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  <channel rdf:about="http://hhgtdw.atwiki.com/">
    <title>Hitchhiker&#039;s Guide to Discworld</title>
    <link>http://hhgtdw.atwiki.com/</link>
    <description></description>

    <dc:language>en</dc:language>
    <dc:date>2008-09-08T06:36:19+09:00</dc:date>

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                <rdf:li rdf:resource="http://hhgtdw.atwiki.com/page/Dust%20Devil" />
                <rdf:li rdf:resource="http://hhgtdw.atwiki.com/page/Faith%20Commands" />
                <rdf:li rdf:resource="http://hhgtdw.atwiki.com/page/Don%27t%20Panic" />
                <rdf:li rdf:resource="http://hhgtdw.atwiki.com/page/The%20Warriors%27%20Guild" />
                <rdf:li rdf:resource="http://hhgtdw.atwiki.com/page/The%20Fighting%20Skill%20Tree" />
                <rdf:li rdf:resource="http://hhgtdw.atwiki.com/page/The%20Wizards%27%20Guild" />
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    <item rdf:about="http://hhgtdw.atwiki.com/page/Megadodo%20Publications%20Complaints%20Department">
    <title>Megadodo Publications Complaints Department</title>
    <link>http://hhgtdw.atwiki.com/page/Megadodo%20Publications%20Complaints%20Department</link>
    <description>
      ==SHARE AND ENJOY!==

&quot;Share and Enjoy&quot; is, of course, the company motto of the hugely successful Sirius Cybernetics Corporation Complaints division, which now covers the major land masses of three medium sized planets and is the only part of the Corporation to have shown a consistent profit in recent years.
The motto stands - or rather stood - in three mile high illuminated letters near the Complaints Department spaceport on Eadrax - &quot;Share and Enjoy&quot;. Unfortunately its weight was such that shortly after it was erected, the ground beneath the letters caved in and they dropped for nearly half their length through the underground offices of many talented young complaints executives - now deceased. The protruding upper halves of the letters now appear, in the local language, to read &quot;Go stick your head in a pig&quot;, and are no longer illuminated, except at times of special celebration.

Not to let a good slogan go to waste, the managers of the [[Hitchhiker's Guide to Discworld]], Megadodo Publications, decided to do what they do with just about everything, and steal it.

'''This page is for readers of the Guide to file complaints and suggestions.  Or say hi the writers, if you feel like it.  Or complain about the lack of oranges at the grocers this year.  Whatever.'''

@@comment(below)@@
    </description>
    <dc:date>2008-09-08T06:36:19+09:00</dc:date>
  </item>
    <item rdf:about="http://hhgtdw.atwiki.com/page/Rituals">
    <title>Rituals</title>
    <link>http://hhgtdw.atwiki.com/page/Rituals</link>
    <description>
      ==Welcome to the Epic Page of Rituals==

Welcome to ritual heaven. Here I will list all the rituals that can be performed by members of the priests guild, their gp cost, and the skill required to learn them. I'll add approximate levels as I discover them. They will be sorted according to their place on the skill tree, and I will add which Gods allow their priests to learn them.
Components can be bought in temple shops or, in some cases, found. Prayers for your prayer book are received from your religious instructor. 

----

===Offensive Rituals===

----

'''Agoraphobia:'''

* Available to priests of: Sandelfon and Hat.
* Invokes the fear of open spaces into a target, causing them to run to safety. Uses the skill faith.rituals.offensive.target.
* Required Components: Prayer Book and Holy Symbol.
* Cost: 135 gp

'''Blight:'''

* Available to priest of: Fish and Sek.
* Causes the victim to become weaker, therefore more susceptible to harm. Uses the skill faith.rituals.offensive.target.
* Required Components: Holy Symbol and a holy amulet.
* Cost: 70 gp

'''Creeping Doom:'''

* Available to priests of: Sek.
* Summons a cloud of flesh eating insects to take a bite out of your enemies. It will attack automatically when you do, though it may take a second or two. It will not protect you, but lasts over three times as long as a dust devil and is more powerful. Only one swarm can be summoned at a time, though you can also summon a dust devil. Uses the skills faith.rituals.offensive/defensive/miscellaneous.area.
* Required Components: Holy symbol, holy relic, and a prayer book.
* Cost: 90 gp

'''Demoralise:'''

* Available to priests of: Sandelfon.
* Causes the target to lose hope and therefore they are more likely to flee in terror from you. Requires faith.rituals.offensive.target.
* Required Components: Holy Symbol.
* Cost: 20 gp

'''Dust Devil:'''

* Available to all priests.
* Summons a whirlwind of whatever material seems to be close by. It could be spam, it could be cheese, maybe even alligators. Much like creeping doom, though you can control up to two at a time (the second one will generally be smaller and weaker than the first). Uses the skills faith.rituals.offensive/defensive/miscellaneous.area.
* Required Components: Holy symbol.
* Cost: 50 gp

----

===Defensive===

----

'''Calm:'''

* Available to priests of: Gapp, Gufnork, Sandelfon, Hat, and Fish.
* Allows you to calm an enemy down. Success being based on the skill faith.rituals.defensive and the target's resistence. The skill required to learn this ritual is faith.rituals.defensive.target.
* Required Components: None.
* Cost: 25 gp

'''Chant:'''

* Available to priests of: Pishe, Gapp and Gufnork.
* Causes everyone in a room that is fighting to stop; it is the same effect as Calm only it affects multiple people. Uses the skill faith.rituals.defensive.area.
* Required Components: A block of holy incense.
Cost: 70 gp.

'''Divine Guard:'''

* Available to all priests.
* Allows a priest to impress a ritual onto an item, protecting it from theft. The cost of the ritual being impressed is added to the gp required to perform divine guard. Also, if you fumble your weapon and recover it from the late thief, you will trigger the ward on yourself. Requires faith.rituals.defensive.target to cast, and faith.items.scroll to impress.
* Required Components: Holy symbol.
* Cost: 120 gp plus the cost of the ritual being impressed

'''Divine Sentinel:'''

* Available to priests of: Gufnork, Sandelfon, and Hat.
* Impresses up to three rituals onto an item to protect it from theft. See Divine Guard.
* Required Components: Holy symbol, a block of holy incense, and a prayer book with &quot;Impressions of the Faithful&quot;.
* Cost: 170 gp plus the cost of the ritual being impressed.

----

===Curing===

----

'''Cure Drunkenness'''

* Available to priests of: Pishe, Gapp, Gufnork, and Sandelfon.
* Also known as: The Ultimate Killjoy. Just kidding. Purges the alcohol out of ones body, and can knock a person unconcious for a time. Uses the skill faith.rituals.curing.target/self.
* Required Components: None.
* Cost: 40 gp

'''Cure Knurdness:'''

* Available to priests of: Pishe, Gapp, and Gufnork.
* Counteracts Klatchian coffee's horrid sobering effects and brings you back to some form of normalcy. Uses the skill faith.rituals.curing.target/self
* Required Components: None
* Cost: 40 gp

'''Cure Light Wounds:'''

* Available to all priests and followers.
* This is the most basic curing ritual and the easiest to perform. It restores the least amount of health out of the three curing rituals. It required faith.rituals.curing.self/target.
* Required Components: None.
* Cost: 20 gp

'''Cure Medium Wounds:'''

* Available to all priests.
* Slightly more effective than cure light wounds. It heals a moderate amount of health. Requires faith.rituals.curing.self/target.
* Required Components: None
* Cost: 30 gp

'''Cure Serious Wounds:'''

* Available to priests of: Pishe, Gapp, Gufnork, and Sandelfon
* The most powerful of the trio. It restores a large amount of health. Requires faith.rituals.curing.self/target.
* Required Components: Holy symbol.
* Cost: 45 gp

----

===Miscellaneous===

----

'''Breathe Underwater:'''

* Available to priests of: Fish
* Casting this ritual allows you to breathe underwater (duh) by being clessed with divine gills. for a time. Uses the skill faith.rituals.miscellaneous.target/self.
* Required Components: None
* Cost: 20 gp

'''Clarify:'''
* Available to priests of: Pishe, Gufnork, and Sek.
* Successfully performing clarify will allow you to read a multitude of foreign languages. Duration depends on you skill in faith.rituals.miscellaneous.self.
* Required Components: A Prayer Book
* Cost: 70 gp

'''Cool:'''

* Available to priests of: Pishe, Gapp, Gufnork, Sandelfon, Hat, and Sek.
* Causes your overall body temperature to cool down. Uses the skill faith.rituals.miscellaneous.target.
* Required Components: A holy symbol.
* Cost: 35 gp

'''Dark Sight:'''

* Available to priests of: Fish and Hat
* Allows you to see in the dark. Requires faith.rituals.miscellaneous.self.
* Required Components: Holy Symbol
* Cost: 15 gp

'''Detect Alignment:'''

* Available to priests of: Pishe, Sandelfon, and Sek.
* Allows you to view a target's alignment through a holy aura; white meaning good, grey neutral, and black evil. The aura will be more intense the more good/evil a target is. Uses the skill faith.rituals.miscellaneous.target.
* Required Components: None
* Cost: 25 gp

'''Detect Magic:'''

* Available to priests of: Sandelfon and Gufnork.
* Shows you how magical a person or object is through an octarine aura, much like what witches and wizards see when they look at a magical item. Uses the skills faith.rituals.miscellaneous.target.
* Required Components: None
* Cost: 25 gp

'''Devout Inquisition:'''

* Available to all priests.
* Allows you to see how full or depleted the deity point pool for your religion is. The maximum amount varies between gods. It will also tell you whether you've been adding to or depleting the pool. Deity Points are basically guild points for Gods. They use them to aid players on occassion. When the pool runs dry, players will not receive any extra help from their deity. Therefore, it is a good idea to keep the pool full. This ritual requires faith.rituals.miscellaneous.target.
* Required Components: None
* Cost: 15 gp

'''Divine Hand:'''

* Available to all priests.
* Allows you to travel to any destination stored on an item that you have performed remember place on previously. On the way you will enter a room that has no obvious exits; look carefully if you don't already know how to get out and you'll figure it out or just ask a fellow priest. 
* Required Components: Holy symbol and item (consecrated) with a remembered place.
* Cost: 200 gp plus 50 gp per passenger (Pets included. Totems, dust devils, etc. don't take gp anymore)

----

===Special===

----




----

Back to [[The Priest's Guild]]
    </description>
    <dc:date>2007-07-10T01:08:07+09:00</dc:date>
  </item>
    <item rdf:about="http://hhgtdw.atwiki.com/page/Dust%20Devil">
    <title>Dust Devil</title>
    <link>http://hhgtdw.atwiki.com/page/Dust%20Devil</link>
    <description>
      * Available to all priests.
* Summons a whirlwind of whatever material seems to be close by. It could be spam, it could be cheese, maybe even alligators. Much like creeping doom, though you can control up to two at a time (the second one will generally be smaller and weaker than the first). 
* Skill: Faith.Rituals.Offensive/Defensive/Miscellaneous.area.
* Required Components: Holy symbol.
* Cost: 50 gp
    </description>
    <dc:date>2007-07-09T23:26:14+09:00</dc:date>
  </item>
    <item rdf:about="http://hhgtdw.atwiki.com/page/Faith%20Commands">
    <title>Faith Commands</title>
    <link>http://hhgtdw.atwiki.com/page/Faith%20Commands</link>
    <description>
      IN PROGRESS
    </description>
    <dc:date>2007-07-09T22:56:14+09:00</dc:date>
  </item>
    <item rdf:about="http://hhgtdw.atwiki.com/page/Don%27t%20Panic">
    <title>Don&#039;t Panic</title>
    <link>http://hhgtdw.atwiki.com/page/Don%27t%20Panic</link>
    <description>
      So, you've found the [[Hitchhiker's Guide to Discworld]] have you?  Well, I hope you're here on Guide business, because this site hasn't been announced to the public yet.  It is, however, viewable by all, but we don't guarantee any quantity or quality of information, seeing as how we were just started a few dcays ago.  But, we are quickly accumulating information, and hope to be announcing and advertising by the end of June.  Here are a few pages that we've got that you may find of use:

[[Discworld]]
[[Ankh-Morpork]]
[[Hitchhiker's Guide to Discworld]]
    </description>
    <dc:date>2007-07-09T11:47:24+09:00</dc:date>
  </item>
    <item rdf:about="http://hhgtdw.atwiki.com/page/The%20Warriors%27%20Guild">
    <title>The Warriors&#039; Guild</title>
    <link>http://hhgtdw.atwiki.com/page/The%20Warriors%27%20Guild</link>
    <description>
      The Warriors of the Disc are a simple group of people. While other guilds on the Discworld bend cosmic forces of magic to their will, bother one of the many gods on the Disc, or even just be really sneaky bastards, all a warrior wants is a good weapon in hand, strength in their arm, and something funny to shout at people to make them soil their pants.

Warriors come in many shapes and sizes, however they tend to be larger, healthier folks, with a bit less intellegence than your average housepet. It is not entirely unknown for a warrior to be intelligent, however these fighters usually can't compare to their dumber siblings in contests of strength and speed. 

Warriors come from every inhabited area on the Disc, and each guild has it's own style. Some guilds are soldiers that serve the country, while other are collections of mercenaries banded together. Some guilds even blur this line. Not all warriors live by the credo &quot;one for all and all for one,&quot; but they each agree that they're better than all those other squishy little wusses around.

==Warriors' Guilds==
*[[The Ankh-Morpork Palace Guard]] — Protectors of [[Ankh-Morpork]] and the [[Patrician]] (the ruler of Ankh-Morkpork), these men are usually thief takers who like respect, a snappy uniform, a pension, and a nice place to smoke out of the wind more than your average copper. 
*[[The Djelian Guard]] – The sworn guardians of [[Djelibeybi]], which contains such marvelous things as sand, melons, sand, cats, sand belly-dancing girls ... did I mention sand? These guards are much like their [[Ankh-Morpork]] cousins but many seem to have a sunnier (or sandier) disposition. This is rumoured to be because of one of two things: it's sunnier there, (duh), or (and more likely) because of all the belly-dancing girls.
*[[Duchess Saturday's Musketeers]] — Proudly wearing plumes in their hats and tights on their ass, these warriors may be known more for their abilities in the bedroom than on the battlefield, but this only reflects the [[Musketeer's|Duchess Saturday's Musketeers]] intrests and not necessarily his abilities. Skilled in the art of seduction, these dashing Cassanudas are trained musically to better help them get into the bedroom of their target, and are trained in battle for when their target's spouse comes home early. [[Donpon]], a completely unbiased Musketeer, has this to say about his fellows: &quot;The other warriors like to poke fun at us, but let them. We're just as good at fighting as them and we get all the sex. I mean we get all the sex voluntarilly, instead of being forced to 'ravish' like some ''other'' warrior's I could name.&quot;
*[[The Hublandish Barbarians]] — Dressed like a stripper with a leather fetish at the end of her act, these proud men and women truly define what it is to be a warrior. Sure they loot, pillage, plunder, and ravish just like anyone else, but an unoffical poll by the Guide on barbarism showed that no one has actually complained. Whether the victims are left alive to complain at all is another story.
*[[The Imperial Guard]] — [[The Imperial Guard]] would have you believe that they are the perfect peace-keeping (read: asskicking) machine, and who could argue? These proud men and women were protecting the [[Empire|The Agatean Empire]] when the rest of the warriors around the world were bashing each other in the head with rocks. Not that that much has changed since. Also, they have plumes in their helmets, but they don't like to talk about it. Notably, they are the only people in [[Agatea|The Agatean Empire]] that do not need weapon permits to bear arms. Imperial Guard Rondros says: &quot;How about, simply the best? I think that suffices, I feel no need to advertise our superiority further.&quot;
*[[The Klatchian Foreign Legion]] — After spending some time with the [[Legion|The Klatchian Foreign Legion]], many are sorry to say that they cannot seem to recall any of their time spent in the company. All that seems to come to mind is, &quot;Sand, can't forget that bloody sand ...&quot; Lanfear, a semi-retired Legionare said: &quot;Why the [[Klatchian Foreign Legion|The Klatchian Foreign Legion]]? Oh, I totally forgot what I was.&quot;
*[[The Lancre Highland Regiment]] — Morris Dancers, morris dancing. I think it has something to do with hankies and bells? I'm truly too scared to find out.
*[[The Lancre Hunters]] — Not afraid of anything except a bath. Well, a bath and a roof over their head. Oh, and the civilised world. They're not afraid of anything except a bath, the indoors, and civilisation as a whole. This however leaves a great many things they are not afraid of, such as big, scary, hairy monsters with lots of pointy teeth. Also, if you ever need a parter in a Name That Tree From A Really Long Ways Away competition, [[the Lancre Hunters]] are your best bet. Holister, a member of this exclusive group, says: &quot;We're the best guild for hugging tree's and sniping civilians.&quot;
*[[The Samurai]] — These warriors truly put the art into the art of war. Trained in mind, body and calligraphy these skilled men and women hone their skills in everything from barehanded fighting to sword fighting, and from hair braiding to tea ceremonies. But what do you expect from people who live in Bes Perlargic?
*[[The Weapon Masters' Court]] — Like the hunters, only not afraid to come indoors. Still afraid of baths, though. They may have taken their name to overcompensate for other &quot;shortcomings&quot; (wink wink nudge nudge).

==Abilities==
The Warriors have many of their primaries set in the [[fighting]] skill tree, as well as any alternative and otherwise fruity skills they specialise in. Their [[commands]] are based mainly in the [[fighting]] tree, but they can also learn others for healing and repairing.

==Other==

----
    </description>
    <dc:date>2007-07-09T11:40:20+09:00</dc:date>
  </item>
    <item rdf:about="http://hhgtdw.atwiki.com/page/The%20Fighting%20Skill%20Tree">
    <title>The Fighting Skill Tree</title>
    <link>http://hhgtdw.atwiki.com/page/The%20Fighting%20Skill%20Tree</link>
    <description>
      IN PROGRESS
    </description>
    <dc:date>2007-07-09T11:39:30+09:00</dc:date>
  </item>
    <item rdf:about="http://hhgtdw.atwiki.com/page/The%20Wizards%27%20Guild">
    <title>The Wizards&#039; Guild</title>
    <link>http://hhgtdw.atwiki.com/page/The%20Wizards%27%20Guild</link>
    <description>
      This is what the MUD's website has to say about The Wizard's Guild:

&quot;The Wizards' Guild is for the more subtle people of the disc. We achieve dominance (without fail) by use of the quickness of our thoughts and the judicious application of some of the myriad spells at our disposal. And, unlike an uncouth barbarian warrior, if the situation demands violence, we don't endanger ourselves by taking part in the fray, we blow the bastards up from a distance.&quot;

Obviously, they seem to have a fairly high opinion of themselves. In truth, the Wizard's Guild is more a group of lazy men (and more recently women) who sit around setting eyeballs on fire and doing horrid things with carrots and rabbits. But, to each their own.

The Wizard's Guild has many guild houses in different cities, including [[the Unseen University]] in [[Ankh-Morpork]], [[Generation Hex]] in [[Sto Lat]], the [[Bes Pelargic Wizards' Guild|bookstore]] in [[Bes Pelargic]], the [[Illusionary Institute of Learning]] in [[Djelibeybi]], and a [[house|Creel Springs Wizards' Guild]] in [[Creel Springs]]. In addition to having many different places to train as a wizard, they also have several Orders, and also the choice to become a hedge wizard (not tied to any particular faculty) with its own Order equivalents.

==Wizardly Orders==
===General===
*[[The Ancient and Truly Original Sages of the Unbroken Circle]] / Black — info
*[[The Hoodwinkers]] / Blue — info
*[[Mrs. Widgery's Lodgers]] / Brown — info
*[[The Ancient and Truly Original Brothers of the Silver Star]] / Green — info
*[[The Venerable Council of Seers]] / Grey — info
*[[The Sages of the Unknown Shadow]] / Octarine — info
*[[The Order of Midnight]] / Red — info
*[[The Last Order]]/ White — info
===Illusionary Institute of Learning only===
*[[The Ancient Order of Djinn Diviners]]
*[[The Ancient Order of the Dynastic Crescent]]
*[[The Ancient Order of the Scintillating Scara]]

==Abilities==
[[The Wizards' Guild]] has primaries in the [[magic]] skill tree, although what these specifically are depends on the Order you choose. Their abilities are in the form of [[spells|magic spells]], which can be [[remember|remembered]] from books or scrolls and [[forget|forgotten]] on a whim. There are several Wizard-only [[commands]] that all Wizards get from their guild once they advance their skills to a certain point. These are remember, forget, octograve, scribe, spellcheck, recharge, contemplate. You will not get these right away, however; you must find the right NPC to teach you. These are:
*List of NPCs who give commands

==Titles==

==Other==

----
    </description>
    <dc:date>2007-07-09T11:38:25+09:00</dc:date>
  </item>
    <item rdf:about="http://hhgtdw.atwiki.com/page/The%20Priests%27%20Guild">
    <title>The Priests&#039; Guild</title>
    <link>http://hhgtdw.atwiki.com/page/The%20Priests%27%20Guild</link>
    <description>
      THIS PAGE IS CURRENTLY BEING REVISED AND ADDED TO

The Priests' Guild is centred, if it can be said to have a centre, in the temple quarter in [[Ankh-Morpork]]. Each god has their own temple, however, with the more popular gods having temples and shrines in many towns and villages. The god you choose to follow determines your alignment requirements, your rituals, and how much people will be bothering you. Pishites, for example, will be harassed for many, many things, from ressurecting dead players, to status restoration, to even curing drunkedness. Sekkites – and for that matter pretty much every other religion – won't be bothered too much. 

==Discworld Gods==
*[[Fish|Fish, the God of Sea Creatures]] — A fairly straight-forward god who likes followers who hunt and pillage and other such things.
*[[Gapp|Gapp, the God of Fine Clothing]] - He's too cool for the rest of us, as are his followers who have to constantly change their style to keep up with this hard to please god.
*[[Gufnork|Gufnork, the God of Fluff]] — Gufnork likes to evagelise his fluffy ways, and is generally fun to hang around with, without trying too hard.
*[[Hat|Hat, the Vulture-Headed God of Unexpected Guests]] — A god who loves to party, Hat's followers are always up for a drink and a song.
*[[Sandelfon|Sandelfon, the God of Corridors]] - The bursur and clerk of gods.
*[[Sek|Seven-Handed Sek]] — One of the more evil gods on the Disc, with a focus on being as generally frightening and strange as possible.

==Abilities==
As a Priest, your abilities will come in the form of [[rituals]], which are rather like spells except that they use the [[faith]] skill tree. The god you choose to follow will influence which [[rituals]] you may learn and what is required to perform them. Th [[faith]] skill tree also has its own set of [[commands]] you can learn as well.

==Other==
    </description>
    <dc:date>2007-07-09T11:29:52+09:00</dc:date>
  </item>
    <item rdf:about="http://hhgtdw.atwiki.com/page/The%20Faith%20Skill%20Tree">
    <title>The Faith Skill Tree</title>
    <link>http://hhgtdw.atwiki.com/page/The%20Faith%20Skill%20Tree</link>
    <description>
      IN PROGRESS
    </description>
    <dc:date>2007-07-09T11:28:43+09:00</dc:date>
  </item>
  </rdf:RDF>