&gt;
*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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;
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
|&lt;br /&gt;
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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&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;
===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;
|&lt;br /&gt;
suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&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 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;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
*'''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;
&lt;br /&gt;
* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&lt;br /&gt;
Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
 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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===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;
Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
 &lt;br /&gt;
I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
&lt;br /&gt;
I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
&lt;br /&gt;
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
&lt;br /&gt;
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
&lt;br /&gt;
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&lt;br /&gt;
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
&lt;br /&gt;
You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
&lt;br /&gt;
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
&lt;br /&gt;
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
&lt;br /&gt;
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
&lt;br /&gt;
4) Maxed-out players might find it more interesting.&lt;br /&gt;
&lt;br /&gt;
5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
&lt;br /&gt;
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
&lt;br /&gt;
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
&lt;br /&gt;
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
&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;
===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&lt;br /&gt;
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)&lt;br /&gt;
I like this, definitely needs some work though.&lt;br /&gt;
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week?  I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.&lt;br /&gt;
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&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;
===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
&lt;br /&gt;
A few benefits:&lt;br /&gt;
&lt;br /&gt;
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
&lt;br /&gt;
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
&lt;br /&gt;
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
&lt;br /&gt;
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
&lt;br /&gt;
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
&lt;br /&gt;
So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. one ship in Unity Bay near the island&lt;br /&gt;
&lt;br /&gt;
2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
in addition to:&lt;br /&gt;
&lt;br /&gt;
3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
&lt;br /&gt;
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
&lt;br /&gt;
and of course:&lt;br /&gt;
&lt;br /&gt;
5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
&lt;br /&gt;
6. a ship in the water at each settlement.&lt;br /&gt;
&lt;br /&gt;
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
::::Simon, how does Shartak handle multiple huts in the same square?  If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)&lt;br /&gt;
:::::Yes, exactly the same sort of thing. - Dave&lt;br /&gt;
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)&lt;br /&gt;
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least,  treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
&lt;br /&gt;
The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
::Actually, November -&amp;gt; March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Trader Shipments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|&lt;br /&gt;
suggest_time=11:07 April 16|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)&lt;br /&gt;
:At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Class change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill fettling|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.&lt;br /&gt;
&lt;br /&gt;
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|&lt;br /&gt;
suggest_time=08:51, 30 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Htkl|Htkl]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote &amp;quot;No, no, no!&amp;quot; --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Extra Revive Option===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=people who die|&lt;br /&gt;
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|&lt;br /&gt;
suggest_time=May 16 13:23|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&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 think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)&lt;br /&gt;
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)&lt;br /&gt;
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east)  --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.&lt;br /&gt;
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]&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;
===Well===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New inanimate object|&lt;br /&gt;
suggest_scope=Everyone in a village|&lt;br /&gt;
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty  bucket (0AP) a message would appear &amp;quot;The bucket is empty. Perhaps you should fill it back up with water.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The well would have an ingame graphic and would have a description of whether the bucket is down or up - &amp;quot;You see an old and moss covered well, it's bucket is raised to the top.&amp;quot; / &amp;quot;You see an old and moss covered well, it's bucket is somewhere down below.&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:48, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Waves to erase Beach Writing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game tweak|&lt;br /&gt;
suggest_scope=Writing on the Beach.|&lt;br /&gt;
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.&lt;br /&gt;
&lt;br /&gt;
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|&lt;br /&gt;
suggest_time=03:39, 23 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&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 this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pollution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environmental effect|&lt;br /&gt;
suggest_scope=Litterbugs, people near them|&lt;br /&gt;
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|&lt;br /&gt;
suggest_time=08:00, 28 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Idle Characters===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Idle character event|&lt;br /&gt;
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|&lt;br /&gt;
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The inactivity timeline would be something like:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Idle 1 week - you &amp;quot;disappear&amp;quot; from the map (taken steps to hide yourself from people and animals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1-2 weeks  - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely).&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This suggestion got several positive comments from forum members.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=11:36, 5 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)&lt;br /&gt;
: I much prefer the idea the latter idea that your body would be found where or near where you were last active.  I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)&lt;br /&gt;
&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;
===Terrain Without Trekking Changes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement.|&lt;br /&gt;
suggest_scope=Newbies/players without Trekking.|&lt;br /&gt;
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |&lt;br /&gt;
suggest_time=02:29, 26 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through.  Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in.  Walking through beaches can be tough too - sand isn't very solid and continually gives.  Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.&lt;br /&gt;
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Outposts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement!!! =p|&lt;br /&gt;
suggest_scope=Clans and overpopulation|&lt;br /&gt;
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|&lt;br /&gt;
suggest_time=01:01, 2 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Pardus|Pardus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]&lt;br /&gt;
&lt;br /&gt;
I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Monuments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Descriptions|&lt;br /&gt;
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. &amp;lt;br&amp;gt;&lt;br /&gt;
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. &amp;lt;br&amp;gt;&lt;br /&gt;
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. &amp;lt;br&amp;gt;&lt;br /&gt;
This should make sure that people don't &amp;quot;monument spam&amp;quot; determined areas and at the same time it would discourage vandals to eliminate parts of history. &amp;lt;br&amp;gt;&lt;br /&gt;
Once created, monuments would display the text &amp;quot;There is a stone monument here. It reads&amp;quot; followed by the creator's message. &amp;lt;br&amp;gt;&lt;br /&gt;
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|&lt;br /&gt;
suggest_time=16:53, 28 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:0000FF Beard|0000FF Beard]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to &amp;quot;harvest&amp;quot; large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A pickaxe would be nice, but complicated, indeed.&lt;br /&gt;
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.&lt;br /&gt;
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).&lt;br /&gt;
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
:Maybe if the stones for the monuments where only found around Mount Shartak (so you'd have to travel a fair bit to aquire them)or maybe even only in the caves. And also if a monument-worth of stones filled up your '''whole''' inventory (you'd have to emty your inventory in a hole somwhere to pick it up later) - So to build a monument you'd need allies (for protection), knowing of the island, be ready to potentially loose your inventory (however rather unlikely) and a fair deal of time dedicated to it. The reason for these pretty harsh conditions to build a monument is to prevent them popping up everywhere. Also, you probably could rise the HP of the monument a bit more in this case. --[[User:Big Kahuuna|Big Kahuuna]] 10:59, 25 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Poll===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Active terrain|&lt;br /&gt;
suggest_scope=Citizens|&lt;br /&gt;
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|&lt;br /&gt;
suggest_time=22:12, 1 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there?  [[User:RobZombie|RobZombie]]&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;
=== Oyster Bed ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...&lt;br /&gt;
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''&lt;br /&gt;
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sunken Wreck ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be a large dark shape beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.&lt;br /&gt;
&lt;br /&gt;
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Read the comment below, mr. author :) --[[User:Lama|Lama]] 21:18, 27 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like the idea of underwater things. New items and landmarks submerged under is a plus.--[[User:Wulla-mullung|Wulla-mullung]] 21:56, 27 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Submerged Ruins ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. &lt;br /&gt;
&lt;br /&gt;
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
More underwater-only items please. Every item you mentioned can be found in the plain ol' jungle, hence submerged ruins are not so interesting place to visit. Maybe heavy machete or sth liek that? :) --[[User:Lama|Lama]] 21:12, 27 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pirate Talk!===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=wierd pirates only thing|&lt;br /&gt;
suggest_scope=pirates|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.&lt;br /&gt;
If its turned on, the said pirate would talk like a pirate till he turns it off.|&lt;br /&gt;
suggest_time=04:44, 19 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)&lt;br /&gt;
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)&lt;br /&gt;
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)&lt;br /&gt;
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Shartak Mountain===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environment / mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:&lt;br /&gt;
:''Looming over you to the S is the bulk of Shartak Mountain.''&lt;br /&gt;
:''Off in the distance E you can see Shartak Mountain.''&lt;br /&gt;
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''&lt;br /&gt;
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.&lt;br /&gt;
&lt;br /&gt;
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Would help people with out a map get their bearings a bit. Gives some distinction in the jungle without actually adding a landmark. Gets my vote! --[[User:Wulla-mullung|Wulla-mullung]] 19:45, 24 September 2007 (UTC)&lt;br /&gt;
* how come I never thought of that ;) Very useful one. --[[User:Lama|Lama]] 21:01, 27 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Malaria===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Disease|&lt;br /&gt;
suggest_scope=Can affect anyone|&lt;br /&gt;
suggest_description=This is a suggestion about implementing a disease into Shartak.  Malaria, as many of you may know, is caused by mosquitos.  Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected.  I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected.  Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move).  Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice.  I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.&lt;br /&gt;
&lt;br /&gt;
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task.  |&lt;br /&gt;
suggest_time=16:52, 21 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Roman Totale|Roman Totale]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I'd support this idea but with modifications. Shark bites inflict 1 HP bleeding per AP - tsetse fly bites should not have 3 times the effect of the shark bite. Perhaps shark bites should have their effect increased? Furthermore, malarial fever does not occur immediately after biting - there should be a time delay before onset e.g. 120 APs plus or minus a random amount. Malaria is also difficult to cure - FAKs and herbs should have an XX% chance of '''not''' effecting a cure. --[[User:Skull Face|Skull Face]] 19:15, 21 September 2007 (UTC)&lt;br /&gt;
:Perhaps a new item, or something mixed in with berry juice? I don't know how much a First Aid kit would do againts a disease.--[[User:Wulla-mullung|Wulla-mullung]] 21:16, 21 September 2007 (UTC)&lt;br /&gt;
* melikes. (like my protozoa suggestion, dirty amoebas with trembling pseudopods...) Correct me if I'm wrong, but curing malaria involves (at least it involved in every malaria in jungle book I've read) quinine, so we could have new item implemented, found at 2% in a med hut/deep jungle (?). Effects could occur from time to time (like with real malaria), making you lose a little HP and lots of AP while trying to do anything. The attack would wear off with time or could be stopped immediately with quinine (or fak /herbs). --[[User:Lama|Lama]] 20:57, 27 September 2007 (UTC)  &lt;br /&gt;
:Quinine is also found in tonic water - all we need now is some gin...--[[User:Roman Totale|Roman Totale]] 07:02, 28 September 2007 (UTC)&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>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=15812</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=15812"/>
		<updated>2007-09-21T16:52:33Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: Malaria&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&lt;br /&gt;
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*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;
&lt;br /&gt;
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&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;
=== 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&lt;br /&gt;
&lt;br /&gt;
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
=== 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===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;
----&lt;br /&gt;
&lt;br /&gt;
===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
&lt;br /&gt;
''Edit'':&lt;br /&gt;
&lt;br /&gt;
When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
&lt;br /&gt;
1 person: Raft&lt;br /&gt;
&lt;br /&gt;
2 people: Large raft&lt;br /&gt;
&lt;br /&gt;
3-4: Small boat&lt;br /&gt;
&lt;br /&gt;
5-6: Boat&lt;br /&gt;
&lt;br /&gt;
7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
&lt;br /&gt;
25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
&lt;br /&gt;
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
&lt;br /&gt;
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
&lt;br /&gt;
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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;
&lt;br /&gt;
* 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;
&lt;br /&gt;
*I agree there needs to be more locations worth going to, but adding just one will not add enough to shake things up. I think a mine with various valuable minerals such as gold (not coins but actual lumps of gold since it was just mined) and maybe forgeable material, ect. But you should have to actually apply AP to mine it out, maybe with varying % to find different minerals in different parts of the mine (I imagine it as an underground area much like a temple with multiple squares)&lt;br /&gt;
&lt;br /&gt;
Along with the mine I was thinking of other locations that would attract people. What about a sunken ship, with treasure perhaps, in the ocean (like deep ocean, shark attack deep deal) somewhere to the northeast of the island since none of the settlements are very close to that? Another place that people are going is that island to the west of the main island. Perhaps something of value could be put there as well, like say an ancient stucture like all those temples only better. (Think El Durado!) I think that the swamp should have something in it aswell, I don't know what.&lt;br /&gt;
&lt;br /&gt;
The biggest thing I would want to see implimented would be buried treasure, placed in a random jungle square anywhere in Shartak every 1st of the month, with pieces of the treasure map being found at random. Groups and individuals would scramble to find the chest, which would no doubt be full of gold dubloons and other valuable treasure. People who don't want to look for the treasure could sell pieces of the map to others who do for high prices. If noone finds the treasure by the 1st of the next month then the treasure rolls over into next month so that month will have 2 chests at the location! Only the first person to dig it up gets what it contains. Anyone else will find a hole with an empty chest in it. How's that for location/events? (I was thinking of making this its own suggestion but didn't want to steal this persons 'thunder' as it were) --[[User:EMAG TRESNI|EMAG TRESNI]] 20:50, 18 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Life 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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&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;
===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
&lt;br /&gt;
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
&lt;br /&gt;
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
&lt;br /&gt;
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
&lt;br /&gt;
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*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;
&lt;br /&gt;
*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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;
* I definetly think you should drown to death if you sleep in the water. You should only be able to drift with driftwood, since you could possibly sleep on the plank as it floats you to another place. Without the dirftwood you wouldn't drift far because you'd drown before you got to see the place you arrived at...unless instead of drowning to death you drown to 1 HP and are planted on a random beach space in Shartak. I like this idea but can't decide how I'd like to see it put in game. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:56, 18 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
|&lt;br /&gt;
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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&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;
===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;
|&lt;br /&gt;
suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&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 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;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
*'''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;
&lt;br /&gt;
* I like the idea of being able to hide in the folliage, it just fits naturally into this type of game. Espeacially with the tracking skills as a means of finding them by following their tracks. Very cool. The item 'telescope' would be awesome too, with the ability to look diagonal compass directions as well please. The crows nest could be a look out, along with towers being added to all the settlements (both native and outsider) to look from. I also recall a high place at a waterfall? You would only be able to see people standing in open sqaures (less than 5 folliage?) since anymore trees would create a thick canopy above them blocking your view. --[[User:EMAG TRESNI|EMAG TRESNI]] 21:04, 18 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&lt;br /&gt;
Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
* Gorillas and Rhinos are nice, but no wierd crazy animals please. --[[User:EMAG TRESNI|EMAG TRESNI]] 20:59, 18 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
 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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===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;
Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
 &lt;br /&gt;
I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
&lt;br /&gt;
I like the idea, I especially like me being mentioned lol.. I think that in some cases one can just pick a hut and make it theirs (I've used the same hut for months, and all I did was walk inside one day and make it a tavern, it was empty.) Maybe like, the hut has to be empty for you to lay claim to it? I dunno. --[[User:CzEcH|czech1]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
&lt;br /&gt;
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
&lt;br /&gt;
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
&lt;br /&gt;
D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&lt;br /&gt;
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It would be kind of cool to kill someone and dump their body in th river. but what about dumping them in holes and burying them? How would that work? - First Amongst Daves&lt;br /&gt;
&lt;br /&gt;
You carry the body to the river, like an inventory item? Or to the hole. --[[User:Rozen|Rozen]] 16:07, 22 May 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
&lt;br /&gt;
1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
&lt;br /&gt;
2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
&lt;br /&gt;
3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
&lt;br /&gt;
4) Maxed-out players might find it more interesting.&lt;br /&gt;
&lt;br /&gt;
5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
&lt;br /&gt;
Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
These are good points alright. I would imagine that defence should be down to the players - although I like the idea of a &amp;quot;wall&amp;quot; square, similar to heavy jungle. Attackers would have a 20% chance of chopping it, and have to chop it twice to get through. Once inside the camp, if villagers are ten to a square, and have the stats of elephants, the attacker will have to be quite brave to go it alone. Large-scale attacks (as in real life) will be the only way to go, and given the nature of the game, and of th'innernet itself, defenders will have some warning of large-scale attacks and can work out a defence plan.&lt;br /&gt;
&lt;br /&gt;
In relation to attacking your own villagers, this should result in them attacking you - a 2HP fine per AP-used until you leave the camp - and you would never be allowed back again. This exile-type character would appeal to some.&lt;br /&gt;
&lt;br /&gt;
I like the idea of real jobs, it would add colour to the game. I'd leave this up to Simon, though - if he does go to all the trouble of coding this, he should have the fun of making up villager roles (i.e. &amp;quot;In this square are two Farmhands, a Town Drunk, a Blacksmith, and a Lady of Negotiable Virtue&amp;quot;). -[[User:Apocalypso|Apocalypso]]&lt;br /&gt;
&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;
===Vow of Peace===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=PKing opt out improvement|&lt;br /&gt;
suggest_scope=Any characters where the player decides to opt their character out of pking|&lt;br /&gt;
suggest_description=A vow of peace could be sought from any of the NPC Shamans.  Such a vow has the following effects:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(i) The character who has taken the vow cannot be attacked by another character.  Any attempt to attack results in no AP consumption, and the message &amp;quot;such-and-such has taken a vow of peace - the spirits of the land prevent you from attacking them&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
(ii) The character who has taken the vow cannot attack another character, without confirming the attack.  Confirming the attack results in immediate damage to the effect of half the character's hp - &amp;quot;As punishment for breaking your vow, you are wracked with pain as wounds appear on your body&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Taking a vow of peace would require that the character sacrifice one of:&amp;lt;br&amp;gt;&lt;br /&gt;
500 AP (as they meditate at the feet of the shaman, they can't play the character for nearly a week); OR&amp;lt;br&amp;gt;&lt;br /&gt;
1000 GP (only 18 characters currently have that much); OR&amp;lt;br&amp;gt;&lt;br /&gt;
2000 XP (only high level characters who've maxed out).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I realise that there are those who find the pk'ing element exciting or vital to their game - please realise (and perhaps respect) that there are those of us who have tired of it, don't find it exciting and not vital to OUR game.  There's lots said about how Shartak is the game that you make it - it's hard to do that if you're constantly being involved in someone else's game.|&lt;br /&gt;
suggest_time=05:41, 21 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this, this isn't just somebody's way of getting out of an annoying game feature, this is kind of like a way of life. You'd have to bend your character around the vow, rahter than just buying it and laughing. I'm not going to take it, but I can see why people would like to, and I support that --[[User:Rozen|Rozen]] 06:49, 21 March 2007 (UTC)&lt;br /&gt;
:Sounds like a reasonable suggestion. I would make a few minor alterations to this suggestion though. Instead of attack attempts resulting in no AP consumption, perhaps they should use the normal amount of AP but the spirits of the land prevent the blow from reaching its target. Not sure about the AP cost to get it enabled - perhaps 5 days worth instead of 7? Also, if you break the vow and are wounded, maybe you should start bleeding from those wounds in a similar manner to being bitten by a shark. Any more comments? --[[User:Simon|Simon]] 20:34, 30 April 2007 (UTC)&lt;br /&gt;
I like this, definitely needs some work though.&lt;br /&gt;
Perhaps rather than taking 5/7 days worth of ap, it halves peoples AP for a week?  I see people taking a vow of peace and never coming back to the game, due to getting bored waiting.&lt;br /&gt;
I'm not sure about the bleeding, maybe something more, ''spirity'' but with a similar effect? --[[User:Htkl|Htkl]] 21:16, 30 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
===Snakes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Event|&lt;br /&gt;
suggest_scope=Grasslands|&lt;br /&gt;
suggest_description=One thing I've noticed is that when searching grasslands, there is a slight chance to find a poison snake, which will then bite you. I propose a small change. In additon to biting for 3 damage, make it so the poison effects the player for the next three actions, similar to a poison dart. |&lt;br /&gt;
suggest_time=02:28, 2 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments= &lt;br /&gt;
Shouldn't detract from the game, adds a little more realism at no cost apart from discouraging some people from searching grasslands.  Sounds good to me.  --[[User:Johan Crichton|Johan Crichton]] 22:22, 2 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Snakes would also explain where the natives derive toxin for their darts. - First Amongst Daves&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;
===Gun Smiths===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Anyone who uses guns|&lt;br /&gt;
suggest_description=Back in the 1700's rich aristocrats would have custom firearms made for them. What I am proposing is that the outsider settlements be given a gunsmith. For a substantial fee these gun smiths could make improvements on your guns. These changes wouldn't be instant so you would have to come back later. Some of these improvements could be increased ammo capacity, more barrels on the gun, make it cause more damage etc. To keep it balanced the better the improvement the more it would cost and the longer it would take to do.|&lt;br /&gt;
suggest_time= 19:25, 12 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Only if guns are made breakable and the natives get a blowpipesmith. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:49, 13 April 2007 (UTC)&lt;br /&gt;
::Breakable (misfire/blowing up in hands/etc) guns are partially implemented - I have a few bits to finish off first though. --[[User:Simon|Simon]] 18:38, 13 April 2007 (UTC)&lt;br /&gt;
see my suggestion native temples [[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Additional Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Pirates/Outsiders|&lt;br /&gt;
suggest_description=&lt;br /&gt;
As discussed here - http://forum.shartak.com/index.php/topic,364.15.html - Why not have a fleet of ships sitting offshore from the wreck, anchored and not moving? Say, five of them, each with masts, holds and the other features which we see on the shipwreck. Only accessible from the ocean by climbing the chain from the anchor to the deck.&lt;br /&gt;
&lt;br /&gt;
A few benefits:&lt;br /&gt;
&lt;br /&gt;
1. it explains the proliferation of pirates on the island. No one expects such a huge number of pirates from one vessel.&lt;br /&gt;
&lt;br /&gt;
2. it gives pirates and people tempting the dangers of the shipwreck something new to explore, and potential turf wars between pirates. Some of the wrecks could have particular dangers or advantages - for example, a hold in one ship could have an abundance of gems, and another be filled with rats. While I'm suggesting five ships offshore from the shipwreck, it could just as easily be three, or it could be ten. The idea is to have several in any event. It would get the pirates engaged in intrigue against each other over turf, and make the area more attractive to other players.&lt;br /&gt;
&lt;br /&gt;
3. it takes the place of the numerous huts you see in villages, which the shipwreck lacks.&lt;br /&gt;
&lt;br /&gt;
Incidental to this suggestion is to have other ships sitting offshore from the outsider villages - there is a natural inlet north-west of York which I figured would be a suitable harbour. Other non-pirate ships at other strategic places, like the abandoned ruins are, but specifically offshore the settlements to explain how the settlers got there. This idea includes a ship on a river, to make the rivers even more interesting, and a ship beneath the eastern marsh, to attract players out there. All of those ships could be taken by any group determined enough to do so - pirates, natives, outsiders -  maybe with roaming shamans nearby to assist.&lt;br /&gt;
&lt;br /&gt;
This suggestion does not require any new coding innovation - you would simply replicate the coding for the shipwreck, but at other locales.&lt;br /&gt;
&lt;br /&gt;
So, in summary with some suggestions on locations for other ships:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. one ship in Unity Bay near the island&lt;br /&gt;
&lt;br /&gt;
2. one ship in the Long Fin River delta given the number of players in the locality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
in addition to:&lt;br /&gt;
&lt;br /&gt;
3. the eastern swamp, to encourage travel to that region&lt;br /&gt;
&lt;br /&gt;
4. the harbour north of York, giventhe large numbers of people in York and the amount of traffic that route gets&lt;br /&gt;
&lt;br /&gt;
and of course:&lt;br /&gt;
&lt;br /&gt;
5. the flotilla at the wreck, of 3+ ships&lt;br /&gt;
&lt;br /&gt;
6. a ship in the water at each settlement.&lt;br /&gt;
&lt;br /&gt;
Finally, the shipwreck only has one mast. While it may be that other mast were destroyed in the wreck, a one masted sloops is an unlikely choice of pirate ship. Corvettes and frigates had three masts. I am guessing it would be possible to easily create three masted ships.|&lt;br /&gt;
suggest_time=15 April 2007|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Does it only have one mast or is it just one mast that you can climb? It wouldn't be easy to create one with 3 masts that you can climb unless it occupied 3 separate map blocks and that would make for a very large ship. Moving the ships around would be quite complicated indeed and would be prone to people disappearing into non-existent map areas or being left stranded at the top of the mast with no way to get down. --[[User:Simon|Simon]] 18:36, 13 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps not moving the ships then? And if the original shipwreck is actualy a one mast sloop, then why couldn't the frigates/corvettes take up three squares? it makes more sense than having a sloop the size of a frigate. This is all ofcourse, based on the size of the shipwreck...just ignore me and carry on...--[[User:Rozen|Rozen]] 19:58, 13 April 2007 (UTC)&lt;br /&gt;
:Assuming GPS co-ords are correct, isn't 1 block about 100m ? Were ships 300m long? We're talking roughly 900ft... seems awfully big. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Simon, yes, I figured the mechanics of moving ships would be too difficult. The suggestion is that the ships are static, effectively &amp;quot;landmarks' at sea for people to climb over. They would not move, but be anchored at sea and approachable only from the sea. As for the masts, wouldn't the easiest thing simply be to have three options in one square, like you have with the shipwreck (the hold, the armoury, the galley)? &amp;quot;Climb main mast&amp;quot;, &amp;quot;climb aft mast&amp;quot; and &amp;quot;Climb mizzen mast&amp;quot; would be options for players, all on the one square. - Dave&lt;br /&gt;
:::If they were fake masts then yes, that could be done. The current ship has a real mast where when you go up, you actually go up to a level above everything else. Shartak has a 4D map (x,y,z,inside), unlike UD that has a psuedo-3D (x,y,in_or_out) - it's hard to explain, but going up from one block to 3 different blocks just won't work. --[[User:Simon|Simon]] 10:21, 14 April 2007 (UTC)&lt;br /&gt;
::::Simon, how does Shartak handle multiple huts in the same square?  If the masts were treated as 'huts' instead of up/down movement, perhaps that might work? --[[User:Johan Crichton|Johan Crichton]] 02:14, 15 April 2007 (UTC)&lt;br /&gt;
:::::Yes, exactly the same sort of thing. - Dave&lt;br /&gt;
::::::Huts are treated as inside, because that's what they are. The difference between up/down and inside is that there can be multiple levels of inside but only 1 up/down. Hard to explain really without lots of complicated diagrams, but it allows all kinds of interesting tricks with the map such as tunnels that can cross over even at the same depth without actually becoming a crossroads. It does make generating the map somewhat awkward at times though. --[[User:Simon|Simon]] 11:24, 15 April 2007 (UTC)&lt;br /&gt;
:::::::Since Masts don't essentially take you anywhere - and assuming the rigging is such that it's impossible to venture from one mast to another - for this suggestion at least,  treating Masts as Huts would seem to work as a solution? --[[User:Johan Crichton|Johan Crichton]] 22:18, 15 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Native Temples===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Natives|&lt;br /&gt;
suggest_description=This suggestion is to try to balance out the gun smith suggestion but I think it should be a separate suggestion. A blowpipesmith wouldn't make sense but a martial arts temple would. Each native village would have a temple and each would teach a unique fighting style and sell unique sets of weapons. A lot of native tribes back then had really awesome fighting styles. Even if you don't like the gun smith idea I think this would help balance things for the natives.|&lt;br /&gt;
suggest_time=13 April 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Fair enough, not a bad idea. But if you want that, and gunsmiths, then its unbalanced for pirates. http://wiki.shartak.com/index.php/Suggestions:Items#Flintlock_Pistols my Golden oldie of a suggestion balances this. --[[User:Rozen|Rozen]] 17:13, 13 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
That looks good I can't wait to get a pistol.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
&lt;br /&gt;
The suggestion is very old now, i made it when i first came onto the game. Its unlikely that Simon will implement it now, sadly. --[[User:Rozen|Rozen]] 21:54, 13 April 2007 (UTC)&lt;br /&gt;
::Actually, November -&amp;gt; March was a pretty busy time. As Kenny said, I might just be waiting for the right time (got to keep the balance between native/outsider after all). --[[User:Simon|Simon]] 22:14, 16 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
He may still put pistols in the game, he might just be waiting for the right time to do it.[[User:kenny rogers1|kenny rogers1]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Trader Shipments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=My suggestion is that once a week or month traders get re-supplied from the mainland. With this previously rare items like shovels will be temporarily cheaper.|&lt;br /&gt;
suggest_time=11:07 April 16|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is good, but only if some settlements get shipments of an item and others don't. Economies are built on scarcity. Think about the price of rifles in most Outsider settlements. They are non-consumables, never need to be replaced once a player has enough rifles, so they have virtually no value at the trader's hut. The consumables, which must be constantly replenished (eg: first aid kits), are the more valuable commodities. Dumping a large shipment of any one item would cause the trade value of that item to plummet, thereby nerfing those players who scavenge and sell as their main occupation in the game. On the other hand, if the shipments arrive unevenly (eg: first aid kits to Derby and shovels to Durham) then scavengers would have a reason to travel. --[[User:Nosimplehiway|Nosimplehiway]] 11:50, 22 April 2007 (UTC)&lt;br /&gt;
:At the risk of giving away too much info, shovels are not something that can be found. I believe the traders trade items for the raw materials and sit in their huts making the shovels themselves. After all, it's not like they're busy all the time. It keeps the prices up as they can only make one or two a day. --[[User:Simon|Simon]] 23:12, 22 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Class change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill fettling|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Currently people are stuck in whatever class they've chosen, often leaving them unable to get skills they would find useful for whatever they're ''actually'' doing.&lt;br /&gt;
&lt;br /&gt;
So i'm suggesting a possible way to help these people, by offering a class change option which could be implemented by having it as an option that'd cost however much your next skill would cost, may also work as a temporary (single use) skill that allows a class change. possibly just giving you back the XP/levels you spent on any class-specific skills and dropping your level to match.|&lt;br /&gt;
suggest_time=08:51, 30 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Htkl|Htkl]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Any penalty for changing classes should be fairly hefty IMO. I think today I'll be a shaman, exorcise those spirits, ok now I want to be a villager to get the better scavenging search rates, and then having found all the herbs I need, I'll switch to a warrior and go take out some animals. Unless I've misunderstood the suggestion, giving back the XP for class specific skills could lead to this kind of thing. You should lose the XP for class specific skills - now that would be a sufficient deterrent to frivolous class switching. --[[User:Simon|Simon]] 00:43, 22 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think 100 XP is a reasonable return, I'm even tempted to suggest it as a standard game mechanic. --[[User:Pardus|Pardus]] 23:47, 25 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I really dislike this. The unique classes and skills are integral to the flavour of Shartak. This would alter things drastically and for frivolous reasons. If you need a certain skillset (e.g. shaman) try cooperating with another player in game. I vote &amp;quot;No, no, no!&amp;quot; --[[User:Skull Face|Skull Face]] 10:59, 20 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Extra Revive Option===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=people who die|&lt;br /&gt;
suggest_description=I propose that we add an option to contact a shaman at a village other than the one you start at for 50 AP. You would be able to pick which village you respawn at.|&lt;br /&gt;
suggest_time=May 16 13:23|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&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 think that if you should die in a foreign village, you should also be able respawn there or at your home shaman if you choose. Spawning anywhere sounds too much like teleportation. --[[User:Wulla-mullung|Wulla-mullung]] 17:55, 18 May 2007 (UTC)&lt;br /&gt;
:Originally you could respawn at the nearest shaman if you were stood on the same square. This led to some rather tedious XP farming with two opposing sides sat on the shaman square in Dalpok and as soon as you died, you were revived and got killed again. Let's please try not to go there again. --[[User:Simon|Simon]] 00:39, 22 May 2007 (UTC)&lt;br /&gt;
::Ah I see, I've never actually died so I'm a little newbish in the death department. Maybe if it was possible to tell how far away the closest roaming shaman was, determined by squares from where you died. Or if thats too precise perhaps work it like your home beacon: Roaming Shaman 50AP (Very far east)  --[[User:Wulla-mullung|Wulla-mullung]] 01:42, 22 May 2007 (UTC) Ok, I logged into my idle test pirate. 'es dead.&lt;br /&gt;
:What if outsiders could be revived in another outsider town if they are in it and natives could be revived in another native town if they are in it. Pirates would remain the same. [[User:kenny rogers1|kenny rogers1]]&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;
===Well===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New inanimate object|&lt;br /&gt;
suggest_scope=Everyone in a village|&lt;br /&gt;
suggest_description=Being a friendly fellow, I like to use my healing herbs on others and drink water for healing myself. The problem is, I have to treck a long distance to find any form of fresh water. What I propose is that in the center of every village there be a well. The well would be equipped with a bucket that would be used to bring water up from the well. For 1 AP, you can bring up the bucket that will be full of fresh water. Clicking on an empty gourd or bottle in your inventory would fill it with water, costing 1 AP each. After taking 10 scoops of water, it would need to be refilled for 2 AP (1 to drop the bucket, 1 to bring it back up). If you happen to attempt to get water from an empty  bucket (0AP) a message would appear &amp;quot;The bucket is empty. Perhaps you should fill it back up with water.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The well would have an ingame graphic and would have a description of whether the bucket is down or up - &amp;quot;You see an old and moss covered well, it's bucket is raised to the top.&amp;quot; / &amp;quot;You see an old and moss covered well, it's bucket is somewhere down below.&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:48, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Wulla-mullung|Wulla-mullung]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Hmmmm...awesome! I'm sure some clever person will think of a reason why this shouldn't be thought about, but right now, I think this is pretty good. --[[User:Rozen|Rozen]] 05:36, 22 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sounds good. I like drinking water! -[[User:Elegost|Elegost]] 13:21, 22 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Another endorsement of this suggestion - more ways to get fresh water (healing) sounds like a good improvement - and given the distance from some native settlements to bodies of fresh water, this would help explain where the traders get all their bottled water from. --[[User:Johan Crichton|Johan Crichton]] 03:27, 23 May 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Waves to erase Beach Writing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game tweak|&lt;br /&gt;
suggest_scope=Writing on the Beach.|&lt;br /&gt;
suggest_description=From time to time wave activity on the beaches should have a random chance to corrupt, partially erase or fully erase the writing in the sand.&lt;br /&gt;
&lt;br /&gt;
'Shark free swim zone' could for example be corrupted to 'Fark free ... zone' or partially erased to 'Shark ... swim ...'.|&lt;br /&gt;
suggest_time=03:39, 23 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&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 this one very much. --[[User:Lama|Lama]] 19:35, 28 August 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pollution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environmental effect|&lt;br /&gt;
suggest_scope=Litterbugs, people near them|&lt;br /&gt;
suggest_description=Whether you believe the spirits are punishing you for waste or the rats just like to lick the empty bottles, dropping tons of items has to have an effect. Items dropped are tallied daily and used to update the environmental status of the area like jungle growth. More polluted areas are more likely to turn up items in a search but are less likely to be useful. If an area is polluted enough there is a chance that increases with pollution that one could be damaged by walking through, searching, or staying for a prolonged time. Pollution can be cleaned up with a shovel.|&lt;br /&gt;
suggest_time=08:00, 28 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Idle Characters===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Idle character event|&lt;br /&gt;
suggest_scope=Any non donor characters who have been idle for 8 weeks or greater.|&lt;br /&gt;
suggest_description=Per Simon's input to a discussion on the forum - http://forum.shartak.com/index.php/topic,502.msg15514.html#msg15514:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The inactivity timeline would be something like:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Idle 1 week - you &amp;quot;disappear&amp;quot; from the map (taken steps to hide yourself from people and animals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1-2 weeks  - an email would be sent out informing you that your character has hidden and is safe from attack. This is sometimes enough to prompt people to return to Shartak, although I've not sent any out for a while.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
8 weeks - your body is discovered and you're automatically dead because you starved to death or something. The discovery of your body causes you to be dragged back to your home town and dumped in the graveyard (now visible on the map as a decomposing corpse).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After 8 weeks of being inactive, your body is then vulnerable to grave robbers (search corpse button appears when in that square) and you may find that you return after a long break to find you have nothing in your inventory, but at least you're at home.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps we could even have it so that instead of being dragged back to your home town, your decomposing body is just left wherever you were. Once your inventory is empty and someone searches your corpse, you'd enter a final state where you don't appear on the map again (body disintegrates completely).&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This suggestion got several positive comments from forum members.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=11:36, 5 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Discussion with Entropy resulted in a slight modification - leave player with one weapon (either a machete or cutlass) - assuming they had one to start with. That way they're not completely stuck if they contact roaming shaman and end up in the middle of d10 jungle miles from anywhere. --[[User:Simon|Simon]] 19:51, 5 July 2007 (UTC)&lt;br /&gt;
: I much prefer the idea the latter idea that your body would be found where or near where you were last active.  I say 'near where' since it seems more realistic to find bodies of those who drowned in deep water on the beaches of Shartak or the smaller Islands. --[[User:Johan Crichton|Johan Crichton]] 00:32, 8 July 2007 (UTC)&lt;br /&gt;
&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;
===Terrain Without Trekking Changes===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement.|&lt;br /&gt;
suggest_scope=Newbies/players without Trekking.|&lt;br /&gt;
suggest_description=One thing I've noticed is that when a player doesn't have Trekking, while jungle density 0 squares are .5 AP per, other types of terrain which should also be .5 AP per square are, instead, 1 AP per. These include settlements at density 0 (despite that the jungle is .5 AP, movement inside settlements is 1 AP), Grasslands, and Beaches. I propose these be changed. |&lt;br /&gt;
suggest_time=02:29, 26 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
To me density 0 jungle is dirt with maybe some short grass - solid ground with obvious paths and easy to walk through.  Grasslands is more like grassland savannahs with grass high enough to hide a tiger in, and high grass is a bit tough to walk through and find a path in.  Walking through beaches can be tough too - sand isn't very solid and continually gives.  Don't know about the town, makes more sense to walk faster through there, unless there are a lot of imaginary people or trash in the streets.&lt;br /&gt;
* Well said mystery commenter. The only one that might be sensible to change is the town - I probably missed something in the code. --[[User:Simon|Simon]] 20:29, 4 August 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Outposts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement!!! =p|&lt;br /&gt;
suggest_scope=Clans and overpopulation|&lt;br /&gt;
suggest_description=Outpost: A location that acts as a base of operations for a clan and containing a “home shaman” for that clan.|&lt;br /&gt;
suggest_time=01:01, 2 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Pardus|Pardus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Things that I’m leaving completely open for debate: Almost everything, including how they are gained and lost, what other things they’ll contain (if any), well basically everything, more interested in getting the basic idea on the table. [[User:Pardus|Pardus]]&lt;br /&gt;
&lt;br /&gt;
I think a Shaman is a bit much, but I dont see why the odd hut in the middle of nowhere cant have some kind of basic trader or searching hut. --[[User:Rozen|Rozen]] 20:20, 4 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* maybe player shaman revives, hmmm? --[[User:Lama|Lama]] 19:33, 28 August 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Monuments===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Descriptions|&lt;br /&gt;
suggest_description=Monuments would be the same as signposts, but they would be harder to make, to destroy and instead of driftwood they would be made with sharpening stones. &amp;lt;br&amp;gt;&lt;br /&gt;
These player made creations are meant to record certain important events for a long time, and even though signposts can be used to do this, they are usually destroyed fairly qickly because of their weakness. &amp;lt;br&amp;gt;&lt;br /&gt;
It would take about 20 sharpening stones as well as 50 AP to create a monument and 50 hits would be needed to destroy one. &amp;lt;br&amp;gt;&lt;br /&gt;
This should make sure that people don't &amp;quot;monument spam&amp;quot; determined areas and at the same time it would discourage vandals to eliminate parts of history. &amp;lt;br&amp;gt;&lt;br /&gt;
Once created, monuments would display the text &amp;quot;There is a stone monument here. It reads&amp;quot; followed by the creator's message. &amp;lt;br&amp;gt;&lt;br /&gt;
Unless it is difficult or impossible to program, it could be possible to place both a signpost and a monument on the same square. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Original discussion can be found here: [http://forum.shartak.com/index.php/topic,633.0.html] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The entire suggestion is not mine, though, it is based on the ideas of G3N, Tomn, Cthulhu, Black Joe and others who posted in the thread mentioned above.|&lt;br /&gt;
suggest_time=16:53, 28 August 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:0000FF Beard|0000FF Beard]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Can't have sign and monument on the same block (or monument and hut/tree/etc). I don't see sharpening stones being all that useful for building monuments either - I'm thinking they're about 2 inches wide, perhaps an inch thick, and maybe 4-6 inches long. What you'd be wanting is a pickaxe and be able to &amp;quot;harvest&amp;quot; large rocks from the mountain sides or tunnels. These rocks would take 2 inventory spaces and every 4 rocks carried would impose an extra 1AP movement cost.. etc etc oh dear, it's all getting a bit complicated now! --[[User:Simon|Simon]] 00:34, 29 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A pickaxe would be nice, but complicated, indeed.&lt;br /&gt;
:However, large rocks could be found on jungle squares, just like driftwood can be found on the beach.&lt;br /&gt;
:Instead 20 sharpening stones and 50 AP it would take 10 large stones and 10 AP to build a monument (finding the stones will be hard enough by itself).&lt;br /&gt;
:I think that another way to simulate its weight would be having it take up 5 inventory spaces. --[[User:0000FF Beard|0000FF Beard]] 09:55, 29 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To make it simpler, you could make rocks take up more space in the inventory, instead of imposing an additional movement penalty Simon. Rocks could take up 5 inventory spaces instead of the 2 you first proposed, making it difficult for a player to carry more than what is necessary to make a monument. I don't have a single character that has more than 20 spaces available, but that's me. One more thing, I think attacking a monument is possible with swords and machetes, but should increase the chances of breakage by a huge amount. Best way to destroy a monument should be with a pickaxe or a rifle. --[[User:Cthulhu|Cthulhu]]&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;
===Poll===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Active terrain|&lt;br /&gt;
suggest_scope=Citizens|&lt;br /&gt;
suggest_description=At the centre of each camp, village, and on the deck of the shipwreck is a polling station that could either activate at a set interval or as a request to Simon. The presence of an active polling station for your settlement adds the Vote action with a field to add the name of the canidate you are voting for. At the end of the election the winner is anounced and the polling station changes into a sign indicating the current governor, chief, or captain.|&lt;br /&gt;
suggest_time=22:12, 1 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
That's not a bad idea...as long as everyone still votes me in as police captain... but at the shipwreck, what would you have there?  [[User:RobZombie|RobZombie]]&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;
=== Oyster Bed ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=Certain [[Water]] and [[Water (deep)#Water_.28deep.29|Deep Water]] locations would become oyster beds. Oyster beds would not be visible from the surface but would be reported to anyone who dives at their location...&lt;br /&gt;
:''Peering through the murky waters you see oysters scattered across the river/lake/sea bed.''&lt;br /&gt;
Oyster beds would have a yield and replenish rate for searches similar to the yield rate for fruit-bearing trees and bushes. Diving and successfully searching would yield [[Suggestions:Items#Oysters|oysters]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for beds of edible oysters would be one or more of the mouth of the northern [[Water#River|River]], the [[Water#Pool|Pool]] that feeds that river, the great [[Water#Lake|Lake]] between [[Wiksik]] and [[Raktam]] and the shallow water N of [[Unity Island]].&lt;br /&gt;
&lt;br /&gt;
Suggested locations for combined beds of edible and pearl-bearing oysters would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sunken Wreck ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=One or perhaps two [[Water (deep)#Water_.28deep.29|Deep Water]] locations would feature a sunken wreck on the seabed. The sunken shipwreck would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be a large dark shape beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching a sunken wreck could yield 1 to 10 gold coins, a cutlass, a dagger, a knife, a bottle of rum or beer, a FAK, a silver skull cross, a rifle, a box of bullets etc.&lt;br /&gt;
&lt;br /&gt;
Suggested locations for a sunken wreck would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island, the [[Water (deep)#Water_.28deep.29|Deep Water]] off the W tip of the Durham Peninsula and the [[Water (deep)#Water_.28deep.29|Deep Water]] S / SE of [[Unity Island]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Submerged Ruins ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic and new location|&lt;br /&gt;
suggest_scope=Water locations|&lt;br /&gt;
suggest_description=A specific [[Water (deep)#Water_.28deep.29|Deep Water]] location would feature a submerged ruin on the seabed. The submerged ruin would only be visible from the surface at the specific location...&lt;br /&gt;
:''There appears to be regular rectangular shapes on the seabed beneath you with something glinting nearby.''&lt;br /&gt;
Diving to and successfully searching the ruin could yield 1 to 10 gold coins, a machete, a spear, a dagger, a knife, a bottle of beer, a healing herb, a rabbit foot charm, a blowpipe, a bundle of darts etc. &lt;br /&gt;
&lt;br /&gt;
Suggested locations for a submerged ruin would be the [[Water (deep)#Water_.28deep.29|Deep Water]] in the NE of the island and the [[Water (deep)#Water_.28deep.29|Deep Water]] off the SE / S of [[Unity Island]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pirate Talk!===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=wierd pirates only thing|&lt;br /&gt;
suggest_scope=pirates|&lt;br /&gt;
suggest_description=&lt;br /&gt;
I saw the filter for today's event! Int. TLAP day. And it hit me, why not make a filter for pirates to talk that way? It could be an optional thing, one could turn it on or off using the edit profile page.&lt;br /&gt;
If its turned on, the said pirate would talk like a pirate till he turns it off.|&lt;br /&gt;
suggest_time=04:44, 19 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
As an optional filter for pirates, this sounds great. --[[User:Johan Crichton|Johan Crichton]] 05:39, 19 September 2007 (UTC)&lt;br /&gt;
*Darn, you beat me to it! I was going to suggest the exact same thing. And I was on the way to do that before I saw this. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:07, 19 September 2007 (UTC)&lt;br /&gt;
**Excellent idea. I'm getting a bit tired of always translating my own text to pirate talk all the time. [[User:0000FF Beard|0000FF Beard]] 18:12, 19 September 2007 (UTC)&lt;br /&gt;
***Seems like a good idea. Most of the code should already be there? --[[User:Skull Face|Skull Face]] 17:00, 20 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Shartak Mountain===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Environment / mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is to alter the basic location description to include the direction and approximate distance (near / distant / far) in which Shartak Mountain can be seen e.g.:&lt;br /&gt;
:''Looming over you to the S is the bulk of Shartak Mountain.''&lt;br /&gt;
:''Off in the distance E you can see Shartak Mountain.''&lt;br /&gt;
:''Far to the NW you can see the cloud-covered peak of Shartak Mountain.''&lt;br /&gt;
Jungle density that restricts line-of-sight would also block the view of the mountain. The direction would be plotted to the (theoretical) peak of Shartak Mountain as defined by Simon.&lt;br /&gt;
&lt;br /&gt;
This suggestion is intended to ease navigation for new players and to explain how natives get around without the use of outsider devices. By default all the compass directions are known to starting characters as mini-map orientation remains consistent; presumably they carry a compass. If characters are not presumed to have a compass see my [[Suggestions:Items#Compass|Compass]] suggestion.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:23, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Malaria===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Disease|&lt;br /&gt;
suggest_scope=Can affect anyone|&lt;br /&gt;
suggest_description=This is a suggestion about implementing a disease into Shartak.  Malaria, as many of you may know, is caused by mosquitos.  Mosquitos are drawn to stagnant water (in fact malaria actually means 'bad air' and used to be known as 'marsh/swamp fever'), and people bitten by them can become infected.  I'd like to see mosquitos around the swamp areas, and anyone searching in them facing the liklihood of being bitten and infected.  Side effects could either be gradual health loss over a period of time, or loss upon action (i.e. 3HP lost everytime you move).  Cures could either be from first aid kits, healing herbs, or maybe even tasty berry juice.  I think it would be a good idea to implement this to counter the number of people searching in swamps for, er, certain items.&lt;br /&gt;
&lt;br /&gt;
There is also the possibilty of introducing other animal borne diseases into Shartak e.g. rabid monkey, if they bite and infect you it costs additional AP to perform a task.  |&lt;br /&gt;
suggest_time=16:52, 21 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Roman Totale|Roman Totale]]|&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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Roman_Totale&amp;diff=15265</id>
		<title>User:Roman Totale</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Roman_Totale&amp;diff=15265"/>
		<updated>2007-08-18T18:33:01Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[http://www.5punk.co.uk/phpbb/index.php 5punk]'''&lt;br /&gt;
&lt;br /&gt;
[[Colon Police]] &lt;br /&gt;
&lt;br /&gt;
[[The Waugh Arms]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=15264</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=15264"/>
		<updated>2007-08-18T18:27:43Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* House Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms started out as a fine suburban pub located in the [[York]] area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. From there, it is in the process of expanding to become an island spanning chain. Each Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations== &lt;br /&gt;
===Waugh Arms - York===&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
===Waugh Arms - Durham===&lt;br /&gt;
Located in the busy town centre at co-ordinates [-70.647,+26.348]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=7519 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Karaoke machine - Complete with a ''Queen - Greatest Hits'' tape.&lt;br /&gt;
*Jukebox - A battered old Wurlitzer, loaded with 80s pop music and Finnish death metal.&lt;br /&gt;
*Pool table - Unfortunately, the cue ball was stolen by pirates some time ago.&lt;br /&gt;
*House Medics - Members of our staff carry first aid kits at all times, allowing us to offer medical assistance to those who need it.&lt;br /&gt;
*Sick bucket - Free pink sawdust available at the bar on request.&lt;br /&gt;
*Corners - For propping up the drunks.&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favored hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*'''The Kjendlie''' - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it has lost its bottle. &lt;br /&gt;
*'''The Lacuna''' - doesn't contain spirits.&lt;br /&gt;
*'''The Malice''' - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
*'''Serious Sambuca''' - Not just ordinary Sambuca, this is Serious Sambuca!  Flavored with exotic Shartak aniseed, this drink has a most peculiar effect.  After just one glass the alcohol goes straight to the larynx, causing the drinker to talk and talk and talk and talk.  Further consumption of the drink sees the alcohol take effect on the bowels - the abdominal muscles contract forcing any waste and effluence upwards into the mouth.  As the primary effects are still taking place, this causes the unfortunate drinker to literally &amp;quot;talk shit&amp;quot;.  '''Note from the management:'''  This drink is no longer in stock due to massive unpopularity.   &lt;br /&gt;
&lt;br /&gt;
==Old Mac's Bar Snacks - New!==&lt;br /&gt;
&lt;br /&gt;
Here at the Waugh we like to keep our customers happy (and if we can't do that we at least aim to make them feel moderately less uncomfortable).  With this in mind, we are now proud to present - Old Mac's Bar Snacks!  From our very own Captain of the Colonial Police, a range of delicacies freshly prepared after a hard days work sat behind the desk.  Cast your eye over our mouthwatering (and bowel loosening) selection:&lt;br /&gt;
&lt;br /&gt;
*'''The Mixed Up Chocolate and Coconut Snack Cake''' - we've yet to come up with a catchy name for this exotic snack, but suggestions are welcome.  Don't worry about the high price though!  Kill a criminal and Old Mac will offer you a bounty in return.&lt;br /&gt;
*'''Wontons''' - a recipe from the far East, these spicy dumplings are tremendously popular!  A word of caution though: due to their high demand they generally sell out very quickly, leading some people to get a mite upset and tending to lash out.  Regulars have dubbed this phenomenon &amp;quot;Wonton Violence&amp;quot;.&lt;br /&gt;
*'''Spit-roasted Shargle''' - serves two.  Seems to be [http://wiki.shartak.com/index.php/Image:Shargles3.gif quite popular in the Med Hut].   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=15263</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=15263"/>
		<updated>2007-08-18T18:25:52Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Old Mac's Bar Snacks - New! */ Removed some crap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms started out as a fine suburban pub located in the [[York]] area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. From there, it is in the process of expanding to become an island spanning chain. Each Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations== &lt;br /&gt;
===Waugh Arms - York===&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
===Waugh Arms - Durham===&lt;br /&gt;
Located in the busy town centre at co-ordinates [-70.647,+26.348]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=3236 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Karaoke machine - Complete with a ''Queen - Greatest Hits'' tape.&lt;br /&gt;
*Jukebox - A battered old Wurlitzer, loaded with 80s pop music and Finnish death metal.&lt;br /&gt;
*Pool table - Unfortunately, the cue ball was stolen by pirates some time ago.&lt;br /&gt;
*House Medics - Members of our staff carry first aid kits at all times, allowing us to offer medical assistance to those who need it.&lt;br /&gt;
*Sick bucket - Free pink sawdust available at the bar on request.&lt;br /&gt;
*Corners - For propping up the drunks.&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favored hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*'''The Kjendlie''' - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it has lost its bottle. &lt;br /&gt;
*'''The Lacuna''' - doesn't contain spirits.&lt;br /&gt;
*'''The Malice''' - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
*'''Serious Sambuca''' - Not just ordinary Sambuca, this is Serious Sambuca!  Flavored with exotic Shartak aniseed, this drink has a most peculiar effect.  After just one glass the alcohol goes straight to the larynx, causing the drinker to talk and talk and talk and talk.  Further consumption of the drink sees the alcohol take effect on the bowels - the abdominal muscles contract forcing any waste and effluence upwards into the mouth.  As the primary effects are still taking place, this causes the unfortunate drinker to literally &amp;quot;talk shit&amp;quot;.  '''Note from the management:'''  This drink is no longer in stock due to massive unpopularity.   &lt;br /&gt;
&lt;br /&gt;
==Old Mac's Bar Snacks - New!==&lt;br /&gt;
&lt;br /&gt;
Here at the Waugh we like to keep our customers happy (and if we can't do that we at least aim to make them feel moderately less uncomfortable).  With this in mind, we are now proud to present - Old Mac's Bar Snacks!  From our very own Captain of the Colonial Police, a range of delicacies freshly prepared after a hard days work sat behind the desk.  Cast your eye over our mouthwatering (and bowel loosening) selection:&lt;br /&gt;
&lt;br /&gt;
*'''The Mixed Up Chocolate and Coconut Snack Cake''' - we've yet to come up with a catchy name for this exotic snack, but suggestions are welcome.  Don't worry about the high price though!  Kill a criminal and Old Mac will offer you a bounty in return.&lt;br /&gt;
*'''Wontons''' - a recipe from the far East, these spicy dumplings are tremendously popular!  A word of caution though: due to their high demand they generally sell out very quickly, leading some people to get a mite upset and tending to lash out.  Regulars have dubbed this phenomenon &amp;quot;Wonton Violence&amp;quot;.&lt;br /&gt;
*'''Spit-roasted Shargle''' - serves two.  Seems to be [http://wiki.shartak.com/index.php/Image:Shargles3.gif quite popular in the Med Hut].   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=15232</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=15232"/>
		<updated>2007-08-10T22:35:12Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms started out as a fine suburban pub located in the [[York]] area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. From there, it is in the process of expanding to become an island spanning chain. Each Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations== &lt;br /&gt;
===Waugh Arms - York===&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
===Waugh Arms - Durham===&lt;br /&gt;
Located in the busy town centre at co-ordinates [-70.647,+26.348]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Karaoke machine - Complete with a ''Queen - Greatest Hits'' tape.&lt;br /&gt;
*Jukebox - A battered old Wurlitzer, loaded with 80s pop music and Finnish death metal.&lt;br /&gt;
*Pool table - Unfortunately, the cue ball was stolen by pirates some time ago.&lt;br /&gt;
*House Medics - Members of our staff carry first aid kits at all times, allowing us to offer medical assistance to those who need it.&lt;br /&gt;
*Sick bucket - Free pink sawdust available at the bar on request.&lt;br /&gt;
*Corners - For propping up the drunks.&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favored hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*'''The Kjendlie''' - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it has lost its bottle. &lt;br /&gt;
*'''The Lacuna''' - doesn't contain spirits.&lt;br /&gt;
*'''The Malice''' - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
*'''Serious Sambuca''' - Not just ordinary Sambuca, this is Serious Sambuca!  Flavored with exotic Shartak aniseed, this drink has a most peculiar effect.  After just one glass the alcohol goes straight to the larynx, causing the drinker to talk and talk and talk and talk.  Further consumption of the drink sees the alcohol take effect on the bowels - the abdominal muscles contract forcing any waste and effluence upwards into the mouth.  As the primary effects are still taking place, this causes the unfortunate drinker to literally &amp;quot;talk shit&amp;quot;.  '''Note from the management:'''  This drink is no longer in stock due to massive unpopularity.   &lt;br /&gt;
&lt;br /&gt;
==Old Mac's Bar Snacks - New!==&lt;br /&gt;
&lt;br /&gt;
Here at the Waugh we like to keep our customers happy (and if we can't do that we at least aim to make them feel moderately less uncomfortable).  With this in mind, we are now proud to present - Old Mac's Bar Snacks!  From our very own Captain of the Colonial Police, a range of delicacies freshly prepared after a hard days work sat behind the desk.  Cast your eye over our mouthwatering (and bowel loosening) selection:&lt;br /&gt;
&lt;br /&gt;
*'''The Mixed Up Chocolate and Coconut Snack Cake''' - we've yet to come up with a catchy name for this exotic snack, but suggestions are welcome.  Don't worry about the high price though!  Kill a criminal and Old Mac will offer you a bounty in return.&lt;br /&gt;
*'''Wontons''' - a recipe from the far East, these spicy dumplings are tremendously popular!  A word of caution though: due to their high demand they generally sell out very quickly, leading some people to get a mite upset and tending to lash out.  Regulars have dubbed this phenomenon &amp;quot;Wonton Violence&amp;quot;.&lt;br /&gt;
*'''Spit-roasted Shargle''' - serves two.  Seems to be [http://wiki.shartak.com/index.php/Image:Shargles3.gif quite popular in the Med Hut].   &lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=15231</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=15231"/>
		<updated>2007-08-10T22:32:34Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms started out as a fine suburban pub located in the [[York]] area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. From there, it is in the process of expanding to become an island spanning chain. Each Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations== &lt;br /&gt;
===Waugh Arms - York===&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
===Waugh Arms - Durham===&lt;br /&gt;
Located in the busy town centre at co-ordinates [-70.647,+26.348]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Karaoke machine - Complete with a ''Queen - Greatest Hits'' tape.&lt;br /&gt;
*Jukebox - A battered old Wurlitzer, loaded with 80s pop music and Finnish death metal.&lt;br /&gt;
*Pool table - Unfortunately, the cue ball was stolen by pirates some time ago.&lt;br /&gt;
*House Medics - Members of our staff carry first aid kits at all times, allowing us to offer medical assistance to those who need it.&lt;br /&gt;
*Sick bucket - Free pink sawdust available at the bar on request.&lt;br /&gt;
*Corners - For propping up the drunks.&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favored hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*'''The Kjendlie''' - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it has lost its bottle. &lt;br /&gt;
*'''The Lacuna''' - doesn't contain spirits.&lt;br /&gt;
*'''The Malice''' - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
*'''Serious Sambuca''' - Not just ordinary Sambuca, this is Serious Sambuca!  Flavored with exotic Shartak aniseed, this drink has a most peculiar effect.  After just one glass the alcohol goes straight to the larynx, causing the drinker to talk and talk and talk and talk.  Further consumption of the drink sees the alcohol take effect on the bowels - the abdominal muscles contract forcing any waste and effluence upwards into the mouth.  As the primary effects are still taking place, this causes the unfortunate drinker to literally &amp;quot;talk shit&amp;quot;.  '''Note from the management:'''  This drink is no longer in stock due to massive unpopularity.   &lt;br /&gt;
&lt;br /&gt;
==Old Mac's Bar Snacks - New!==&lt;br /&gt;
&lt;br /&gt;
Here at the Waugh we like to keep our customers happy (and if we can't do that we at least aim to make them feel moderately less uncomfortable).  With this in mind, we are now proud to present - Old Mac's Bar Snacks!  From our very own Captain of the Colonial Police, a range of delicacies freshly prepared after a hard days work sat behind the desk.  Cast your eye over our mouthwatering (and bowel loosening) selection:&lt;br /&gt;
&lt;br /&gt;
*'''The Mixed Up Chocolate and Coconut Snack Cake''' - we've yet to come up with a catchy name for this exotic snack, but suggestions are welcome.  Don't worry about the high price though!  Kill a criminal and Old Mac will offer you a bounty in return.&lt;br /&gt;
*'''Wontons''' - a recipe from the far East, these spicy dumplings are tremendously popular!  A word of caution though: due to their high demand they generally sell out very quickly, leading some people to get a mite upset and tending to lash out.  Regulars have dubbed this phenomenon &amp;quot;Wonton Violence&amp;quot;.&lt;br /&gt;
*'''Spit-roasted Shargle''' - serves two.  Seems to be [http://wiki.shartak.com/index.php/Image:Shargles3.gif|quite popular in the Med Hut].   &lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shargle&amp;diff=15230</id>
		<title>Shargle</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shargle&amp;diff=15230"/>
		<updated>2007-08-10T22:28:16Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: added shargle pic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What the hell is a Shargle?  All I know is, I killed one on the mountain.  --[[User:Arrrr-matey|Arrrr-matey]] 03:29, 31 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Quote from [http://forum.shartak.com/index.php/topic,457.msg13407.html#msg13407 the official forums]:&lt;br /&gt;
&lt;br /&gt;
:A very large fierce bird. A bit like an eagle, but found only on Shartak. They tend to stay on the ground rather than flying and you're liable to end up dead if you sleep near one. They also lay large eggs that (with sufficient warmth) will hatch within a few days. A baby shargle is almost as dangerous as an adult.&lt;br /&gt;
&lt;br /&gt;
It was also commented that SHARGLE = SHARtak eaGLE although this is merely a very neat coincidence and wasn't the origin of the word.&lt;br /&gt;
&lt;br /&gt;
:Can we scramble the eggs?  Of course, I'd have to be carrying a little portable stove and frying pan with me.  Mmmmmmmmm, Shargle eggs. --[[User:Arrrr-matey|Arrrr-matey]] 16:05, 31 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*They're popular in the York med hut:&lt;br /&gt;
&lt;br /&gt;
[[image:Shargles3.gif]]  --[[User:Roman Totale|Roman Totale]] 22:28, 10 August 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Shargles3.gif&amp;diff=15229</id>
		<title>File:Shargles3.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Shargles3.gif&amp;diff=15229"/>
		<updated>2007-08-10T22:26:24Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: York med hut Shargles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;York med hut Shargles&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=15172</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=15172"/>
		<updated>2007-08-01T13:14:10Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Old Mac's Bar Snacks - New! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms started out as a fine suburban pub located in the [[York]] area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. From there, it is in the process of expanding to become an island spanning chain. Each Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations== &lt;br /&gt;
===Waugh Arms - York===&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
===Waugh Arms - Durham===&lt;br /&gt;
Located in the busy town centre at co-ordinates [-70.647,+26.348]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Karaoke machine - Complete with a ''Queen - Greatest Hits'' tape.&lt;br /&gt;
*Jukebox - A battered old Wurlitzer, loaded with 80s pop music and Finnish death metal.&lt;br /&gt;
*Pool table - Unfortunately, the cue ball was stolen by pirates some time ago.&lt;br /&gt;
*House Medics - Members of our staff carry first aid kits at all times, allowing us to offer medical assistance to those who need it.&lt;br /&gt;
*Sick bucket - Free pink sawdust available at the bar on request.&lt;br /&gt;
*Corners - For propping up the drunks.&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favored hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*'''The Kjendlie''' - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it has lost its bottle. &lt;br /&gt;
*'''The Lacuna''' - doesn't contain spirits.&lt;br /&gt;
*'''The Malice''' - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
*'''Serious Sambuca''' - Not just ordinary Sambuca, this is Serious Sambuca!  Flavored with exotic Shartak aniseed, this drink has a most peculiar effect.  After just one glass the alcohol goes straight to the larynx, causing the drinker to talk and talk and talk and talk.  Further consumption of the drink sees the alcohol take effect on the bowels - the abdominal muscles contract forcing any waste and effluence upwards into the mouth.  As the primary effects are still taking place, this causes the unfortunate drinker to literally &amp;quot;talk shit&amp;quot;.  '''Note from the management:'''  This drink is no longer in stock due to massive unpopularity.   &lt;br /&gt;
&lt;br /&gt;
==Old Mac's Bar Snacks - New!==&lt;br /&gt;
&lt;br /&gt;
Here at the Waugh we like to keep our customers happy (and if we can't do that we at least aim to make them feel moderately less uncomfortable).  With this in mind, we are now proud to present - Old Mac's Bar Snacks!  From our very own Captain of the Colonial Police, a range of delicacies freshly prepared after a hard days work sat behind the desk.  Cast your eye over our mouthwatering (and bowel loosening) selection:&lt;br /&gt;
&lt;br /&gt;
*'''The Mixed Up Chocolate and Coconut Snack Cake''' - we've yet to come up with a catchy name for this exotic snack, but suggestions are welcome.  Don't worry about the high price though!  Kill a criminal and Old Mac will offer you a bounty in return.&lt;br /&gt;
*'''Wontons''' - a recipe from the far East, these spicy dumplings are tremendously popular!  A word of caution though: due to their high demand they generally sell out very quickly, leading some people to get a mite upset and tending to lash out.  Regulars have dubbed this phenomenon &amp;quot;Wonton Violence&amp;quot;.&lt;br /&gt;
*'''Spit-roasted Shargle''' - serves two.  Seems to be quite popular in the Med Hut.   &lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=15171</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=15171"/>
		<updated>2007-08-01T13:02:42Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms started out as a fine suburban pub located in the [[York]] area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. From there, it is in the process of expanding to become an island spanning chain. Each Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations== &lt;br /&gt;
===Waugh Arms - York===&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
===Waugh Arms - Durham===&lt;br /&gt;
Located in the busy town centre at co-ordinates [-70.647,+26.348]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Karaoke machine - Complete with a ''Queen - Greatest Hits'' tape.&lt;br /&gt;
*Jukebox - A battered old Wurlitzer, loaded with 80s pop music and Finnish death metal.&lt;br /&gt;
*Pool table - Unfortunately, the cue ball was stolen by pirates some time ago.&lt;br /&gt;
*House Medics - Members of our staff carry first aid kits at all times, allowing us to offer medical assistance to those who need it.&lt;br /&gt;
*Sick bucket - Free pink sawdust available at the bar on request.&lt;br /&gt;
*Corners - For propping up the drunks.&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favored hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*'''The Kjendlie''' - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it has lost its bottle. &lt;br /&gt;
*'''The Lacuna''' - doesn't contain spirits.&lt;br /&gt;
*'''The Malice''' - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
*'''Serious Sambuca''' - Not just ordinary Sambuca, this is Serious Sambuca!  Flavored with exotic Shartak aniseed, this drink has a most peculiar effect.  After just one glass the alcohol goes straight to the larynx, causing the drinker to talk and talk and talk and talk.  Further consumption of the drink sees the alcohol take effect on the bowels - the abdominal muscles contract forcing any waste and effluence upwards into the mouth.  As the primary effects are still taking place, this causes the unfortunate drinker to literally &amp;quot;talk shit&amp;quot;.  '''Note from the management:'''  This drink is no longer in stock due to massive unpopularity.   &lt;br /&gt;
&lt;br /&gt;
==Old Mac's Bar Snacks - New!==&lt;br /&gt;
&lt;br /&gt;
Here at the Waugh we like to keep our customers happy (and if we can't do that we at least aim to make them feel moderately less uncomfortable).  With this in mind, we are now proud to present - Old Mac's Bar Snacks!  From our very own Captain of the Colonial Police, a range of delicacies freshly prepared after a hard days work sat behind the desk.  Cast your eye over our mouthwatering (and bowel loosening) selection:&lt;br /&gt;
&lt;br /&gt;
*'''The Mixed Up Chocolate and Coconut Snack Cake''' - we've yet to come up with a catchy name for this exotic snack, but suggestions are welcome.  Don't worry about the high price though!  Kill a criminal and Old Mac will offer you a bounty in return.&lt;br /&gt;
*'''Wontons''' - a recipe from the far East, these spicy dumplings are tremendously popular!  A word of caution though: due to their high demand they generally sell out very quickly, leading some people to get a mite upset and tending to lash out.  Regulars have dubbed this phenomenon &amp;quot;Wonton Violence&amp;quot;.&lt;br /&gt;
*'''Spit-roasted Shargle''' - serves two.  &lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shartak_Revolutionary_Guard/Threatlist&amp;diff=15170</id>
		<title>Shartak Revolutionary Guard/Threatlist</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shartak_Revolutionary_Guard/Threatlist&amp;diff=15170"/>
		<updated>2007-08-01T12:40:03Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Colon Police */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of threats to the safe-being of York. Everything is on a scale of 1 to 10, 10 being the most powerful threat, and 1 being a laughable threat. So far, '''three''' groups have been classified.&lt;br /&gt;
&lt;br /&gt;
==[[Mercenary's Guild]]==&lt;br /&gt;
The Mercenary's Guild, (also called the MG-gang), led by [http://www.shartak.com/profile.cgi?id=1728 The Malice], [http://www.shartak.com/profile.cgi?id=1327 Tom Failur], [http://www.shartak.com/profile.cgi?id=2825 Lucifer Rustypants], and [http://www.shartak.com/profile.cgi?id=5255 Endzone], is a [[Durham]] based mercenaries group bent on the destruction of York. The Guild has tried to invade York several times. ([http://wiki.shartak.com/index.php/Third_Battle_of_York 1], [http://wiki.shartak.com/index.php/Second_Battle_of_York 2], [http://wiki.shartak.com/index.php/Fourth_Battle_of_York 3]), and has been able to cause widespread chaos in York and the surrounding areas.&lt;br /&gt;
&lt;br /&gt;
===Grade-card for the Mercenary's Guild===&lt;br /&gt;
'''Threat level to York as a city:''' 8 (during invasion only), ~1 (any other time)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Threat level to Yorkers:''' 8 (during invasion), 4 (any other time) &amp;lt;br&amp;gt;&lt;br /&gt;
'''Threat to Shartak in general:''' 3 (all times)&lt;br /&gt;
&lt;br /&gt;
==[[Colon Police]]==&lt;br /&gt;
The Colon Police, led by [http://www.shartak.com/profile.cgi?id=3799 Roman Totale], is a [[York]]-based... group, if even that. The Colon Police has close ties to group [http://www.shartak.com/clanview.cgi?id=57 5punk.co.uk]. Many Colon Police members are also members of 5punk, and vice versa. The Colon Police is often at [[the Waugh Arms]], a York-based tavern located in the old headquarters of the [[Colonial Police]]. The Colon Police is credited as the most populous clan. (not most ''popular'' clan, mind you.)&lt;br /&gt;
&lt;br /&gt;
===Grade-card for the Colon Police===&lt;br /&gt;
'''Threat level to York as a city:''' Over 9000 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Threat level to Yorkers:''' Over 9000 &amp;lt;br&amp;gt;&lt;br /&gt;
'''Threat to Shartak in general:''' Over 9000 (all times)&lt;br /&gt;
&lt;br /&gt;
==[[Cosa Nostra]]==&lt;br /&gt;
The Cosa Nostra, led by [http://www.shartak.com/profile.cgi?id=9084 Sergio] is an almost non-existance threat in York. There is not much yet known about this group, although it is possible that it may grow quickly. &lt;br /&gt;
&lt;br /&gt;
===Grade-card for Cosa Nostra===&lt;br /&gt;
'''Threat level to York as a city:''' ~1 (all times) &amp;lt;br&amp;gt;&lt;br /&gt;
'''Threat level to Yorkers:''' ~1 (all times) &amp;lt;br&amp;gt;&lt;br /&gt;
'''Threat to Shartak in general:''' ~1 (all times)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''This page is run and operated by [[User:Che|Che]] of the [[Shartak Revolutionary Guard]].'''&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=14038</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=14038"/>
		<updated>2007-05-09T16:59:04Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Locations */  Waugh Arms Durham&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms started out as a fine suburban pub located in the [[York]] area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. From there, it is in the process of expanding to become an island spanning chain. Each Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations== &lt;br /&gt;
===Waugh Arms - York===&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
===Waugh Arms - Dalpok===&lt;br /&gt;
The Waugh Arms can be found directly west of the shaman in Dalpok.&lt;br /&gt;
&lt;br /&gt;
===Waugh Arms - Durham===&lt;br /&gt;
Located in the busy town centre at co-ordinates [-70.647,+26.348]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Karaoke machine - Complete with a ''Queen - Greatest Hits'' tape.&lt;br /&gt;
*Jukebox - A battered old Wurlitzer, loaded with 80s pop music and Finnish death metal.&lt;br /&gt;
*Pool table - Unfortunately, the cue ball was stolen by pirates some time ago.&lt;br /&gt;
*House Medics - Members of our staff carry first aid kits at all times, allowing us to offer medical assistance to those who need it.&lt;br /&gt;
*Sick bucket - Free pink sawdust available at the bar on request.&lt;br /&gt;
*Corners - For propping up the drunks.&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favored hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*'''The Kjendlie''' - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it has lost its bottle. &lt;br /&gt;
*'''The Lacuna''' - doesn't contain spirits.&lt;br /&gt;
*'''The Malice''' - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
*'''Serious Sambuca''' - Not just ordinary Sambuca, this is Serious Sambuca!  Flavored with exotic Shartak aniseed, this drink has a most peculiar effect.  After just one glass the alcohol goes straight to the larynx, causing the drinker to talk and talk and talk and talk.  Further consumption of the drink sees the alcohol take effect on the bowels - the abdominal muscles contract forcing any waste and effluence upwards into the mouth.  As the primary effects are still taking place, this causes the unfortunate drinker to literally &amp;quot;talk shit&amp;quot;.  '''Note from the management:'''  This drink is no longer in stock due to massive unpopularity.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13785</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13785"/>
		<updated>2007-04-19T21:04:50Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Cocktails Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms is a fine suburban pub located in the [[York]] area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. The Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Karaoke machine - Complete with a ''Queen - Greatest Hits'' tape.&lt;br /&gt;
*Jukebox - A battered old Wurlitzer, loaded with 80s pop music and Finnish death metal.&lt;br /&gt;
*Pool table - Unfortunately, the cue ball was stolen by pirates some time ago.&lt;br /&gt;
*House Medics - Members of our staff carry first aid kits at all times, allowing us to offer medical assistance to those who need it.&lt;br /&gt;
*Sick bucket - Free pink sawdust available at the bar on request.&lt;br /&gt;
*Corners - For propping up the drunks.&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favoured hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*'''The Kjendlie''' - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it has lost its bottle. &lt;br /&gt;
*'''The Lacuna''' - doesn't contain spirits.&lt;br /&gt;
*'''The Malice''' - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
*'''Serious Sambuca''' - Not just ordinary sambuca, this is Serious Sambuca!  Flavoured with exotic Shartak aniseed, this drink has a most peculiar effect.  After just one glass the alcohol goes straight to the larynx, causing the drinker to talk and talk and talk and talk.  Further consumption of the drink sees the alcohol take effect on the bowels - the abdominal muscles contract forcing any waste and effluence upwards into the mouth.  As the primary effects are still taking place, this causes the unfortunate drinker to literally &amp;quot;talk shit&amp;quot;.  '''Note from the management:'''  This drink is no longer in stock due to massive unpopularity.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13783</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13783"/>
		<updated>2007-04-19T19:58:33Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Cocktails Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms is a fine suburban pub located in the [[York]] area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. The Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
*Karaoke machine - Complete with a ''Queen - Greatest Hits'' tape.&lt;br /&gt;
*Jukebox - A battered old Wurlitzer, loaded with 80s pop music and Finnish death metal.&lt;br /&gt;
*Pool table - Unfortunately, the cue ball was stolen by pirates some time ago.&lt;br /&gt;
*House Medics - Members of our staff carry first aid kits at all times, allowing us to offer medical assistance to those who need it.&lt;br /&gt;
*Sick bucket - Free pink sawdust available at the bar on request.&lt;br /&gt;
*Corners - For propping up the drunks.&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favoured hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*'''The Kjendlie''' - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it has lost its bottle. &lt;br /&gt;
*'''The Lacuna''' - doesn't contain spirits.&lt;br /&gt;
*'''The Malice''' - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
*'''Serious Sambuca''' - Not just ordinary sambuca, this is Serious Sambuca!  Flavoured with exotic Shartak aniseed, this drink has a most peculiar effect.  After just one glass the alcohol goes straight to the larynx, cause the drinker to talk and talk and talk and talk.  Further consumption of the drink sees the alcohol take effect on the bowels - the abdominal muscles contract forcing any waste and effluence upwards into the mouth.  As the primary effects are still taking place, this causes the unfortunate drinker to literally &amp;quot;talk shit&amp;quot;.  '''Note from the management:'''  This drink is no longer in stock due to massive unpopularity.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Colon_Police&amp;diff=13677</id>
		<title>Talk:Colon Police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Colon_Police&amp;diff=13677"/>
		<updated>2007-04-12T18:21:54Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Question? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Question?==&lt;br /&gt;
Are you going to add &amp;quot;Clan with most alts&amp;quot;, or possibly &amp;quot;Biggest Zerging Clan&amp;quot; to your claims to fame? Because man, with so many members... only 1 have added their name to the Members List on the Wiki....? -[[User:Che|el Che]] 15:55, 6 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Bit of a retard aren't you Che?  Have you actually looked at the profile of that one person who has added their details? You know I'm getting really sick of the Colonial Police spitting their dummies and crying about &amp;quot;zerging&amp;quot; - you really are a bunch of pathetic losers.  For the last time check out our website '''[http://www.5punk.co.uk 5punk]''' where you will are that we are an established gaming community. Now please stop with the stupid name calling, it makes you sound foolish and it hurts our delicate feelings. --[[User:Roman Totale|Roman Totale]] 11:56, 8 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::So you're not going to add the zerging part? 'Cause I will. -[[User:Che|el Che]] 18:32, 8 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Zerging? Really, we're not. Infact, if you honestly think we are, report us to the shartak dev, then they can do all the IP checking you want to and you'll find out that we're not zerging. Hopefully that'll satisfy you as even though [http://www.5punk.co.uk 5punk] is freely available for you to look at you appear not to notice that fact there's a whole chunk of us having conversations and there's various pictures also confirming we're different people. - Buzzmong&lt;br /&gt;
:In terms of Shartak, a definition that may be more appropriate for Zerging comes from the [http://www.shartak.com/faq.html Shartak FAQ] -&amp;lt;br&amp;gt;&lt;br /&gt;
'''''What is zerging? Put simply, zerging is creating multiple characters for the purpose of attacking a common target, healing each other, or other forms of interaction that give you an unfair advantage over other players. ... Because it ruins the game for those who play fairly, zerging behaviour is frowned upon.'''''&lt;br /&gt;
:Creating a character to kill a shaman, in order to allow others to haunt a medical hut seems to violate the spirit (pun intended) of fairness that the above and other items in the FAQ aim to encourage.&lt;br /&gt;
:While as an organized body both 5punk and the Colon Police may not condone zerging, you have members who have or are zerging - and the taint by association will be cast upon the clans, not just the individuals.  Police your own, and maybe the rest of the Shartak community may raise their opinions of you. --[[User:Johan Crichton|Johan Crichton]] 22:17, 10 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
While the creation of HTKL was moderately iffy, 5punk/Colon Police are now very well regulated from within, afaik none of us do anything close to zerging.&lt;br /&gt;
&lt;br /&gt;
Also, HTKL (here to kill lacuna) is a char taking shartak reasonably seriously, and the driving force behind a lot of our alliances and friends within york, hell, even lacuna is a member of our forums and not hostile towards us.&lt;br /&gt;
[[User:Htkl|Htkl]] 18:50, 11 April 2007 (UTC)&lt;br /&gt;
:That's good to hear - but you may find that actions speak louder than words - and once you've got a tainted reputation, it can be hard to shake it without openness.  Is there a reason that the clan membership for the Colon Police isn't public? --[[User:Johan Crichton|Johan Crichton]] 21:26, 11 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*That would be my fault, can't say I really paid much attention when I was setting it up and after that it was just a case of I couldn't be arsed. It may come as a surprise to some people, but we're not terribly well organised. As you can see from the main page we never really had any goals when we set this up, other than to differentiate between peaceful 5punkers and non-peaceful 5punkers.  Anyway, membership list is now public. Enjoy. --[[User:Roman Totale|Roman Totale]] 18:21, 12 April 2007 (UTC)  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No reason that I know of, suspect it was just set that way to protect us while we were growing,  will ask the owner to make it open to some level when I see him online --[[User:Htkl|Htkl]] 22:11, 11 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
==My Pond, my Gaff==&lt;br /&gt;
&lt;br /&gt;
My informant and several witnesses saw a killing in the Derby Medical Hut, apparently the Colon Police were in town to kill someone who is KOS. Well they're not KOS in Derby, we've had no troube from that guy - he's not on our wanted list. Just a friendly warning here; Dont step on toes, thats what the real CP did, they ended up bringing all kinds of flak down on thier town and losing all thier members. Derby policing comes down to me and mine, if you want to do it alyway, thats fine, but you kill the people who are on our wanted list, you can't just make your own up. My pond, I'm the gaffa, ok? [[User:RobZombie|RobZombie]]&lt;br /&gt;
----&lt;br /&gt;
If he's CP, he's KOS to us, especially if he makes Threats towards us, then hides elsewhere, if he'd not done that, we'd not have bothered killing him.&lt;br /&gt;
&lt;br /&gt;
Also, one of our non-hostile players (dr.kb) was in the derby med hut healing people and got killed. as far as I can see, no 5punk members are on your wanted list, so please feel free to uphold the law in that respect&lt;br /&gt;
&lt;br /&gt;
Obviously, 5punk/Colon Police don't want to start a fight with you lot.  we only exist to destroy the CP and Run a pub. &lt;br /&gt;
&lt;br /&gt;
Our aim is to return york to some sanity by removing the CP entirely and offering a safe place for anyone to sleep, rather than them being slaughtered randomly. --[[User:Htkl|Htkl]] 17:33, 12 April 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
I understand that, but the citezen in question saw a murder and acted in the manor always encouraged in Derby, kill the killer. He wasn't to know there was a motive behind it. Why are the CP KOS to you? Nighter and Broderic were CP, would you kill them? Glad you dont want to start a fight, I dont either. [[User:RobZombie|RobZombie]]&lt;br /&gt;
----&lt;br /&gt;
Only Dr.kb wasn't involved in the murder, he was just over there to heal anyone.&lt;br /&gt;
&lt;br /&gt;
CP members are KOS because they're CP members, 5punk kinda took against the CP being prats, so we decided to remove the CP.&lt;br /&gt;
&lt;br /&gt;
Ex-CP members are not KOS in almost all cases, however Nighter had made threats towards us, and had actually asked to be put on our shit-list. so he was.&lt;br /&gt;
&lt;br /&gt;
Basically, if they don't have CP in their profile, we won't hurt/kill them.  We're quite happy to form alliances with Ex-CP members (and anyone else) --[[User:Htkl|Htkl]] 18:04, 12 April 2007 (UTC)&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:York&amp;diff=13604</id>
		<title>Talk:York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:York&amp;diff=13604"/>
		<updated>2007-04-08T19:50:40Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Waugh Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, why have the GPS co-ordinates for the various different huts gone? Is this a new policy? [[User:Tibbalt|Tibbalt]] 01:39, 10 April 2006 (BST)&lt;br /&gt;
:I just moved them all into the Infobox next to the Territory Map. It seemed a bit redundant to repeat the coordinates twice, so I just kept the ones in the box. --[[User:Lint|Lint]] 01:44, 10 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Identify ammo/medical huts on map? ==&lt;br /&gt;
&lt;br /&gt;
Perhaps the 'H' could be replaced with an 'A' or 'M' for the relevant huts on the map so save having to figure out which hut is the one needed from the coordinates on the right?&lt;br /&gt;
[[User:Simon|Simon]] 02:03, 10 April 2006 (BST)&lt;br /&gt;
:I could do that. However, what would the A and M stand for? Armoury and Medical? Ammunition and Medicine? Is there an &amp;quot;official&amp;quot; term you use to identify these unique huts? --[[User:Lint|Lint]] 20:11, 10 April 2006 (BST)&lt;br /&gt;
::No official term.. but armoury and medical would be ok wouldn't it? Oh, and Trading post. --[[User:Simon|Simon]] 11:03, 11 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== York to Derby Trail ==&lt;br /&gt;
The information regarding the York to Derby trail is outdated. If there is no objection, I will remove it in about a week. --[[User:Nosimplehiway|Nosimplehiway]] 13:25, 3 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Waugh Arms ==&lt;br /&gt;
Mess with my shit again and yours will get deleted understand? I'm not putting up with some 12 year old who can get some zerged accounts to sit in his piss ant tavern with (last time I checked two minutes ago), 1 actual guest compared to my 7. Dumbass kid go ask more zergs to help you try to accomplish something -czech1&lt;br /&gt;
*Woah, looks like someone needs to switch to decaf. I updated 'your' section (I assume that was what you meant by 'shit') just now because it was misleadingly wrong. This isn't 'your' page, this is the guide page for York. (I also corrected the Waugh Arms section, which someone - I assume you - had defaced in a fit of puerile pique). This wikipage is supposed to be a guide for people in York, including newcomers, and the section on your tavern suggested that it was a safe place for wanted criminals to sleep - which it isn't, as your wikipage states. I added a bit on the fact that the Colonial Police have moved'''[snoooooooore! Nobody is really reading this. So, how was your day?]''' in, which wasn't stated before and which is very relevant to those who might not be on good terms with the Colonial Police. I'm sorry if you took offence. By the way, for the last time, we aren't zerging - we are an established gaming community, hence it was relatively easy for us to get a good number of like-minded members for our clan - just unbunch your panties already. Some of the reasons our tavern might be more popular is that we welcome everyone - including pirates and those wanted by the Colonial Police - and that we have more staff on hand to see to the needs of our guests. PS: please stop defacing our signs. [[User:Htkl|Htkl]] 09:21, 8 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Czech, I understand that you're upset because our tavern is more popular than yours (I can only assume you looked in the wrong place, as I write the Waugh has 15 guests, your place has 9), but I would have thought the CP had learnt their lesson when it comes to calling us zergers - we're not, we genuinely outnumber you. By the way, I could easily take issue with the POV statements on the York page e.g.&amp;quot;astoundingly wonderful Tavern&amp;quot;.  No wonder the Colonial Police are hated so much in Shartak, you all have the mentality of a spoilt 5 year old. --[[User:Roman Totale|Roman Totale]] 11:33, 8 April 2007 (UTC)  EDIT:  and while we're on the subject, two of our guests are members of the Colonial Police! You see, ''that'' is hospitality. Would any of us be left alive if we were to stand in your pitiful excuse for a tavern? Not bloody likely now is it? --[[User:Roman Totale|Roman Totale]] 12:24, 8 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hmm I think I'll tell my whole clan to sit in my tavern and act like guests also and I can be cool like you morons. And HTKL if you want, I can pull up where it says you were the only one to edit the rough guide in about a month moron. And I had welcomed pirates and criminals, but Bungle and Hazen and Sam stop that, it'll happen to you to. And Roman it's not my fault you guys started shit around York, not my fault you get killed in my tavern, maybe if you weren't little punks it woulden't of happend. P.S Learn to use one guy to kill me instead of 3 ok, pitiful excuse for a clan, can't even kill someone with one person against one person. - czech1&lt;br /&gt;
&lt;br /&gt;
:'''Okay, everyone listen up:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Enough name calling. Stop it. Secondly, enough &amp;quot;d00d u r a 5 yr owld!!!!!&amp;quot;. Thirdly, enough brining the CP into this. Fourthly, enough talk about zerging. I can't imagine that the Colon Police doesn't have any alts, and I can't imagine that the Colonial Police doesn't have any alts. Fifthly, enough of this Tavern Wars. Both the Waught (sp?) Arms and Czech's both have their strengths and weaknesses. Waught Arms has more patrons, but Czech's is known as the first and possibly the most famous tavern in Shartak. Finally, lets not let blood be shed over such stupid arguing. Thank You. -[[User:Che|el Che]] 19:03, 8 April 2007 (UTC)&lt;br /&gt;
*Fine by me --[[User:Roman Totale|Roman Totale]] 19:50, 8 April 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:York&amp;diff=13593</id>
		<title>Talk:York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:York&amp;diff=13593"/>
		<updated>2007-04-08T12:24:19Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Waugh Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, why have the GPS co-ordinates for the various different huts gone? Is this a new policy? [[User:Tibbalt|Tibbalt]] 01:39, 10 April 2006 (BST)&lt;br /&gt;
:I just moved them all into the Infobox next to the Territory Map. It seemed a bit redundant to repeat the coordinates twice, so I just kept the ones in the box. --[[User:Lint|Lint]] 01:44, 10 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Identify ammo/medical huts on map? ==&lt;br /&gt;
&lt;br /&gt;
Perhaps the 'H' could be replaced with an 'A' or 'M' for the relevant huts on the map so save having to figure out which hut is the one needed from the coordinates on the right?&lt;br /&gt;
[[User:Simon|Simon]] 02:03, 10 April 2006 (BST)&lt;br /&gt;
:I could do that. However, what would the A and M stand for? Armoury and Medical? Ammunition and Medicine? Is there an &amp;quot;official&amp;quot; term you use to identify these unique huts? --[[User:Lint|Lint]] 20:11, 10 April 2006 (BST)&lt;br /&gt;
::No official term.. but armoury and medical would be ok wouldn't it? Oh, and Trading post. --[[User:Simon|Simon]] 11:03, 11 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== York to Derby Trail ==&lt;br /&gt;
The information regarding the York to Derby trail is outdated. If there is no objection, I will remove it in about a week. --[[User:Nosimplehiway|Nosimplehiway]] 13:25, 3 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Waugh Arms ==&lt;br /&gt;
Mess with my shit again and yours will get deleted understand? I'm not putting up with some 12 year old who can get some zerged accounts to sit in his piss ant tavern with (last time I checked two minutes ago), 1 actual guest compared to my 7. Dumbass kid go ask more zergs to help you try to accomplish something -czech1&lt;br /&gt;
*Woah, looks like someone needs to switch to decaf. I updated 'your' section (I assume that was what you meant by 'shit') just now because it was misleadingly wrong. This isn't 'your' page, this is the guide page for York. (I also corrected the Waugh Arms section, which someone - I assume you - had defaced in a fit of puerile pique). This wikipage is supposed to be a guide for people in York, including newcomers, and the section on your tavern suggested that it was a safe place for wanted criminals to sleep - which it isn't, as your wikipage states. I added a bit on the fact that the Colonial Police have moved in, which wasn't stated before and which is very relevant to those who might not be on good terms with the Colonial Police. I'm sorry if you took offence. By the way, for the last time, we aren't zerging - we are an established gaming community, hence it was relatively easy for us to get a good number of like-minded members for our clan - just unbunch your panties already. Some of the reasons our tavern might be more popular is that we welcome everyone - including pirates and those wanted by the Colonial Police - and that we have more staff on hand to see to the needs of our guests. PS: please stop defacing our signs. [[User:Htkl|Htkl]] 09:21, 8 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Czech, I understand that you're upset because our tavern is more popular than yours (I can only assume you looked in the wrong place, as I write the Waugh has 15 guests, your place has 9), but I would have thought the CP had learnt their lesson when it comes to calling us zergers - we're not, we genuinely outnumber you. By the way, I could easily take issue with the POV statements on the York page e.g.&amp;quot;astoundingly wonderful Tavern&amp;quot;.  No wonder the Colonial Police are hated so much in Shartak, you all have the mentality of a spoilt 5 year old. --[[User:Roman Totale|Roman Totale]] 11:33, 8 April 2007 (UTC)  EDIT:  and while we're on the subject, two of our guests are members of the Colonial Police! You see, ''that'' is hospitality. Would any of us be left alive if we were to stand in your pitiful excuse for a tavern? Not bloody likely now is it? --[[User:Roman Totale|Roman Totale]] 12:24, 8 April 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Colon_Police&amp;diff=13592</id>
		<title>Talk:Colon Police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Colon_Police&amp;diff=13592"/>
		<updated>2007-04-08T11:56:43Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Question? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Question?==&lt;br /&gt;
Are you going to add &amp;quot;Clan with most alts&amp;quot;, or possibly &amp;quot;Biggest Zerging Clan&amp;quot; to your claims to fame? Because man, with so many members... only 1 have added their name to the Members List on the Wiki....? -[[User:Che|el Che]] 15:55, 6 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Bit of a retard aren't you Che?  Have you actually looked at the profile of that one person who has added their details? You know I'm getting really sick of the Colonial Police spitting their dummies and crying about &amp;quot;zerging&amp;quot; - you really are a bunch of pathetic losers.  For the last time check out our website '''[http://www.5punk.co.uk 5punk]''' where you will are that we are an established gaming community. Now please stop with the stupid name calling, it makes you sound foolish and it hurts our delicate feelings. --[[User:Roman Totale|Roman Totale]] 11:56, 8 April 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:York&amp;diff=13591</id>
		<title>Talk:York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:York&amp;diff=13591"/>
		<updated>2007-04-08T11:33:40Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Waugh Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, why have the GPS co-ordinates for the various different huts gone? Is this a new policy? [[User:Tibbalt|Tibbalt]] 01:39, 10 April 2006 (BST)&lt;br /&gt;
:I just moved them all into the Infobox next to the Territory Map. It seemed a bit redundant to repeat the coordinates twice, so I just kept the ones in the box. --[[User:Lint|Lint]] 01:44, 10 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Identify ammo/medical huts on map? ==&lt;br /&gt;
&lt;br /&gt;
Perhaps the 'H' could be replaced with an 'A' or 'M' for the relevant huts on the map so save having to figure out which hut is the one needed from the coordinates on the right?&lt;br /&gt;
[[User:Simon|Simon]] 02:03, 10 April 2006 (BST)&lt;br /&gt;
:I could do that. However, what would the A and M stand for? Armoury and Medical? Ammunition and Medicine? Is there an &amp;quot;official&amp;quot; term you use to identify these unique huts? --[[User:Lint|Lint]] 20:11, 10 April 2006 (BST)&lt;br /&gt;
::No official term.. but armoury and medical would be ok wouldn't it? Oh, and Trading post. --[[User:Simon|Simon]] 11:03, 11 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== York to Derby Trail ==&lt;br /&gt;
The information regarding the York to Derby trail is outdated. If there is no objection, I will remove it in about a week. --[[User:Nosimplehiway|Nosimplehiway]] 13:25, 3 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Waugh Arms ==&lt;br /&gt;
Mess with my shit again and yours will get deleted understand? I'm not putting up with some 12 year old who can get some zerged accounts to sit in his piss ant tavern with (last time I checked two minutes ago), 1 actual guest compared to my 7. Dumbass kid go ask more zergs to help you try to accomplish something -czech1&lt;br /&gt;
*Woah, looks like someone needs to switch to decaf. I updated 'your' section (I assume that was what you meant by 'shit') just now because it was misleadingly wrong. This isn't 'your' page, this is the guide page for York. (I also corrected the Waugh Arms section, which someone - I assume you - had defaced in a fit of puerile pique). This wikipage is supposed to be a guide for people in York, including newcomers, and the section on your tavern suggested that it was a safe place for wanted criminals to sleep - which it isn't, as your wikipage states. I added a bit on the fact that the Colonial Police have moved in, which wasn't stated before and which is very relevant to those who might not be on good terms with the Colonial Police. I'm sorry if you took offence. By the way, for the last time, we aren't zerging - we are an established gaming community, hence it was relatively easy for us to get a good number of like-minded members for our clan - just unbunch your panties already. Some of the reasons our tavern might be more popular is that we welcome everyone - including pirates and those wanted by the Colonial Police - and that we have more staff on hand to see to the needs of our guests. PS: please stop defacing our signs. [[User:Htkl|Htkl]] 09:21, 8 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Czech, I understand that you're upset because our tavern is more popular than yours (I can only assume you looked in the wrong place, as I write the Waugh has 15 guests, your place has 9), but I would have thought the CP had learnt their lesson when it comes to calling us zergers - we're not, we genuinely outnumber you. By the way, I could easily take issue with the POV statements on the York page e.g.&amp;quot;astoundingly wonderful Tavern&amp;quot;.  No wonder the Colonial Police are hated so much in Shartak, you all have the mentality of a spoilt 5 year old. --[[User:Roman Totale|Roman Totale]] 11:33, 8 April 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13503</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13503"/>
		<updated>2007-04-05T23:18:36Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Cocktails Menu */  moar!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms is a fine suburban pub located in the York area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. The Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favoured hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*The Kjendlie - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it has lost it's bottle. &lt;br /&gt;
*The Lacuna - doesn't contain spirits.&lt;br /&gt;
*The Malice - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Roman_Totale&amp;diff=13502</id>
		<title>User:Roman Totale</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Roman_Totale&amp;diff=13502"/>
		<updated>2007-04-05T23:09:22Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[http://www.5punk.co.uk/phpbb/index.php 5punk]'''&lt;br /&gt;
&lt;br /&gt;
[[Colon Police]] &lt;br /&gt;
&lt;br /&gt;
[[The Waugh Arms]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Image:http://groups.msn.com/_Secure/0SgDnAkQXdII3bscBz!mu4uoEzvFxee6WhKiPM3rJAY6uC0bB55b2WlAhrH1c!JpLx7nH7DTptKwnhhW7!5Cpuf73y4mQU1wDLIa30vMb01oQxW*2dbcGrQ/robodancebig.gif&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colon_Police&amp;diff=13501</id>
		<title>Colon Police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colon_Police&amp;diff=13501"/>
		<updated>2007-04-05T23:08:19Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Claims to Fame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colon Police|&lt;br /&gt;
official_id=144|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Colonbadge.jpg ]]|&lt;br /&gt;
clan_leaders=RO-BO|&lt;br /&gt;
clan_membership=*shrugs*.|&lt;br /&gt;
clan_goals=We'll get back to you on that one.|&lt;br /&gt;
clan_recruit=Jabber at us until we listen|&lt;br /&gt;
clan_contact=You'll find a way|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colon Police==&lt;br /&gt;
&lt;br /&gt;
'''Orificers Of The Law'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here at the Colon Police we have one vision. One goal. One dream.&lt;br /&gt;
That dream is simple, my capitalist friend. That dream is to gain control of York and lead it to victory against our fascist oppressors.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''How can we win against such evil as the Colonial Police?'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well I'm glad you asked young Ural. All we need to make communism work is willing, wealthy people such as you. Simply visit your nearest Colon Police overlord and present them with all your belongings and properties. As soon as we are in control of the majority of the wealth in York we will simply be able to crush our enemies with firepower and extreme brutality.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''But where will I live? What will I eat?'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don't worry my simple child! It will all be taken care of for you! As soon as we are in control of all of the houses in York the entire population will be moved into a single ''cosy'' hut in a nice remote location. All of your old huts will be preserved perfectly and even looked after by your caring and powerful overlords! Rations will be given to random* members of the house on a daily basis. &lt;br /&gt;
''*Based on the severity of starvation.''&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''[http://www.deagostini.co.uk/ilovehorses/ RO-BO]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Claims to Fame ==&lt;br /&gt;
&lt;br /&gt;
*Officially the '''[http://www.shartak.com/statclans.html largest active clan]''' in Shartak.&lt;br /&gt;
&lt;br /&gt;
*Voted sexiest clan in a recent poll of islanders&lt;br /&gt;
&lt;br /&gt;
*Frequently frequent [[the Waugh Arms]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=13500</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=13500"/>
		<updated>2007-04-05T23:07:08Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* The Waugh Arms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three [[outsider]] [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''The Village of York - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|16&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all, though Derby often leans towards xenophobia. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts the island's first, and by far busiest and most successful, Tavern ([[Czechy's]], at (11,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]]--whose members frequently attack one another, and a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish Synagoge]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[CzEcHy's Tavern]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked. Please note though that they do not consider being attacked a crime. It is only when someone is murdered that the Colonial Police classify it as a crime and act accordingly - as long as you take care not to kill anyone, hack away to your heart's content without fear of retribution from the Police. Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all (it must be pointed out, however, that it is perfectly acceptable for members of the Colonial Police to murder shamans as they see themselves as above the law).&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== CzEcHy's Tavern ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]]. [[Czechy's Tavern|CzEcHy's Tavern WikiPage]]&lt;br /&gt;
&lt;br /&gt;
=== The Waugh Arms ===&lt;br /&gt;
West-southwest of the York shaman at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313], on the site of the former Colonial Police Headquarters, visitors to York will find the recently-opened [[The Waugh Arms|Waugh Arms]]. All are warmly invited to stop by and enjoy the pleasures of fine food and drink, and of course enjoy the legendary hospitality of the Waugh Arms.  Since opening, the Waugh has quickly replaced Czechy's as the busiest non-trade hut by far.&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
&lt;br /&gt;
===Trail to Derby===&lt;br /&gt;
Local [[Colonial Police]] officer ''Zydd Soral'' suggested at a public meeting that the SPF create an eco-friendly Trekker's Trail; this was quickly agreed to. This trail can be followed from York to Derby. The trail, a continuation of Southern Coastal Boulevard, begins at York's medical hut and continues 35 paces northward until it turns toward the northeast to skirt the swamp. It then continues eastward to Derby. Travelers are asked to clear as they travel, but to be careful of occasional eco-terrorist attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a trail that connects Durham and York, the much-hailed [[Southern Coastal Boulevard]], cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a partial list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[Colon Police]] - Largest clan in Shartak&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[1st Imperial Privateers]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[Mercenary's Guild]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[Jolly Roger Gang]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[Gods and Heroes]]&lt;br /&gt;
*[[5punk]]&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Shartak Communist Party]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[First Bank of Shartak]]&lt;br /&gt;
&amp;lt;add more&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. 1- Invasion by hostile forces, and 2- The rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both 'civilian' and York groups') in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13499</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13499"/>
		<updated>2007-04-05T22:30:46Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Cocktails Menu */  yes, ANOTHER minor edit you cunts!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms is a fine suburban pub located in the York area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. The Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favoured hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*The Kjendlie - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it's lost it bottle. &lt;br /&gt;
*The Lacuna - doesn't contain spirits.&lt;br /&gt;
*The Malice - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to being stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13498</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13498"/>
		<updated>2007-04-05T22:30:00Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Cocktails Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms is a fine suburban pub located in the York area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. The Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favoured hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over our thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*The Kjendlie - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it's lost it bottle. &lt;br /&gt;
*The Lacuna - doesn't contain spirits.&lt;br /&gt;
*The Malice - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to be stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13497</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13497"/>
		<updated>2007-04-05T22:10:20Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Cocktails Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms is a fine suburban pub located in the York area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. The Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favoured hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*The Kjendlie - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it's lost it bottle. &lt;br /&gt;
*The Lacuna - doesn't contain spirits.&lt;br /&gt;
*The Malice - at 10gc a glass, the Malice is an expensive drink.  Served in a chalice made from human bones, blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to be stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13496</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13496"/>
		<updated>2007-04-05T22:07:06Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Cocktails Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms is a fine suburban pub located in the York area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. The Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favoured hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*The Kjendlie - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it's lost it bottle. &lt;br /&gt;
*The Lacuna - doesn't contain spirits.&lt;br /&gt;
*The Malice - at 10gc a glass, the Malice is an expensive drink.  Blood red, and with a sharp taste, this is a drink that bites back - some have compared drinking it to be stabbed in the kidneys with a rusty spoon. Some drinkers have found an extreme adverse reaction to this cocktail, often breaking out in an uncomfortable rash.  As such this cocktail is banned in the majority of towns in Shartak.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13495</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13495"/>
		<updated>2007-04-05T21:39:12Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: Cocktails menu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms is a fine suburban pub located in the York area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. The Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cocktails Menu==&lt;br /&gt;
&lt;br /&gt;
Whilst the pub has traditionally favoured hand drawn ales and strong spirits, we also try and cater for those with more refined tastes.  As such, please cast your eye over thirst quenching cocktail menu.&lt;br /&gt;
&lt;br /&gt;
*The Kjendlie - named after the well known captain of the Colonial Police, this cheeky little number froths and foams greatly at first, but very soon goes flat.  Slightly bitter to taste, excessive intake may cause delusions.  Only served in cans as it's lost it bottle. &lt;br /&gt;
*The Lacuna - doesn't contain spirits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13494</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13494"/>
		<updated>2007-04-05T17:46:09Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms is a fine suburban pub located in the York area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. The Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13493</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13493"/>
		<updated>2007-04-05T17:33:27Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: Thiiings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Waugh Arms|open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Beerpint.jpg ]]|&lt;br /&gt;
clan_membership=Drunks, alcoholics, debonair party types.|&lt;br /&gt;
clan_goals=We'll drink ourselves to death!.|&lt;br /&gt;
clan_recruit=Currently hiring for bar staff|&lt;br /&gt;
clan_contact=Open door, walk into pub||sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Welcome!== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms is a fine suburban pub located in the York area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. The Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Location== &lt;br /&gt;
&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;
&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&lt;br /&gt;
*No fighting or killing&lt;br /&gt;
*No pissing in the corner&lt;br /&gt;
*Do not molest the '''[http://www.shartak.com/profile.cgi?id=2470 waitress]'''&lt;br /&gt;
*No consumption of drugs on the premises unless you've &amp;quot;brought enough for everyone&amp;quot;&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13492</id>
		<title>The Waugh Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Waugh_Arms&amp;diff=13492"/>
		<updated>2007-04-05T17:22:01Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: Image added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Beerpint.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The Waugh Arms is a fine suburban pub located in the York area of Shartak. Catering for both locals and visitors to the nearby Trader's Hut and beach, a good selection of home-cooked food is available during the day, as well as a wide range of bar snacks. The Waugh Arms boasts a fine selection of real ales with several guest ales per month on offer, as well as grog and a variety of indigenous berry liqueurs. Other facilities include a pool table and a jukebox, although the latter has a tendency to play Queen's 'Don't Stop Me Now' if no song has been selected.&lt;br /&gt;
&lt;br /&gt;
The Waugh Arms can be found west-southwest of the shaman in York, on the site of the former Colonial Police 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;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Beerpint.jpg&amp;diff=13491</id>
		<title>File:Beerpint.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Beerpint.jpg&amp;diff=13491"/>
		<updated>2007-04-05T17:20:17Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=13441</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=13441"/>
		<updated>2007-03-30T23:31:54Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Groups Operating in York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three [[outsider]] [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''The Village of York - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|16&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all, though Derby often leans towards xenophobia. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts the island's first, and by far busiest and most successful, Tavern ([[Czechy's]], at (11,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]]--whose members frequently attack one another, and a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish Synagoge]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[CzEcHy's Tavern]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked. Please note though that they do not consider being attacked a crime. It is only when someone is murdered that the Colonial Police classify it as a crime and act accordingly - as long as you take care not to kill anyone, hack away to your heart's content without fear of retribution from the Police. Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all (it must be pointed out, however, that it is perfectly acceptable for members of the Colonial Police to murder shamans as they see themselves as above the law).&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== CzEcHy's Tavern ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]]. [[Czechy's Tavern|CzEcHy's Tavern WikiPage]]&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
&lt;br /&gt;
===Trail to Derby===&lt;br /&gt;
Local [[Colonial Police]] officer ''Zydd Soral'' suggested at a public meeting that the SPF create an eco-friendly Trekker's Trail; this was quickly agreed to. This trail can be followed from York to Derby. The trail, a continuation of Southern Coastal Boulevard, begins at York's medical hut and continues 35 paces northward until it turns toward the northeast to skirt the swamp. It then continues eastward to Derby. Travelers are asked to clear as they travel, but to be careful of occasional eco-terrorist attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a trail that connects Durham and York, the much-hailed [[Southern Coastal Boulevard]], cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a partial list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[Colon Police]] - Largest clan in Shartak&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[1st Imperial Privateers]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[Mercenary's Guild]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[Jolly Roger Gang]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[Gods and Heroes]]&lt;br /&gt;
*[[5punk]]&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Shartak Communist Party]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[First Bank of Shartak]]&lt;br /&gt;
&amp;lt;add more&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. 1- Invasion by hostile forces, and 2- The rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both 'civilian' and York groups') in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=13220</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=13220"/>
		<updated>2007-03-14T08:07:57Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Medical Supplies Hut */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three [[outsider]] [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''The Village of York - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|16&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all, though Derby often leans towards xenophobia. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts the island's first, and by far busiest and most successful, Tavern ([[Czechy's]], at (11,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]]--whose members frequently attack one another, and a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish Synagoge]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[CzEcHy's Tavern]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked. Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all (it must be pointed out, however, that it is perfectly acceptable for members of the Colonial Police to murder shamans as they see themselves as above the law).&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== CzEcHy's Tavern ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]]. [[Czechy's Tavern|CzEcHy's Tavern WikiPage]]&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
&lt;br /&gt;
===Trail to Derby===&lt;br /&gt;
Local [[Colonial Police]] officer ''Zydd Soral'' suggested at a public meeting that the SPF create an eco-friendly Trekker's Trail; this was quickly agreed to. This trail can be followed from York to Derby. The trail, a continuation of Southern Coastal Boulevard, begins at York's medical hut and continues 35 paces northward until it turns toward the northeast to skirt the swamp. It then continues eastward to Derby. Travelers are asked to clear as they travel, but to be careful of occasional eco-terrorist attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a well-kept trail that connects Durham and York, the much-hailed [[Southern Coastal Boulevard]], cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a partial list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[Colon Police]]&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[1st Imperial Privateers]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[Mercenary's Guild]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[Jolly Roger Gang]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[Gods and Heroes]]&lt;br /&gt;
*[[5punk]]&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Shartak Communist Party]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[First Bank of Shartak]]&lt;br /&gt;
&amp;lt;add more&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. 1- Invasion by hostile forces, and 2- The rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both 'civilian' and York groups') in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colon_Police&amp;diff=13212</id>
		<title>Colon Police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colon_Police&amp;diff=13212"/>
		<updated>2007-03-13T21:19:40Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* The Colon Police */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colon Police|&lt;br /&gt;
official_id=144|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Colonbadge.jpg ]]|&lt;br /&gt;
clan_leaders=RO-BO|&lt;br /&gt;
clan_membership=*shrugs*.|&lt;br /&gt;
clan_goals=We'll get back to you on that one.|&lt;br /&gt;
clan_recruit=Jabber at us until we listen|&lt;br /&gt;
clan_contact=You'll find a way|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colon Police==&lt;br /&gt;
&lt;br /&gt;
'''Orificers Of The Law'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here at the Colon Police we have one vision. One goal. One dream.&lt;br /&gt;
That dream is simple, my capitalist friend. That dream is to gain control of York and lead it to victory against our fascist oppressors.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''How can we win against such evil as the Colonial Police?'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well I'm glad you asked young Ural. All we need to make communism work is willing, wealthy people such as you. Simply visit your nearest Colon Police overlord and present them with all your belongings and properties. As soon as we are in control of the majority of the wealth in York we will simply be able to crush our enemies with firepower and extreme brutality.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''But where will I live? What will I eat?'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don't worry my simple child! It will all be taken care of for you! As soon as we are in control of all of the houses in York the entire population will be moved into a single ''cosy'' hut in a nice remote location. All of your old huts will be preserved perfectly and even looked after by your caring and powerful overlords! Rations will be given to random* members of the house on a daily basis. &lt;br /&gt;
''*Based on the severity of starvation.''&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''[http://www.deagostini.co.uk/ilovehorses/ RO-BO]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=13211</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=13211"/>
		<updated>2007-03-13T21:15:09Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: /* Groups Operating in York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three [[outsider]] [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''The Village of York - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|16&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all, though Derby often leans towards xenophobia. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts the island's first, and by far busiest and most successful, Tavern ([[Czechy's]], at (11,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]]--whose members frequently attack one another, and a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish Synagoge]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[CzEcHy's Tavern]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked. Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all.&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== CzEcHy's Tavern ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]]. [[Czechy's Tavern|CzEcHy's Tavern WikiPage]]&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
&lt;br /&gt;
===Trail to Derby===&lt;br /&gt;
Local [[Colonial Police]] officer ''Zydd Soral'' suggested at a public meeting that the SPF create an eco-friendly Trekker's Trail; this was quickly agreed to. This trail can be followed from York to Derby. The trail, a continuation of Southern Coastal Boulevard, begins at York's medical hut and continues 35 paces northward until it turns toward the northeast to skirt the swamp. It then continues eastward to Derby. Travelers are asked to clear as they travel, but to be careful of occasional eco-terrorist attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a well-kept trail that connects Durham and York, the much-hailed [[Southern Coastal Boulevard]], cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a partial list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[Colon Police]]&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[1st Imperial Privateers]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[Mercenary's Guild]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[Jolly Roger Gang]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[Gods and Heroes]]&lt;br /&gt;
*[[5punk]]&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Shartak Communist Party]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[First Bank of Shartak]]&lt;br /&gt;
&amp;lt;add more&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. 1- Invasion by hostile forces, and 2- The rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both 'civilian' and York groups') in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=13210</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=13210"/>
		<updated>2007-03-13T20:54:29Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: &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:CP_logo_wiki.jpg ]]|&lt;br /&gt;
clan_leaders=Kjendlie|&lt;br /&gt;
clan_membership=32, half active.|&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=The best way to contact us for any reason is '''[http://z7.invisionfree.com/Colonial_Police/index.php? our forum]''' (unregistered-guest posts welcome).|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colonial Police==&lt;br /&gt;
The Colonial Police are a group of outsiders devoted to keeping the peace. We are based in the great city of [[York]]. Our primary mission is to stop criminals and defend the settlement of York from marauders, invaders, raiders, etc. Any person who has killed innocent outsiders in the York area may be killed in punishment by the CP. We keep an extensive criminals list, including a &amp;quot;most wanted&amp;quot; section. We are currently offering protection to only certain natives (notably pro-York shamans who assist with getting rid of ghosts).&lt;br /&gt;
&lt;br /&gt;
The proud tradition of the Colonial Police goes all the way back to the height of the [[First Battle of York]], when we were formed to protect the settlers in and around York from violent criminals. &lt;br /&gt;
===How you can report criminals===&lt;br /&gt;
Citizen! have you been killed or have you witnessed a murder? We ask that you report any murders to us so that we may deal with them. You can very easily do this on our [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 forum] (registration not necessary). Instructions for how to most efficiently report criminals are [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=163 here]. You may also report crimes to the officer(s) on duty in the Colonial Police Headquarters in York, 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;
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] and be sure to talk us on the forum.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Founders'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1231|MickR}} (Led the CP until his departure in late August 2006 to explore Shartak.)&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1588|Arwedda}} (Left the CP in October 2006 to pursue a business venture.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Current Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Officers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=2 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Active'''||'''AWOL/Inactive'''||'''Prominent and/or Infamous ex-Members'''&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3105|Nighter}}||{{profile|6677|Ozzy Baxter}}||{{profile|2899|Riddick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1603|czech1}}||{{profile|3258|Vizerdrix}}||{{profile|1231|MickR}} (founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}||{{profile|3225|leathel99764}}||{{profile|1588|Arwedda}} (co-founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2706|guest}}||{{profile|3321|radiohead1102}}||{{profile|4163|Colonel}} (expelled for selling secrets to enemies of York)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1628|Broderick}}||{{profile|1098|Admiral Nelson}}&amp;lt;font color=white&amp;gt;.........&amp;lt;/font&amp;gt;||{{profile|3428|Sora Lamal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1629|Lord Paul Reefer}}||{{profile|6324|bowie}}||{{profile|6193|Otacon}} ([[Colonial_Police#November_2006|renegade officer]] who has since joined up with a criminal gang)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3586|Ukapu Boy}}||{{profile|4126|corperal}}||{{profile|2435|sayt}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3426|Che}}||{{profile|3915|Bubba}}||{{profile|1390|Jesus}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|5957|Javier Sortani}}||{{profile|3999|TalynDerre}}||{{profile|3322|A slimy, slippery Traitor}} &lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7579|Lt. Ripto}}||{{profile|4705|Liktai}}||&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|8025|soldierguy}}||{{profile|5769|halocakes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7872|Sergeant Eversmann}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|6094|Tarquin}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2613|Hoboclown}}||{{profile|5953|Seloth}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6898|Sillyak}}||{{profile|6871|rara56}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7858|Ethal Merman V}}||{{profile|4231|Colonel Curtis}}&lt;br /&gt;
|-&lt;br /&gt;
| ||{{profile|5731|Cisisero}}&lt;br /&gt;
|-&lt;br /&gt;
| ||{{profile|7595|Duke Eric Kelso}}&lt;br /&gt;
|-&lt;br /&gt;
| ||{{profile|7289|Frank Comboling}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
'''York'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Czechy's Tavern]] - founded and run by veteran officer czech1.&lt;br /&gt;
* [[Shartak Cryptozoological Society]]&lt;br /&gt;
* [[The Order of Patriots]] - pro-York &amp;quot;secret society&amp;quot; with a first-rate military wing.&lt;br /&gt;
* [[1st Colonial Militia]] (York branch) - fanatically pro-York paramilitary force.&lt;br /&gt;
* Prominent York citizen {{profile|2706|'''guest'''}} and his associates.&lt;br /&gt;
&lt;br /&gt;
'''Foreign'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Royal Expedition]] - Bureaucratic royalists&lt;br /&gt;
* [[Derby Hospitallers]] - Friendly Derby-based civic/defense group.&lt;br /&gt;
* [[Durham Pistoleers]] - The only organized force in the notoriously lawless town of Durham.&lt;br /&gt;
* [[The South Shartak Trading Company]] - peaceful traders and merchants.&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
Explanations of the below categories:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Most Wanted:''' These are the current criminals who for whatever reason(s) are considered to be the most dangerous or highest priority to catch. They are &amp;quot;most wanted&amp;quot; to be brought to justice, but the list could also be called &amp;quot;Least Wanted (in York)&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''At Large:''' Criminals who have committed a crime and have not been brought to justice are added to the &amp;quot;At Large&amp;quot; section. Most small-time criminals will be removed from this list after they have been brought to justice, and moved to &amp;quot;Executed&amp;quot;. Repeat offenders, prolific criminals or those with certain extenuating circumstances might not be removed from this list after being brought to justice just once, but will remain perpetually wanted until they stop killing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Suspected:''' Those who we suspect of crimes or conspiracy to commit crimes, and those who may have committed crimes but we do not have information about.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Executed and Inactive:''' After being executed, we generally move criminal listings to this section. If they continue to kill and commit other crimes, they will be moved back to the &amp;quot;At Large&amp;quot; section. Also includes those criminals who were notorious in the past but have been quiet lately (i.e., inactive).&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
* All members of the criminal [[MG gang]], who are murdering York citizens, again. The present wave of general violence and senseless killings by these mentally-ill thugs is with the stated intention of destroying all pro-York groups and seizing control of the city themselves (essentially). All loyal York citizens are called upon to do their part and kill these enemies of York, before they kill You.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1660|Sam Bellamy}} (Pirate) known murderer of innocent york citizens, has been &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. ''Is instructed to stay out of York.'' Also wanted for possible collaboration with the criminal 'Imperial Privateer' gang. Murdered a peaceful citizen in the medical hut!&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. Murdered a prominent York civilian. '''New offense''': Murdered many more civilians. ''Suspected of plotting against York with his 1st Imperial  Privateer cronies.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate), an aggressive York-hating pirate, is wanted for numerous attacks on York citizens and for the murders of several 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; '''-Third Offense''' Killed an officer in the CPHQ.'''-fourth Offense''' Killed an officer in the CPHQ. &amp;lt;s&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;NOTE: This criminal has reformed and will be removed from this list when he completes his community service to York (as outlined [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=58&amp;amp;view=findpost&amp;amp;p=10681891 here.])&amp;lt;/font&amp;gt;&amp;lt;/s&amp;gt; [failed to complete or even attempt community-service]. '''New murder rampage'''- Murdered at least two York civilians.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2716|Archer}} (Pirate) is wanted for continously injuring several CP officers by banshee wailing. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;''Has agreed to stop&amp;lt;/font&amp;gt;. '''New offense:''' Killed local citizen Bauer!&lt;br /&gt;
&lt;br /&gt;
* {{profile|5093|Charles the VERY Dead}} (Outsider-York) Wanted for killing a CP officer. And again. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed! and again!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Tried to kill a member of the CP, but failed. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed the York trader. '''KILL ON SIGHT'''&lt;br /&gt;
&lt;br /&gt;
=== At Large ===&lt;br /&gt;
('''Important note''': ''For a more up-to-date and complete list of criminals, and discussions on each criminal open to all, see the [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 Criminals section of the CP forum].'')\&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) 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.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! '''New offenses:''' -Attacked and killed a CP officer whilst making sexual advances. -Killed friendly shaman lacuna. &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;
* Adolf Schwarznigger (Idiot) - See talk.&lt;br /&gt;
&lt;br /&gt;
* {{profile|1262|lama}} (Native) is wanted for brutally killing an ally of the CP, and for suspected collaboration with [[the violently anti-York MG gang]].&lt;br /&gt;
&lt;br /&gt;
*{{profile|5393|ombined}} (Outsider-York) is wanted for gunning down an environmentalist who was in the midst of a speech in the medical supplies hut, and for killing lacuna, the shaman helping York. '''HIGH PRIORITY'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Is rumored to have fled York. Is not welcome in York.) '''New offenses:''' Killed a CP officer! Killed a pro-York militiaman!&lt;br /&gt;
&lt;br /&gt;
*{{profile|6547|Nowherehowdy}} (Outsider-York) is wanted for attacking stragglers of the defunct [[Royal Expedition]]. Suspected member of the sometimes-criminal Imperial Privateer gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3013|Gimbo}} (Native) is wanted for killing local pro-York zealot SeriousSam.&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; '''New offense:''' Killed a York civilian during a peaceful Christmas gathering southeast of the mountain. '''New offenses''': Participation in the general massacre of York people by the [[MG gang]]. Murdered many Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider-York), known 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; Killed a citizen 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; '''New offense:''' Killed a civilian. Is rumored to have fled the island of Shartak.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3174|JollyRoger}} (Pirate) is wanted for killing a CP officer and conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6072|YellowMelanie}} (Outsider-York) is wanted for an assault upon a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|344|DaBinks}} (Native) is wanted for the murder of an outsider. ''Has killed 99 outsiders!'' High Priority.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6171|Byron}} (Native) is wanted for numerous attacks on settlers, and the murder of a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1093|Foo Fighter}} (Native) is wanted for the death of a CP officer on Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7049|CcGame}} (Outsider-York) is wanted for the death of Derby citizen Lutheran on York soil.&lt;br /&gt;
&lt;br /&gt;
*{{profile|754|Xiombarg}} (Native) is on the run after reportedly killing outsiders in northeast York. ''Wanted Dead &amp;lt;s&amp;gt;or Alive&amp;lt;/s&amp;gt;.''&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. '''New offense:''' Murdered a newly-arrived York citizen!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3445|LDC}} (Pirate) is wanted for 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; '''New Offense''': Attacked another officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|4924|screech}} (Ousider-York) is wanted for killing at least 2 York citizens.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Has attacked and killed dozens of innocent York citizens!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3977|gorthax}} (Native) is wanted for attacking several York citizens and spitting on a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2171|Lord Henry Mowbray}} is wanted for killing a CP officer.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2614|Toucan Son of Sam}} (Native), is wanted for 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; Murdered a York citizen 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; '''New offenses:''' -Attacked at least one CP officer. -Killed a York citizen! Update: Often seen cowering in [[Czechy's Tavern]].'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed member of CP.&lt;br /&gt;
&lt;br /&gt;
* {{profile|8447|pheonixfenix}}(Outsider - York) Wanted for killing a York citizen and wounding another.&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
*The following people are suspected of religious violence and/or conspiracy to commit religious violence in York: {{profile|7049|CcGame}} (Outsider-York), {{profile|2686|Capt San}} (Outsider-York), {{profile|732|Lutheran}} (Outsider-Derby), {{profile|3179|Agent47}} (Outsider-York), {{profile|109|Bob Nowak}} (Outsider-York), {{profile|7176|Killian}} (Outsider-York), {{profile|7621|&amp;quot;The Pope&amp;quot;}} (Outsider-York), {{profile|2614|Toucan Son of Sam}} (Native), [others]. We ask that they please cease and desist.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1738|Maevar Ralnik}} and {{profile|2716|Arhcer}} are suspected of conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*The criminal [[Mercenary's Guild]] is hereby warned not to attack York citizens. Local traitor Zydd Soral is warned in particular against attacking Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
=== Executed or Inactive criminals ===&lt;br /&gt;
*{{profile|3322|Zydd &amp;quot;Judas Iscariot&amp;quot; Soral (Scumbag extraordinaire)}} (Pirate and backstabbing Traitor) is wanted for killing numerous Yorkpeople, several of whom were Colonial Police officers.-&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed by a pro-York paramilitary'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. Alas, the stink of traitors always lingers on. This &amp;quot;person&amp;quot;, on top of his many murders, has been vandalizing the CP wiki page and trolling the CP forum. You turned traitor, now go away you filthy coward. You aren't wanted here.&lt;br /&gt;
&lt;br /&gt;
*{{profile|732|Lutheran}} is wanted for questioning on the growing religious tensions in York, and for getting into a fist fight with a York citizen over a religious dispute. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Shot dead by a religious opponent.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New crime''' - Killed a new arrival who calls himself &amp;quot;The Pope&amp;quot;. &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7744|Mack the Shipper}} (Outsider-York) is wanted for killing friendly pro-York shaman Tony Almeida. &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|6206|Keiichi}} Not even a threat.&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 Offense''' 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; '''-Twelfth Offense!''' 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;
**Update, December 2006: Lord Paul Reefer has resurfaced!. '''New offenses''' (Nov-Dec 2006): Murdered czech1, owner of [[Czechy's|the famous tavern]] and at least two civilians.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Killed in retribution by local paramilitary Mr. Bungle!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New Offence''' - killed an Officer during the Defence of Durham despite said Officer letting him live and making it clear that during the Durham defence there would be no hostilities between them. '''New Offence''' - killed an officer in Czechy's tavern. ''Has agreed to cease attacks''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) 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.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! New offense: -Attacked and killed a CP officer whilst making sexual advances.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4268|Werwolf}} (Outsider-York) is wanted for biting and gnawing on the limbs of many citizens and CP officers. Has killed several citizens during and around the last full moon. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3550|Baron Samedi}} (Native) is wanted for numerous attacks on civilians. Has killed five people in one week! '''High Priority''' / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6228|Sergeant Snodgrass}} (Outsider-York) is wanted for killing a York citizen unprovoked, and then lying about his identity.'''&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|6193|Otacon}} (Ousider-York), a renegade CP officer, is wanted for the murder of a CP officer. Possibly hired by unknown person(s). Any reliable information on this suspect or his employers will be rewarded. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; killed another 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; Known accomplices: Solidus, Maverick. Possible accomplices: &amp;lt;several&amp;gt;. &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|2176|Cunstnail}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4166|Ninjoc}} (Native), a well-known killer, has struck again. Currently wanted for killing a peaceful civilain in York.'''&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|944|Bernice van Buren}} (Outsider-York) is wanted for killing a CP officer on the outskirts 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;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1327|Tom Failur}} (Pirate), a mercenary so notorious in York that he has been dubbed &amp;quot;The Butcher of York&amp;quot;, is wanted for a new string of unprovoked attacks on innocent civilians in and around the Medical Supplies hut. [historical note: this &amp;quot;string of attacks&amp;quot; was part of the first wave of the [[Third Battle of York]]]. '''New offense:''' Murdered CP founder MickR! '''HIGH PRIORITY''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Killed by a York citizen and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&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|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 numerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourteenth Offence''' Attacked an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''EXECUTED! -Executed Again. -Executed Again.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&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|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|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;
*{{profile|4671|Danny O the 7}} (Pirate) is wanted for killing a doctor.'''&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|7480|Liova}} &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;is wanted for the death of a York citizen while on a visit to one &amp;quot;Santa Claus&amp;quot; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; by Pro-Yorker Bauer. Well done Sir.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7992|FatherJackY}} is wanted for attacking a York citizen several times. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Given stern talking to.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===February 12th, 2007===&lt;br /&gt;
*A new wave of vandalisms on huts is annoying the population of York. Anyone who provides information leading to the apprehension of the culprit(s) will be rewarded.&lt;br /&gt;
*The fighting between the criminal [[MG gang]] and the city of York has all but ceased, with only light skirmishing remaining. Most MG thugs have fled. Other anti-York extremists who rushed to join the fighting have proved militarily incompetent, and are no more a threat to the peace than small-time local killers like keiichi. York's triumph over the Second MG Invasion to Conquer and/or Destroy York, is already being celebrated by many jubilant York citizens, but the CP and other pro-York forces remain on guard.&lt;br /&gt;
&lt;br /&gt;
===February 3rd, 2007===&lt;br /&gt;
*The fighting between the violent gang of maniacs known as &amp;quot;MG&amp;quot; and York has now turned solidly in favor of York. Few York citizens have been killed of late, and the MG thugs have been hit hard in terms of casualties by York's broad counter-offensive.&lt;br /&gt;
*Word has been spreading that the [[1st Imperial Privateers]] may be planning to attack York citizens in the near future, to aid the criminal MG gang in their quest to destroy York. All York citizens are advised to take necessary precautions.&lt;br /&gt;
*Yesterday, a despised local traitor was located cowering in a swamp with other critters of his ilk, and was killed by a member of the paramilitary wing of the [[Order of Patriots]]. York has already begun to celebrate this great news.&lt;br /&gt;
&lt;br /&gt;
===January 2007===&lt;br /&gt;
'''January 30th, 2007'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The CP and allies have rallied to the cause of saving York from the aggression of the violent thugs of the MG gang. Support from Derby has arrived, and more York citizens than ever are standing steadfast against the invaders.&lt;br /&gt;
*CP founder and local legend MickR has returned to York and is in the CPHQ at present.&lt;br /&gt;
&lt;br /&gt;
'''January 26th, 2007'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=265 Lord Paul Reefer has joined the Colonial Police!] Another piece of evidence that all of York is rallying together to defeat the criminal MG gang.&lt;br /&gt;
*In a major counter-offensive operation yesterday, the Colonial Police and allies killed as many as ten MG thugs in the space of just over 24 hours, the great majority of the MG attack force.&lt;br /&gt;
&lt;br /&gt;
'''January 22nd, 2007'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''The Second MG Invasion.''' A new wave of anti-York violence and killings by the criminal MG gang are underway. All York citizens are advised to stay inside at night.The present wave of unprovoked, senseless killings of York citizens by MG thugs is not for a &amp;quot;bounty&amp;quot;, as the phony pretext the last time they attacked York claimed. This time it is admitted to be a bid for power by the thugs of the MG. Their hatred of York knows very few, if any, bounds. Local traitor Zydd &amp;quot;Scum&amp;quot; Soral is suspected of helping plan this wave of killings, using inside information he provided this criminal gang.&lt;br /&gt;
&lt;br /&gt;
'''January 19th, 2007'''&amp;lt;br&amp;gt;&lt;br /&gt;
*CP effective strength is at an all-time high.&lt;br /&gt;
*The [[Mercenary's Guild|criminal MG-gang]] is officially proscribed again. We will be offering no protection to this criminal gang, and any member of this outlawed group seen in York risks being executed. Reason: The MG-gang is suspected of conspiracy to imminently murder and finance murders of York citizens, and MG-gang ringleaders have recently been seen lurking in York, claiming to be in York &amp;quot;on business&amp;quot;, shades of the early days of the [[Third Battle of York|Third Invasion]].&lt;br /&gt;
*There is currently a campaign underway to strip local traitor Zydd Soral of his medals.&lt;br /&gt;
&lt;br /&gt;
'''January 16th, 2007'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Veteran officer {{profile|3322|Zydd Soral}}, reknowned across Shartak as the high-ranking ''pirate'' member of the Colonial Police in the very radically anti-pirate town of York--Zydd was probably the only pirate on the island who was safe in York--has turned traitor and joined a criminal anti-York gang. The ensuing shakeup that was created after the third-ranking officer of a major York organization deserted and brazenly joined the Enemy, has understandably rattled the CP to its core, and there is much gossiping going on by others about the state of affairs within the CP. Despite this blow, the CP will continue our police work as best we can, as we always have.&lt;br /&gt;
&lt;br /&gt;
===December 2006===&lt;br /&gt;
'''December 24th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*A warning to all Catholic and Protestant religious warriors, we ask that you please cease attacking one another.&lt;br /&gt;
*The [[1st Imperial Privateers]] are no longer suspected of criminality, and have been removed from the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''December 21st, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now offering an open-ended gold reward for the successful apprehension of, or information leading to the apprehension of: {{profile|2614|'''Toucan Son of Sam'''}}, a notorious murderer. See the [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=176 forum thread] for details.&lt;br /&gt;
*The Colonial Police are alarmed at the mass exodus of citizens leaving York and heading northwards over the past two days, to the rumored site of a fat jovial man distributing gifts. The concern is that criminals may use this as an opportunity to re-enter York and attempt to steal unguarded belongings, and commit other crimes.&lt;br /&gt;
&lt;br /&gt;
'''December 17th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Most of the York/Colonial Police  delegation to Durham have returned to York. The headhunter threat turned out to be all talk.&lt;br /&gt;
*{{profile|1390|'''Jesus'''}} has been expelled from the Colonial Police for killing outsiders.&lt;br /&gt;
&lt;br /&gt;
'''December 2nd, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now in Durham to help defend the town from the criminal element bent on wreaking havoc and murdering many citizens. But criminals be warned that York is not undefended (the CP still has several men staying behind, and other contacts in the city), and the entire CP can get back to York very quickly, if needed.&lt;br /&gt;
*In a surprising development, {{profile|1390|'''Jesus'''}} has joined the Colonial Police! As has longtime CP-associate and friend {{profile|2706|'''guest'''}}.&lt;br /&gt;
*The notorious terrorist leader Lord Paul Reefer has resurfaced in York, and has begun attacking outsiders once again. So he is back on the Most Wanted list.&lt;br /&gt;
&lt;br /&gt;
===November 2006===&lt;br /&gt;
'''November 27th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are on the road bound for [[Durham]] to help [[Durham Defence Unit|the outsiders there defend]] against the imminent headhunter attack.&lt;br /&gt;
*The Colonial Police have expelled renegade officer otacon who murdered an officer. Also expelled was his accomplice maverick.&lt;br /&gt;
&lt;br /&gt;
'''November 20th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{profile|4949|RobZombie}} and his clan [[1st Derby Privateers]] have been removed from our list of suspected criminals. We are currently in the process of negotating some sort of agreement with this group, possibly even an alliance. The [[1st Imperial Privateer Regiment]], however, remains very dangerous and suspected criminals.&lt;br /&gt;
&lt;br /&gt;
'''November 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
We have opened relations with the [[Durham Pistoleers]], two weeks ahead of the grave threat to the very existance of that settlement from a warband of murderous native warriors and headhunters.&lt;br /&gt;
&lt;br /&gt;
'''November 11th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The emergence of two new anti-York gangs calling themselves privateers, one [[1st Imperial Privateer Regiment|Dutch]], one [[1st Derby Privateers|Derby nationalist]], both dedicated to conquering York, is cause for concern. The CP will be keeping an eye on these two groups, and all privateer groups have been added to the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''November 8th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the end of the mercenary bloodbath two weeks ago, now being dubbed the [[Third Battle of York]], peace has returned to our city. Several Colonial Police were [[Order of Patriots/Medals|honored by the Order of Patriots]] for their outstanding service during the invasion. The mercenaries are still in town, but have kept quiet of late.&lt;br /&gt;
&lt;br /&gt;
===October 2006===&lt;br /&gt;
'''October 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary invasion appears to be over, and an uneasy peace had descended upon York. The CP are still reeling from the attack, but the righting seemed to have turned in our favour in the past week or two. Law and order has survived in York, the philosophy of the &amp;quot;rule of the jungle&amp;quot; has been turned back. Many CP members are still skeptical of the MG.&lt;br /&gt;
&lt;br /&gt;
===Older News===&lt;br /&gt;
Older news items, all the way back to our founding on April the 25th, ---6, can be found here: [[Colonial Police/newsarchive]].&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colon_Police&amp;diff=13063</id>
		<title>Colon Police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colon_Police&amp;diff=13063"/>
		<updated>2007-03-09T11:36:30Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colon Police|&lt;br /&gt;
official_id=144|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=[[Image:Colonbadge.jpg ]]|&lt;br /&gt;
clan_leaders=RO-BO|&lt;br /&gt;
clan_membership=*shrugs*.|&lt;br /&gt;
clan_goals=We'll get back to you on that one.|&lt;br /&gt;
clan_recruit=Jabber at us until we listen|&lt;br /&gt;
clan_contact=You'll find a way|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colon Police==&lt;br /&gt;
&lt;br /&gt;
Description coming soon (i.e. when we can be arsed to think something up&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''[http://www.deagostini.co.uk/ilovehorses/ RO-BO]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colon_Police&amp;diff=13048</id>
		<title>Colon Police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colon_Police&amp;diff=13048"/>
		<updated>2007-03-08T16:46:44Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: Basic page layout created, more details to follow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colon Police|&lt;br /&gt;
official_id=144|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:Colonbadge.jpg ]]|&lt;br /&gt;
clan_leaders=RO-BO|&lt;br /&gt;
clan_membership=*shrugs*.|&lt;br /&gt;
clan_goals=We'll get back to you on that one.|&lt;br /&gt;
clan_recruit=Jabber at us until we listen|&lt;br /&gt;
clan_contact=You'll find a way|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colon Police==&lt;br /&gt;
&lt;br /&gt;
Description coming soon (i.e. when we can be arsed to think something up&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''[http://www.deagostini.co.uk/ilovehorses/ RO-BO]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Colonbadge.jpg&amp;diff=13047</id>
		<title>File:Colonbadge.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Colonbadge.jpg&amp;diff=13047"/>
		<updated>2007-03-08T16:40:45Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Roman_Totale&amp;diff=13046</id>
		<title>User:Roman Totale</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Roman_Totale&amp;diff=13046"/>
		<updated>2007-03-08T16:29:51Z</updated>

		<summary type="html">&lt;p&gt;Roman Totale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''[http://www.5punk.co.uk/phpbb/index.php 5punk]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Image:http://groups.msn.com/_Secure/0SgDnAkQXdII3bscBz!mu4uoEzvFxee6WhKiPM3rJAY6uC0bB55b2WlAhrH1c!JpLx7nH7DTptKwnhhW7!5Cpuf73y4mQU1wDLIa30vMb01oQxW*2dbcGrQ/robodancebig.gif&lt;/div&gt;</summary>
		<author><name>Roman Totale</name></author>
		
	</entry>
</feed>