Dullahan

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This lore is subject to change as it is currently being established. Current dullahan include Sage the Wanderer.

Description

A dullahan can best be summarized as a humanoid Fae that exists as a living entity even though it holds its own severed head.

Creation

Dullahan are created though a pact with Mab/Maeve. As the details of the pact are specific to the individual, there may be stipulations on the exchange that create unique instances of Dullahan. For instance a multi headed humanoid could theoretically have both heads severed to create an Ettin Dullahan, or perhaps a conjoined Dullahan (though such instances have never been witnessed). Whatever the details of the pact entail, the original humanoid loses all fealty and previous ties to the race they were before and become an Unseelie Fae at the point of their head being severed in a ceremony conducted by Mab. Thus any weaknesses that were previously held by said race are now eliminated, while racial strengths stay provided they do not interfere with the characteristics of the newly created Dullahan. Dullahan can not mate with any creatures to produce a half blooded Fae. Due to Mab's own machinations Dullahan are sterile to prevent any accidental creations without her intent.

Characteristics

The relationship between the head and the body is similar to those of normal varieties of base humanoids. Consumed food will travel down the head's throat passage and be transported to the body's throat passage to continue in normal digestion. Breath is similarly consumed, as well as the reverse for exhalation. The ends of severed neck can show a variety of effects such as; blood and gore, physical shadow, and fairy fire to name a few. These effects are controlled by the Dullahan with some practice, though some individuals may only be able to manifest 1 or 2 without significant effort.

Dullahan skin tends to gain a washed out pallor as time from creation progresses. An ork Dullahan would first have its usual vibrant green skin at creation, then after a time of weeks the skin would become lighter. Over time the color will all but seep out of the individual until there is only the slightest hints of accent in the tips of ears, creases of fingers, and other such places.

The body itself gains or loses no mass or structure other than the apparent severing of the head.

The head however does undergo some changes that take place within a week of creation. The eyes of the individual become luminescent in such a way that they act as a torch in the dark. Dullahan may dismiss or conjure this light at will, though there always is a smoldering light present even, when dismissed. Either way a Dullahan has night vision as all Unseelie Fae possess with or without the light present.

Dullahan all possess a leering mockery of a smile as well. This begins at the corners of the mouth at the time of decapitiation as a maniacal grin. Then as the first week progresses the individual will have their cheeks split slowly and more teeth grow in. This ends with a ghastly face not unlike a Jack o' Lantern. Casual examination from a companion from previous life will recognize the individual, but find the transformation unnerving at the very least, and horrific as the standard.

Racial traits

Dullahan as stated before lose all negative traits and weaknesses at the time of creation. Mab does not permit weakness in her ranks, and seeks to expunge all she can at the point of transformation. If there are strengths that do not directly run counter to Fae existence then they are kept. A winged humanoid would keep the power of flight with it's transformation. That said if an aquatic humanoid was also changed it would not gain the power of flight, or vice versa.

There are several traits unique to Dullahan that all gain. The ability to touch cold iron being the most unusual for a Fae. Dullahan are expected to deal closely with mortals and enter combat with them. As such Mab has changed these Fae to be able to interact with mankind's greatest threat to Fae kind. That said a terrible exchange was made instead, the vulnerability to GOLD. A single touch of gold burns twice as badly as iron to Fae, and a single wound is considered in most cases to be fatal. Even a pin prick of a golden broach may spell the end of a Dullahan knight.

"Let No door may be barred Nor gate locked at your advance, none shall halt your ride at my behest. Let all who witness you seek my quarry be struck blind! You shall be my hand that grasps in the dark, and with the announcement of their Name, doom will be brought to my foes!" -Mab at the moment of a Dullahan's creation.

Dullahan as Mab's attack dogs have been gifted with an unerring knowledge of any mortal target that stands beyond consecrated ground or off water. Only holy or unholy consecrated ground and open water can deter the far sight of a dullahan that seeks its prize.

A shadowy steed marks the advance of a dullahan. These steeds are summoned from the essence of the dullahan itself, and as such functions much as a construct. It requires no food, never tires, and can be resummoned at the point of expiration after a rest. However, a part of the dullahan resides in the beast and as such it has true intelligence, and even a personality. Though they do not need food or shelter they may receive it from their host Dullahan, as the bond between them is very strong and it is common for dullahan to spoil their mount. Usually the mount takes the form of 1 or 2 horses, for riding or pulling of a carriage. Perhaps other mounts may be possible for unique Dullahan.

No form of deterrence will stop a dullahan on their ride. Gates will spring open and throw off any bracing. Doors will splinter or fall off their hinges. If a drawbridge is pulled up, it shall break free from its suddenly rusted chains to fall open. Mountains shake and rivers shall part if required. In cases where the passage requires flight, only for as long as it is required a dullahan may take to the sky on its steed. These instances are the very power of Fae influencing the mortal world to ensure the ride of a dullahan. NOTHING can stop this progress short of divine intervention or the aforementioned situation of consecrated ground or open water.

Dullahan may briefly cast a blinding spell on those who see them on their ride. This is temporary but takes the form of blood being thrown by the rider at the victim. They cannot see for a few minutes at this contact as a magical effect. Blessing or removing curses will immediately remove this blinding.

A dullahan on it's ride is silent, up to the point of contact with it's prize. The dullahan will then raise it's severed head high and speak only the True name of the hunt. This single shout will strike fear into all but the most seasoned men and either way alert the pray to their executioner, no matter the circumstance surrounding them. A king in his hall with a banquet will hear the rider from the court yard, a shepherd will know the cry in the midst of a thunderstorm, and even the deaf will feel the pronouncement in their marrow. This speaking can even stop the heart of the weak willed in rare cases.

All dullahan can locate their head, even without it in their possession. As a further benefit, they do not need their head on their possession to "see". They cannot speak, eat or any other action that requires their head without it. That said a dullahan may leave its head on shore as a life line to dredge a lake bottom for a corpse or other action. No matter the distance a dullahan will return for a stolen head. Though perhaps a bargain may be made in such a situation for a quick witted adventurer.


In summation they are basically the headless horseman mixed with traditional Dullahan from Irish folklore.

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