Home: Durham
Been on the island since 2013-06-30
Died: 26 times (last time was 2024-09-19 21:15 at the hands of Outter, killed by a machete)
Level: 30
Class: Explorer (outsider)
Primary Clan: Shartak Deforestation Movement
Secondary Clans: Helter Skelter and Shartak Road Crew
Underworld: https://underworld.shartak.com/?id=23837
Deadzone: http://shartak.aphlor.org/deadzone/view/23837
Description:
The Dark Man appears as a rider on a wild black horse, carrying his severed head in one hand and a weapon in the other. Sometimes a sword or machete, sometimes a harpoon or axe, other times a whip fashioned from a human spine. The head glows in the dark and seems alive, its empty eyes darting about and its mouth twisted into a terrible grin. Gan Ceann is a harbinger of death, it is said, and that wherever he stops a mortal dies. The disembodied head speaks only once per night, calling out the name of the soul he intends to take. Doors and gates spring open at the Dark Man's approach no matter how securely they are locked. None are truly safe from him. The Dullahan is also possessed of supernatural sight. By holding his severed head aloft he can see for vast distances across the countryside, even on the darkest night. Using this power he can find his victim wherever he or she hides.
There are two ways to stop this undead creature. Inflict enough damage on its body and it will vanish, reappearing the following night and resuming the hunt. Second, the Headless Horseman has a strong aversion to gold and objects made of gold, and presenting such items may drive it away for a short time. It is unknown why the creature is repelled by this substance and none other. Perhaps it was a component of the black sorcery that bound him to this deathless form. The Dark Man and his hell steed are hesitant to cross running water or holy ground but can and will do so when in pursuit of a victim. The dark horse can gallop over the surface of water as if it were solid ground, more proof that the beast is not of this world. Perhaps it is a minor demon taking animal form; perhaps the horse is an illusion created by the rider itself. Not even the wisest can say for certain. Such is the enigma of the Dullahan.
"Night is not something to be endured until dawn. It is an element like wind or fire. Darkness is its own kingdom; it moves to its own laws, and many living things dwell in it."
They carry 1 skull, 1 cat-o-nine tails, 1 silver skull cross, 1 skull staff and 1 harpoon.
Areas explored: 609 (16.8% of island)
HP Healed: 1414
Trading Points: 106
Spirits Exorcised: 0 (not a shaman)
Wailing Damage: 104
Ritual Feasts: 0 (not a cannibal)
Mentioned in 0 profile
This user does not have extended statistics enabled.
NPC kills: 45; last kill: wild boar
Animals: 45
Shamans: 0
Traders: 0
Natives killed: 11; last kill: VeganCannibal
Raktam: 3
Dalpok: 1
Wiksik: 3
Rakmogak: 4
Outsiders killed: 18; last kill: Too Much Johnson
Derby: 1
Durham: 3
York: 5
Shipwreck: 9
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NPC kills (detailed): |
Name | Kills |
zombified bat | 17 |
zombified parrot | 8 |
zombified tiger | 5 |
zombified monkey | 3 |
zombified large deer | 2 |
zombified large stag | 2 |
zombified silverback | 2 |
zombified elephant | 1 |
zombified werewolf | 1 |
wild boar | 1 |
zombified rhino | 1 |
zombified wild boar | 1 |
zombified guard dog | 1 |
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Skills:Basic language
- Understand the smaller words of foreign languages
Close quarter combat
- Gain 10% to hit with melee attacksAdvanced close quarter combat
- Gain 15% to hit with melee attacksBalanced Stance
- Sometimes turn a miss into a glancing blow.
Body building
- Increases melee damageStamina
- Increases max HP by 20
Ghostly whisper
- Allows spirits to communicateHaunting scream
- Attract other spirits and scare the livingShocking shriek
- Scare nearby living playersBanshee wail
- Frighten living players further away
Possession
- Be able to possess the bodies of the livingForceful possession
- Sometimes a stronger presence is needed to be able to possess the living
Haunting
- Allows spirits to track down and haunt their last killer.
Exploration
- Helps you remember some of the places you've beenCartography
- Stops you forgetting where you've visited
Trekking
- Faster movement through the jungleTrailblazing
- Increased ability to move and chop through dense jungle
Swimming
- Faster movement through water
Basic tracking
- With some difficulty, you can track animals and peopleAdvanced tracking
- You can track animals and people who were here recentlyExpert tracking
- You can track animals and people who were here several days ago.Tracking mastery
- Tracking animals and people is nearly effortless
Sixth sense
- Sense presence of and hear spiritsPsychic recognition
- Lets you recognise active spirits
Haggling
- Be able to obtain slightly better prices from some traders
Digging
- Can dig deep holes.
Faith
- Belief in the spirits of the ancestors increase charm effects.
Native knowledge
- Outsiders gain basic native knowledge
Triage
- Be able to tell who is most injuredFirst aid
- Heal 10 HP with a first aid kit
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