Dullahinny Lore

Posted 7 years, 12 days ago by smooshkin

DULLAHINNY ARE A CLOSED SPECIES, YOU MAY NOT MAKE YOUR OWN.

DULLAHINNY LORE

A Dullahinny is a spirit that is inhabiting the body of a dead horse. They can take many forms varying with how the horse has died and the types of spirits nearby at time of death. Any kind of spirit can possess a Dullahinny, but most simply wish to experience life as an equine. Spirits can include souls, elementals, poltergeists, demons, fairies and more.

Though they can be terrifying in appearance, they usually desire only to do what most horses do. Run, play, carry riders and explore the world.

DULLAHINNY POWERS

While powers vary from individual to individual, most Dulla has abilities related to the natural world, healing and death. These powers are granted by the spirit residing within the Dullahinny mixed with the experiences of the host.
One may be able to heal mortal wounds from its own experience as a healing spirit and having received a mortal wound in life, killing the horse.
If absolutely necessary, Dullahinny can spawn "arms" using their spirit energy, made up of whatever the spirit has available to it in its new body, such as blood, bone, vines or lichfire. This takes energy, but allows the Dulla to manipulate objects.

DULLAHINNY ANATOMY

Being supernatural, most Dulla possess otherworldly traits and yet can function just as normal. Always ungulate in appearance, they may have mortal wounds or exposed bones although these "injuries" do not seem to cause them any pain. In fact, they're quite content and seemingly unaware!

CLASS

Dulla fall into categories known as classes. Class often dictates the abilities or nature of a Dullahinny. The classes discovered so far are the following;

Wild - A wild horse possessed by a natural spirit.
War - A warhorse possessed by a spirit of combat.
Haunted - A horse possessed by a trickster spirit.
Fairy - A horse possessed by a fae spirit.
Naval - A horse possessed by an aquatic spirit.

TRAITS

Blood
Lifeblood (Always dripping coloured blood or blood trails)
Djinni (Sand instead of blood)
Apis (Honey instead of blood)

Body
Shuck (Heavily Furred)
Rattled (Exposed Ribcage, Tail or both)
Zombie (Exposed Organs)
Revenant (Possessed Suit of Armour)
Eidolon (Ghostly Full Body)
Tombraider (Full body bandages)
Vanquish (Weapons Embedded in Body)
Fossil (Fossilised/Opalized Bones)
Ancient (Petrified Wood Bones)
Overgrown (Plant life growing on/in body)

Tail
Fable (Unicorn Tuft)
Rattled (Exposed Ribcage, Tail or both)
Imp (Spaded Tip)

Head
Avalon (Unicorn Horn)
Dragon (Dragon Horns on the head)
Will-o-Wisp (Flame over head)
Devil (Horns on Skull)

Wings
Pantheon (Feathered Wings)
Nightmare (Bat Wings)

VISUALS

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AMALGAMATIONS

Amalgamations are usually more powerful Dullahinny with extended abilities. To be classified as an amalgamation, a Dullahinny must possess certain combinations of traits.

Pharoah: Tombraider + Mummy
Bog Lord: Wild Class + Antlers + Cloven Hooves + Zombie or Undead
Glen Lord: Wild Class + Antlers + Cloven Hooves
Fairy King/Queen: Fable + Avalon
Vampire: Nightmare + Saber
Barghest: Shuck + Spook
Destrier: War Class + Revenant + Lich

ANATOMY NOTES THAT MUST BE FOLLOWED BY ALL PURCHASERS

A Dullahinny is defined by its "severing" (the method of its near or complete headlessness). A Dullahinny with a 100% intact neck does not exist.

DESIGN EXAMPLES

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