Home: Durham
Been on the island since 2014-01-27
Died: 259 times (last time was 2024-11-29 08:12 at the hands of Mike Gambit, killed by a knife)
Level: 37
Class: Soldier (outsider)
Primary Clan: Cult of Cthulhu
Underworld: https://underworld.shartak.com/?id=24114
Deadzone: http://shartak.aphlor.org/deadzone/view/24114
Description:
I do not recall distinctly when it began, but it was months ago. The general tension was horrible. To a season of political and social upheaval was added a strange and brooding apprehension of hideous physical danger; a danger widespread and all-embracing, such a danger as may be imagined only in the most terrible phantasms of the night. I recall that the people went about with pale and worried faces, and whispered warnings and prophecies which no one dared consciously repeat or acknowledge to himself that he had heard. A sense of monstrous guilt was upon the land, and out of the abysses between the stars swept chill currents that made men shiver in dark and lonely places. There was a demoniac alteration in the sequence of the seasons; the autumn heat lingered fearsomely, and everyone felt that the world and perhaps the universe had passed from the control of known gods or forces to that of gods or forces which were unknown. And it was then that Nyarlathotep came to Shartak. Who he was, none could tell, but he was of the old native blood and looked like a Pharaoh. The fellahin knelt when they saw him, yet could not say why. He said he had risen up out of the blackness of twenty-seven centuries, and that he had heard messages from places not on this planet. Into the lands of civilisation came Nyarlathotep, swarthy, slender, and sinister, always buying strange instruments of glass and metal and combining them into instruments yet stranger. He spoke much of the sciences - of electricity and psychology - and gave exhibitions of power which sent his spectators away speechless, yet which swelled his fame to exceeding magnitude. Men advised one another to see Nyarlathotep, and shuddered. And where Nyarlathotep went, rest vanished; for the small hours were rent with the screams of nightmare. Never before had the screams of nightmare been such a public problem; now the wise men almost wished they could forbid sleep in the small hours, that the shrieks of the cities might less horribly disturb the pale, pitying moon as it glimmered on green waters gliding under bridges, and old steeples crumbling against a sickly sky.
Along the shore the cloud waves break,
The twin suns sink behind the lake,
The shadows lengthen
In Carcosa.
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.
Songs that the Hyades shall sing,
Where flap the tatters of the King,
Must die unheard in
Dim Carcosa.
Song of my soul, my voice is dead,
Die thou, unsung, as tears unshed
Shall dry and die in
Lost Carcosa.
They carry 1 silver skull cross.
Achievements:(14 total)
Areas explored: 1338 (36.9% of island)
HP Healed: 1727
Trading Points: 308
Spirits Exorcised: 0 (not a shaman)
Wailing Damage: 1236
Ritual Feasts: 0 (not a cannibal)
Mentioned in 0 profile
This user does not have extended statistics enabled.
NPC kills: 168; last kill: shargle
Animals: 163
Shamans: 3
Traders: 2
Natives killed: 45; last kill: Wicked Rowan
Raktam: 3
Dalpok: 18
Wiksik: 3
Rakmogak: 21
Outsiders killed: 217; last kill: fenny bate
Derby: 32
Durham: 122
York: 35
Shipwreck: 27
Raktam: 1
|
NPC kills (detailed): |
Name | Kills |
zombified parrot | 40 |
zombified large stag | 18 |
alligator | 14 |
tiger | 13 |
wild boar | 10 |
parrot | 9 |
large deer | 8 |
monkey | 7 |
bat | 6 |
large stag | 5 |
Easter Bunny | 3 |
zombified alligator | 3 |
rhino | 3 |
turtle | 2 |
silverback | 2 |
zombified werewolf | 2 |
Kadmor | 2 |
small deer | 2 |
shargle | 2 |
bear | 2 |
turkey | 2 |
Trader Dick | 2 |
Movak | 1 |
zombified small deer | 1 |
zombified turtle | 1 |
giant spider | 1 |
zombified large deer | 1 |
guard dog | 1 |
giant squid | 1 |
zombified rhino | 1 |
zombified bat | 1 |
elephant | 1 |
zombified elephant | 1 |
|
Skills:Basic language
- Understand the smaller words of foreign languagesAdvanced language
- Better understanding of foreign languagesExpert language
- Full comprehension of foreign languagesForeign Writing
- Not only can you understand foreign languages, you can also write it well enough to be understood
Foreign Speech
- Not only can you understand foreign languages, you can also speak it well enough to be understoodPirate speech
- You can talk to pirates in their own unique dialect
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 jungle
Swimming
- Faster movement through water
Survival - Firecraft
- Knowledge of how to create, control and use fires
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
Firearms training
- Gain 20% on firearms attacksAdvanced firearms training
- Gain another 20% on firearms attacks
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