Difference between revisions of "Parchment Pages"

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=====The Independent Republic of Fort Creedy=====
 
=====The Independent Republic of Fort Creedy=====
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances. The Creedy Republic declared independence in early '07, electing President Oktavian as its ruler, and has a small but permanent population of both outsiders and natives. Since forming a commonwealth with Raktam in November '07, a Raktam garrison has operated from the armoury. The Creedy Republic has often had border disputes with [[Durham]] to the south, and in early '08 this was the subject of a bitter guerilla war known as the [[Burgundy War]] involving the Commonwealth, the [[Durham government]] headed by its governor, Ron Burgundy, the [[Durham Pistoleers]] and the [[1st Colonial Militia]] from [[York]], which resulting in the disbandment of the Pistoleers. Since mid '08, the Creedy Republic has hosted [[Shivering Timbers]], Shartak's only functioning brothel.
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This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances. The Creedy Republic declared independence in early '07, electing President Oktavian as its ruler, and has a small but permanent population of both outsiders and natives. Since forming a commonwealth with Raktam in November '07, a Raktam garrison has operated from the armoury. The Creedy Republic has often had border disputes with [[Durham]] to the south, and in early '08 this was the subject of a bitter guerilla war known as the [[Durham Crisis]] involving the Commonwealth, the [[Durham government]] headed by its governor, Ron Burgundy, the [[Durham Pistoleers]] and the [[1st Colonial Militia]] from [[York]], which resulting in the disbandment of the Pistoleers. Since mid '08, the Creedy Republic has hosted [[Shivering Timbers]], Shartak's only functioning brothel.
  
 
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Revision as of 12:32, 29 October 2008

Parchment Pages.jpg

Don't Panic!

Ever wonder where you're going, or how to get there? Taken so many wrong turns that you're probably back where you started? After a while, do all those damn trees start to look the same? It's a good thing we have GPS Units, eh? The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer. Now you know exactly where you are!

So where the hell is everywhere else?

Navigational Tips and Tricks

Less confused yet?

The GPS displays X and Y co-ordinates, like a graph. Step west, and the first number goes down; east and it goes up. Similarly, going north increments the second number, and heading south decreases it. To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target. Just be aware that occasionally this technique may result in you walking into a mountain.

Roads

A fairly extensive, if rather variable, road network connects the settlements of Shartak. If you can find a signposted road, this will often get you to your location quickly. Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions. A map of the theoretical road network can be found here, but some of these roads may not actually exist at any given time; the current Ubermap will show which ones are currently navigable.

Addons

Those of you with Firefox should definitely consider getting a couple of the GreaseMonkey scripts from the Community Portal page.

  • The Shartak Map Overlay gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units. Use it to find your position relative to one of the southern towns, then go there and get a GPS already.
  • We seriously can't hype the Shartak UBER MAP enough. As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map. We couldn't play Shartak without it.
  • Whenever you have a GPS signal, the Shartak Camp Directions script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.

The Quick Way Home

You can easily get back to your home camp from any point on the island in less than 50AP! If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves. Respawn at your home shaman for 25AP and you're done! If you're inland, find a large, aggressive animal, sock it one, and wait for it to get you back. There are of course many variations on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.

Locations, Locations, Locations...

This is a list of interesting, useful, or important locations in Shartak. Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages. Obviously this won't be a definitive list, so everyone is of course encouraged to add new locations as they are found or created.

Contents

Settlements

Dalpok

This native village is close to the Shipwreck and thus a frequent target for pirate raids. The area between Dalpok and the Shipwreck, known as Corsair Boulevard, is a constant warzone, and much fighting also occurs to the south, against outsiders coming up from York and Durham. Certain pirates refer to Dalpok as "New Amsterdam" and regard it as their own, although a land scam in '06 saw some pirates relinquish their claim to the town to a mad outsider called Maevar Raenick who unsuccessfully proclaimed himself mayor. Ropata is one of the chief elders of Dalpok, and the Dalpok Defence Force seems to have fallen into disarray. Dalpok was once the home of Jungle Drums, the sole native newspaper.

Coordinates: [-70.437,+26.443]
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Derby

Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of the WickSick Headhunters) and makes a good base for hunting expeditions. Derby is the only town with a working judicial system, a hospital, a hotel (the Hotel de Derby), a local newspaper called the Derby Evening Press, and a duelling academy. A number of other useful institutions are scattered througout the town. It is very efficiently run by members of the Eastern Federation, a coalition of several military factions within the town. A heavy sword mining operation run by the Eastern Federation sits in the nearby delta swamp. Derby infrequently assists its sister towns York and Durham with various threats, and has cordial relations with Raktam and friendly pirates.

Coordinates: [-70.095,+26.350]
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Durham

The Durham peninsula is dominated by Durham and by its northern neighbor the Independent Republic of Fort Creedy. It was for many years largely controlled by the Durham Pistoleers, a police force that was disbanded in December '07 during the Durham Crisis. It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. Durham is the only town on Shartak with the first democratically elected leader, Governor Jacobi. The current governor is Ron Burgundy who won re-election in March. Durham is home to several substantial institutions, notable the Durham Police, the Exotic Sports Hunting Club and Durham Utility with its bank. Coordinates: [-70.648,+26.343]
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Raktam

This native kingdom was in '06 the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. This internecine conflict ended with the reform of the Scavengers clan in February '07. Frequent attacks on visiting outsiders deter most trade with the village. In March '07, Raktam was the starting point of the inaugural Raktam Race. The Queen of Greater Raktam, Blue Hummingbird, was the sovereign ruler of Raktam and its surrounding territories, through the Royal Court of Greater Raktam and its Commonwealth with the Independent Republic of Fort Creedy. Upon her assassination in February '08, Raktam and its territories are ruled by SofaKing, the Queen's heir. Raktam is the centre of native politics and intrigue.

Coordinates: [-70.322,+26.469]
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Shipwreck

The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact. Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct was irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the Jolly Roger Gang, the Scurvy Crew of the Hellborn Strumpet, the 1st Imperial Privateers Regiment, and the Brotherhood of the Coastwho each meted out gleeful vengeance on recidivist pirate murderers until the demise of each of these clans. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog. Utility Bank has a branch in the main cabin.

Coordinates: [-70.541,+26.543]
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Wiksik

Wiksik is the most populous of the native settlements. It is not to be confused with Wicksick. Wiksik is the home of spiritual matters on the island, usually of a sinister bent, ably demonstrated by the Necromancer's Guild. Wiksik and the surrounding lands form the Kingdom Of Skulls, a native homeland whose people do not tolerate aggressive outsiders. Wiksik is a point of easy access to nearby Crystal Lake and the far North Eastern swamp. A regulalrly used road called the Armachu Trail runs between Wiksik and Raktam. In general Wiksik is intolerant of even peaceful outsiders.

Coordinates: [-70.239,+26.405]
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York

The largest of the outsider settlements, York is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within its limits. Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a proliferation of extremist groups such as the 1st Colonial Militia and the Order of Patriots who engage in assassinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups. York has a very long history of pirate invasions, attackes by mercenaries, and conflict with natives, which are detailed in the wiki. The town is now largely administered by 5punk.co.uk with the assistance of the long-established Colonial Police, and repels hostile forces with well-honed efficiency. York is by far the best defended town on Shartak. Once the host of two rather excellent newspapers, The Yorkman, and its competitor, the Shartak Financial Times, it no longer has any press. A small farming district once sat on the River Hazen, north-east of York, run by York non-combatants. A large heavy sword mining operation is in the River Hazen delta, controlled by York authorities.

Coordinates: [-70.371,+26.314]
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Academic and Research Institutions

Derby

Derby Academy Fencing Hall

Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills. Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.

Coordinates: [-70.094,+26.350]
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Derby Academy Lecture Hall

Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters. When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige. If the hall is unstaffed, you can generally ask your question at the Fencing Hall or Hospital, and wait in the lecture hall for your answer.

Coordinates: [-70.093,+26.350]
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York

Shartak Crytozoological Society

A society dedicated to the cataloging and understanding of Shartak's unique and diverse wildlife. Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.

Coordinates: [-70.368,+26.314]
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York Observatory

Once run by Ibn al Xuffasch, the York Observatory is dedicated to identifying life beyond the skies. The Observatory is now derelict and is no longer operational.

Commercial Buildings

Dalpok

Imperial Bank

The 1st Imperial Bank in Dalpok was once operated by Monkeypaw. Since Monkeypaw's demise in '06 this branch is now closed.

Coordinates: [-70.436,+26.441]
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Tamdal Tak

Dalpok's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely available to natives. Speaks the native tongue.

Coordinates: [-70.435,+26.442]
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Derby

Templar Bank

The Templar Bank branch in Derby was originally operated by Kristofer Schanz, as part of the Imperial Bank. Since Schanz's demise this branch temporarily closed, and until October '08 was operated as the headquarters of Shartak's largest bank, Templar Bank, by Orlando Bloom. Coordinates: [-70.092,+26.349]
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Trader Tom

Derby's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely available to outsiders. Speaks the outsider tongue.

Coordinates: [-70.092,+26.350]
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Durham

Templar Bank

The Templar Bank branch in Durham was operated by Hideo Inakajimita, the bank's president. The bank is now closed.

Coordinates: [-70.650,+26.346]
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Utility Bank

Durham Utility operate a bank in Durham.

Mercenary Guildhouse

The Mercenary's Guild Durham Headquarters. May not be currently active.

Coordinates: [-70.653,+26.339]
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[[Mercenary's Guild|Wiki]

Trader Dick

Durham's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely available to outsiders. Speaks the outsider tongue.

Coordinates: [-70.649,+26.347]
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Raktam

Crowjane's Bank

Crowjane's Bank provides deposit services, loans, and inter-branch money transfers. The bank has an association with the Templar Bank.

Coordinates: [-70.320,+26.471]
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Raktam Security Consultancy

In the basement of the Raktam Tavern, the RSC aims was to provide an alternative to the now demobilised Mercenary's Guild. The Consultancy is now defunct.

Coordinates: [-70.321,+26.473]
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Grand Vizier's Markets

The Grand Vizier's Markets, was established by the Queen of Greater Raktam, Blue Hummingbird, in December '07, in honour of her Grand Vizier, Neil Tathers and was in the southern quarter of Raktam. It consisted of a cluster of huts in the south of Raktam which may be used by any peaceful trader of any nation. Trade in the markets was tariff free. Repeated attacks on foreign traders by local Raktamis forced the closure of the markets in Jan '08. The Markets are presently unoccupied and form a dangerous slum in the south of Raktam.

Tamdal Tik

Raktam's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely available to natives. Speaks the native tongue.

Coordinates: [-70.319,+26.472]
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Shipwreck

Trader Sam

The Shipwreck's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item. Speaks the outsider tongue.

Wiksik

Imperial Bank

The 1st Imperial Bank branch was operated by Justine, and since her death has become inactive.

No coordinates are currently available for this branch.

Coordinates: [-70.???,+26.???]
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Tamdal Toe

Wiksik's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely available to natives. Speaks the native tongue.

Coordinates: [-70.235,+26.405]
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York

Templar Bank

The Templar Bank branch in York provided deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this was understandably difficult to enforce. Both outsiders and natives were welcome within any branch of the bank - a cause of contention with the Colonial Police. The branch was operated by Archbishop Blackburne until his relocation of the branch to Derby in late '07 following a series of attacks by York extremists who accused the bank of funding terrorists.

Coordinates: [-70.368,+26.314]
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Trader Harry

York's local trader, stocking (and buying) a wide range of items. Due to his positioning, he generally stocks items most widely available to outsiders. The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword. Speaks the outsider tongue.

Coordinates: [-70.367,+26.313]
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Communications and Infrastructure

Wiksik

Native Message Hut

A hut for natives to write messages inside. Intended to act like a village notice board.

Coordinates: [-70.237,+26.410]
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Outsider Message Hut

A hut for outsiders to write messages inside. Intended to act like a village notice board for visiting outsiders.

Coordinates: [-70.236,+26.410]
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Historical Sites

Derby

Port Breton

Three ruined huts near the Derby Swamp, not far from the road to York. As at November 07 it was a French enclave known as Nouveau Aix-en-Bains, and then was abandoned until a resolution in April '08 of a dispute between the Kingdom of Skulls and the Eastern Federation over the control and occupation of Midway Island. This resolution included the relocation of the French colony to what is now called Port Breton. It is the site of Casino Royale, a cathedral, and an administraton office. Port Breton is controlled by Baron Surcouf as governor under the mandate of Emperor Napoleon Bonaparte, and the casino is operated by Hercule Le Tof. A French tricolour flag flies over the settlement.

Coordinates: [-70.111,+26.378]
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Durham

Batavia

Two ruined huts just north-west of Durham, frequently occupied by raiders.

Coordinates: [-70.666,+26.354]
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The Independent Republic of Fort Creedy

This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances. The Creedy Republic declared independence in early '07, electing President Oktavian as its ruler, and has a small but permanent population of both outsiders and natives. Since forming a commonwealth with Raktam in November '07, a Raktam garrison has operated from the armoury. The Creedy Republic has often had border disputes with Durham to the south, and in early '08 this was the subject of a bitter guerilla war known as the Durham Crisis involving the Commonwealth, the Durham government headed by its governor, Ron Burgundy, the Durham Pistoleers and the 1st Colonial Militia from York, which resulting in the disbandment of the Pistoleers. Since mid '08, the Creedy Republic has hosted Shivering Timbers, Shartak's only functioning brothel.

Coordinates: [-70.666,+26.380]
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Raktam

Chikram

Three huts a short walk north of Raktam. Until recently occupied by the Royal Court of Greater Raktam as a northern outpost, this was a favourite haunt of pirates. This location was also known as Winter Palace of the Queen of Greater Raktam, Blue Hummingbird, until her death in February '08.

Coordinates: [-70.322,+26.492]
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Shipwreck

Temple Ruins

This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function). It has been heavily fought over in the past but is now firmly in pirate hands and has been used as a gladiatorial arena between pirates engaging in boxing. The ruins are a favorite haunt of pirate-killers.

Coordinates: [-70.540,+26.530]
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York

Mercenary's Guildhouse

Formerly the headquarters of the Mercenary's Guild, this was the center of Guild power in York during the second invasion, and a frequent target for Order of Patriots raids. Subsequent to the Guild's demobilisation, the building was used as the headquarters of the Shartak Protestant League and as the York Courthouse.

Coordinates: [-70.366,+26.314]
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Wilderness

North Slope Ruins

Three ruined huts near the northern slope of Mt. Shartak.

Coordinates: [-70.391,+26.480]
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The Pirates Rest

Two ruined huts on the peninsula west of the Shipwreck, in close proximity to a fruit tree planatation operated by the Exotic Sports Hunting Club in '08.

Coordinates: [-70.594,+26.519]
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Piketown

Three ruined huts at the start of the Durham Peninsula, occasionally occupied by Maximillan Pike, and used as a refuge for travellers between York and Durham.

Coordinates: [-70.490,+26.365]
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New Bristol

Two ruined huts near the shore of Unity Bay, on the Durham Peninsula. Occasionally occupied by Hideo Inakajimita, New Bristol is very close to a driftwood shipyard and is used as a free port for traders of any nationality.

Coordinates: [-70.605,+26.374]
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York River Ruins

Two ruined huts on the west bank of the river that flows south from Mt Shartak. The site of the first Shartak Preservation Front conference.

Coordinates: [-70.357,+26.406]
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Azguz'ktam

Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road. It is the southern-most citadel of the kingdom of the Royal Court of Greater Raktam, named after Azguz, the hybrid werewolf Protector of Raktam.

Coordinates: [-70.331,+26.380]
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Islets

Casterley Rock

A small, thin island just off the southern coast of Derby, once occupied by the clan known as the Lions of Casterley Rock.

Coordinates: [-70.095,+26.335]
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Arivo Rock

A very small, crescent shaped-island lying in deep water south-east of Derby. Discovered in September '08 by a spelunking explorer named Raivo, it has an entrance to the vast underground network of caves underneath the island, and is the quickest entrance to the abandoned gold mine sitting underneath Derby.

Skull Island and surrounding archipelego

A large island sitting in deep water to the north-east of the main iasland of Shartak. Inhabited by cannibals, strange geological activity has resulted in a land mass which has an eery visual similarity to a human skull. Two lakes occupy the centre of the island, which contain fresh water. The most southern island of the archipelego is called Mandible Island, and several small islands strech between Mandible Island and Skull Island. The island is riddled with caves, some of which are used by its inhabitants as shelter. Skull Island hosts the small village of Rakmagok, the home of the cannibals - a very dangerous place for visitors.

Ernst Island

The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.

Coordinates: [-70.628,+26.385]
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Midway Island

A small island off the south coast between York and Derby. It emerged from the sea in April '07, revealing the ruins of a two-story stone tower. The first person on the island was Simeon Carter of Derby, and so the channel across from the mainland to the island is called Carter Channel. It is known by some natives as Barbekuria, and was used as for various religious ceremonies until a joint Eastern Federation/ York Coalition attack. As of November '07 it was occupied by the French: the tower is called Aix-de-Bains and the island called Ile de Mi-Chemins. The French operated a casino on the top floor of the tower, called Casino Royale. The Island is now under armed dispute between members of the Kingdom Of Skulls and the 1st Colonial Militia, and various hardline factions of York.

Coordinates: [-70.217,+26.335]
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Hawkins Island

A small island off the tip of the York Peninsula (Macdonald Point), which has been known as Killer Island and Calvin's Eye-Land. Once declared the Shartak Elephant Preserve, later claimed by the Predators of Killer Island, and then as the headquarters of the Kraken Hunters, it is often used as a staging post for attacks on York.

Coordinates: [-70.401,+26.270]
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Rodrigo Island

A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation. The western beach was the former site of a Dutch shipyard, operated by agents of the long- defunct 1st Imperial Privateers Regiment. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair. Alex Rodrigo continues to inhabit the island as its de facto governor.

Coordinates: [-70.644,+26.390]
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Unity Island

A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), declared a no-violence zone by a group of powerful clans, and for a time in '07 controlled by a pirate group known as the Brotherhood of the Coast. The northern tip is called Cape Bonobo, and the southern tip is called Cape Shark, to reflect the former names of the island (Shark island and Bonobo Island). The body of water between Unity Island and the mainland is called Expedition Channel, and the body of water to the east is Cargo Cult Sea, both names honoring the two clans who originally discovered the island.

Coordinates: [-70.568,+26.416]
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Landmarks

Mt. Shartak

The imposing bulk of Mt. Shartak (or Mt Eramus) looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears, aggressive flightless birds called "shargles", and swarms of aggressive rats. Known by some natives as "Blood Mountain".

Coordinates: [-70.365,+26.455]
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Cave complex

Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449] (there's a map of caves near Dalpok)

Coordinates: [-70.429,+26.449]
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Echo Beach

The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.

Coordinates: [-70.710,+26.375]
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Irony Bay

The long bight to the east of the shipwreck, and immediately east of the northern river mouth. Notable for its broad, slowly curving expanse of white sand, but little else.

Coordinates: [-70.510,+26.532]
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Santa's Splash

The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.

Coordinates: [-70.351,+26.429]
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Long Fin River

The northern river flowing from the beach west of the shipwreck, ending in Archer's Pool. The clan River Born Fury had their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, Long Fin Killie.

River Hazen

This river was also once called the Margaret River. It is named after a now-retired combat veteran of York, WB Hazen, who was a leader of the Order of Patriots. The River runs from Mt Shartak south to the sea, and forms the south-western boundary of the kingdom of the Royal Court of Greater Raktam. The mouth of the River Hazen is called the Hazen Delta, generally recognised as York's swampland.

Law Enforcement

Derby

Derby Hospitallers

Although not an explicit police group, the Hospitallers are sworn to attack and punish "vile criminals", so it's probably worth speaking to them if you get PKed around Derby. The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.

Coordinates: [-70.093,+26.352]
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1st Derby Privateers

The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.

Coordinates: [-70.098,+26.355]
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Durham

Durham Police

The Durham Police Department was established in March 08 to replace the disbanded Pistoleers. They established an effective defense against the Headhunters in April 08 with the assistance of the Durham Model Army and the 1st Colonial Militia.

Coordinates: [-70.652,+26.340]
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York

Colonial Police

The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak. They offer protection to all outsiders, and have been known to help friendly natives too.

Coordinates: [-70.368,+26.313]
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Medical Facilities

Dalpok

Medical Hut

Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.

Coordinates: [-70.437,+26.449]
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Shubar

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Shubar only helps those from Dalpok, however.

Coordinates: [-70.437,+26.443]
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Derby

Balchig

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Blachig only helps those from Derby, however.

Coordinates: [-70.095,+26.350]
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Derby Hospital

Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols. The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.

Coordinates: [-70.093,+26.352]
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Medical Hut

Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.

Coordinates: [-70.099,+26.353]
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Durham

Kadmor

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Kadmor only helps those from Durham, however.

Coordinates: [-70.648,+26.343]
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Medical Hut

Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.

Coordinates: [-70.651,+26.344]
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Roamer

Raktam

Medical Hut

Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.

Coordinates: [-70.323,+26.473]
Satellite
Roamer

Najdam

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Najdam only helps those from Raktam, however.

Coordinates: [-70.322,+26.469]
Satellite
Roamer

Shipwreck

Jakota

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Jakota only helps those from the Shipwreck, however.

Coordinates: [-70.541,+26.543]
Satellite
Roamer

Large Cabin

The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.

Coordinates: [-70.541,+26.546]
Satellite
Roamer

Wiksik

Medical Hut

Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.

Coordinates: [-70.240,+26.410]
Satellite
Roamer

Tapran

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Tapran only helps those from Wiksik, however.

Coordinates: [-70.239,+26.405]
Satellite
Roamer

York

Kahuni

In those situations where A&E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process. Kahuni only helps those from York, however.

Coordinates: [-70.371,+26.314]
Satellite
Roamer

Medical Hut

Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.

Coordinates: [-70.369,+26.320]
Satellite
Roamer

Royal Expedition Field Hospital

Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present. Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.

Coordinates: [-70.366,+26.319]
Satellite
Roamer
Wiki

Roaming

Roaming shamen will resurrect anyone who contacts them, for a cost of 50AP. The nearest roaming shaman will be contacted, whisking you away to their current location. To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.

Atok
Igoban
Jidram
Malpok
Movak
Pabkim
Skulu
Xaltam
Zakano

Military and Munitions

Dalpok

Ammunition Hut

The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.

Coordinates: [-70.441,+26.443]
Satellite
Roamer

Derby

Ammunition Hut

The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.

Coordinates: [-70.096,+26.356]
Satellite
Roamer

Derby Rangers HQ

The Derby Rangers' leader can be contacted directly in this hut for any purposes, and other Rangers frequently sleep inside, as well.

Coordinates: [-70.096,+26.348]
Satellite
Roamer

Durham

Ammunition Hut

The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.

Coordinates: [-70.647,+26.349]
Satellite
Roamer

Raktam

Ammunition Hut

The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.

Coordinates: [-70.324,+26.474]
Satellite
Roamer

Shipwreck

Armoury

The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.

Coordinates: [-70.541,+26.546]
Satellite
Roamer

Wiksik

Ammunition Hut

The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.

Coordinates: [-70.239,+26.411]
Satellite
Roamer

York

Ammunition Hut

The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.

Coordinates: [-70.371,+26.316]
Satellite
Roamer

Recreational

Derby

The Derby Horticultural Gardens

Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.

Coordinates: [-70.097,+26.347]
Satellite
Roamer

The Derby Tavern and Trading Post

Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut. Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).

Coordinates: [-70.092,+26.350]
Satellite
Roamer
Wiki

Raktam

The Raktam Tavern

Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors. Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.

Coordinates: [-70.321,+26.473]
Satellite
Roamer
Wiki

York

Czechy's Tavern

The oldest tavern on the island, owned by an officer of the Colonial Police and declared a general non-violence zone except against those wanted by the Colonial Police. This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.

Coordinates: [-70.368,+26.313]
Satellite
Roamer
Wiki

The Waugh Arms

The newest tavern on this island, found in the former Colonial Police headquarters and run by the Colon Police and 5punk, and is also a non-violence zone. The Waugh Arms generally has several staff members on call to dispense food, drinks and healing.

Coordinates: [-70.374,+26.313]
Satellite
Roamer
Wiki

Religious

York

Shartak Protestant League Hut

Home of the controversial ultra-religious clan, and scene of many murders committed by annoyed members of the public.

Coordinates: [-70.366,+26.314]
Satellite
Roamer
Wiki

York Synagogue

Congregation Tafas Shalva, a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[1]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!

TafasShalva2.JPG

Coordinates: [-70.369,+26.311]
Satellite
Roamer