Home: Dalpok
Been on the island since 2023-03-19
Died: 35 times (last time was 2024-09-02 04:57 at the hands of Mike Gambit, killed by a machete)
Level: 33
Class: Shaman (native)
Primary Clan: Cult of Cthulhu
Secondary Clans: Shartak Insane Asylum and The Cult of Hastur
Underworld: https://underworld.shartak.com/?id=27122
Deadzone: http://shartak.aphlor.org/deadzone/view/27122
Description:
Nor is it to be thought that man is either the oldest or the last of earth's masters, or that the common bulk of life and substances walks alone. The Old Ones were, the Old Ones are, and the Old Ones shall be. Not in the spaces we know, but between them. They walk serene and primal, undimensioned and to us unseen. Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth. He knows where the Old Ones broke through of old, and where They shall break through again. He knows where They have trod earth's fields, and where They still tread them, and why no one can behold Them as They tread. By Their smell can men sometimes know Them near, but of Their semblance can no man know, saving only in the features of those They have begotten on mankind; and of those are there many sorts, differing in likeness from man's truest eidolon to that shape without sight or substance which is Them. They walk unseen and foul in lonely places where the Words have been spoken and the Rites howled through at their Seasons. The wind gibbers with Their voices, and the earth mutters with Their consciousness. They bend the forest and crush the city, yet may not forest or city behold the hand that smites. Kadath in the cold waste hath known Them, and what man knows Kadath? The ice desert of the South and the sunken isles of Ocean hold stones where Their seal is engraven, but who hath seen the deep frozen city or the sealed tower long garlanded with seaweed and barnacles? Great Cthulhu is Their cousin, yet can he spy Them only dimly. IƤ! Shub-Niggurath! As a foulness shall ye know Them. Their hand is at your throats, yet ye see Them not; and Their habitation is even one with your guarded threshold. Yog-Sothoth is the key to the gate, whereby the spheres meet. Man rules now where They ruled once; They shall soon rule where man rules now. After summer is winter, and after winter summer. They wait patient and potent, for here shall They reign again.
They carry a large book with strange runes and symbols on its cover. The tome radiates a palpable aura of evil and seems to absorb both heat and light from the surrounding air. The bearer of the book seems immune to the effect.
Your invocation ritual is a success! You summon 1 spirit. You gain 2 XP.
Your exorcism ritual is a success! You cast 1 spirit away from here. You gain 5 XP.
They carry 1 monkey claw charm and 1 silver skull cross.
Areas explored: 41 (1.1% of island)
HP Healed: 4020
Trading Points: 289
Spirits Exorcised: 223
Wailing Damage: 208
Ritual Feasts: 0 (not a cannibal)
Mentioned in 0 profile
This user does not have extended statistics enabled.
NPC kills: 0
Animals: 0
Shamans: 0
Traders: 0
Natives killed: 0
Raktam: 0
Dalpok: 0
Wiksik: 0
Rakmogak: 0
Outsiders killed: 2; last kill: fenny bate
Derby: 0
Durham: 2
York: 0
Shipwreck: 0
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Skills:Basic language
- Understand the smaller words of foreign languagesAdvanced language
- Better understanding of foreign languagesExpert language
- Full comprehension of foreign languagesForeign 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 beenTrekking
- Faster movement through the jungle
Swimming
- Faster movement through water
Clan leadership
- Allows you to start your own clan or help lead one
Sixth sense
- Sense presence of and hear spiritsPsychic recognition
- Lets you recognise active spiritsExorcism
- Exorcise spirits from areas
Spirit Summoning
- Be able to summon spirits from the surrounding area
Malevolence
- Torment spirits causing them to become aggressive
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.
Agriculture
- Gives you a better chance of getting things to grow
Outsider knowledge
- Natives gain basic outsider knowledge
Triage
- Be able to tell who is most injuredNatural medicine
- Heal 10 HP with healing herbs
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