Home: Durham
Been on the island since 2014-01-27
Died: 267 times (last time was 2025-10-25 16:18 at the hands of Stabitha Scarswell, killed by an axe)
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:(15 total) 
       Areas explored: 1340 (36.9% of island)
 HP Healed: 1727
 Trading Points: 308
 Spirits Exorcised: 0 (not a shaman)
 Wailing Damage: 1284
 Ritual Feasts: 0 (not a cannibal)
 Mentioned in 0 profile
 
 This user does not have extended statistics enabled.
 
 NPC kills: 179; last kill: zombified mummy
 Animals: 174
 Shamans: 3
 Traders: 2
 Natives killed: 46; last kill: Wicked Rowan
 Raktam: 3
 Dalpok: 19
 Wiksik: 3
 Rakmogak: 21
 Outsiders killed: 220; last kill: Ford Maddox Ford
 Derby: 32
 Durham: 124
 York: 35
 Shipwreck: 28
 Raktam: 1
 
 | 
| NPC kills (detailed): |  | Name | Kills |  | zombified parrot | 40 |  | zombified large stag | 19 |  | alligator | 14 |  | tiger | 13 |  | Easter Bunny | 10 |  | wild boar | 10 |  | parrot | 9 |  | large deer | 8 |  | monkey | 7 |  | bat | 6 |  | large stag | 5 |  | zombified werewolf | 3 |  | rhino | 3 |  | zombified alligator | 3 |  | silverback | 2 |  | turtle | 2 |  | small deer | 2 |  | bear | 2 |  | zombified mummy | 2 |  | shargle | 2 |  | turkey | 2 |  | Trader Dick | 2 |  | Kadmor | 2 |  | zombified large deer | 1 |  | zombified small deer | 1 |  | Movak | 1 |  | zombified turtle | 1 |  | giant spider | 1 |  | zombified elephant | 1 |  | zombified bat | 1 |  | guard dog | 1 |  | zombified rhino | 1 |  | elephant | 1 |  | giant squid | 1 |  | 
Skills:- Basic language- Understand the smaller words of foreign languages- Advanced language- Better understanding of foreign languages- Expert language- Full comprehension of foreign languages- Foreign 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 understood- Pirate speech- You can talk to pirates in their own unique dialect
 
 
 
 
- Close quarter combat- Gain 10% to hit with melee attacks- Advanced close quarter combat- Gain 15% to hit with melee attacks- Balanced Stance- Sometimes turn a miss into a glancing blow.
 
 
- Body building- Increases melee damage- Stamina- Increases max HP by 20
 
- Ghostly whisper- Allows spirits to communicate- Haunting scream- Attract other spirits and scare the living- Shocking shriek- Scare nearby living players- Banshee wail- Frighten living players further away
 - Possession- Be able to possess the bodies of the living- Forceful 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 been- Cartography- 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 people- Advanced tracking- You can track animals and people who were here recently- Expert 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 spirits- Psychic 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 injured- First aid- Heal 10 HP with a first aid kit
 
- Firearms training- Gain 20% on firearms attacks- Advanced firearms training- Gain another 20% on firearms attacks
 
This character has indicated they have peaceful intentions and would prefer not to be killed.
 
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