The Erlking
Legends speak of a time before memory, when the Erlking, then known as the Erlkönig, ruled the wildwood - an elusive figure, some say an elf king, others a guardian spirit of the hunt. Tales arose of children bewitched away by his alluring song, vanishing into the heart of the forest. Was he a protector gone wrong, or a predator in disguise?
Across lands and cultures, the Wild Hunt rides. A spectral chase led by a fearsome lord, its thunderous hooves echo through folklore and into the modern world. The Erlking, some say, embodies this embodiment of winter's fury, a chilling reminder of nature's unforgiving embrace.
The Erlking, a noble in Queen Mab’s Winter Court, and King of Goblins is a fearsome enforcer who embodies the culling aspect of the hunt. He is ruthless, efficient, and a chilling reminder of the Winter Fae's power.
Yet, whispers abound of a darker truth. Perhaps the Erlking wasn't always Mab's pawn. He may have been a powerful nature spirit, a guardian of the hunt, corrupted by Mab's influence. A twisted bargain for power, binding him to her will and transforming him into the Winter Court's merciless agent.
The Erlking remains an enigma. Is he a chilling predator, a twisted guardian, or a pawn in a larger game? His story continues to unfold, a dark melody echoing through the shadows, a reminder of the hunt and the shadows it casts.
Aliases: The Lord of the Hunt
Culture: Fae (Winter Court)
Class: NPC
APR: 2 (due to quickness and magic)
Hit Points: 10
Attack: by weapons
Weapon Use: all known weapons
Abilities
Marksmanship: The Lord of the Hunt knows how to use all bows and crossbows. He receives six arrows a day (6x day). These may be refiled at a local preset area. If a player, NPC, or monster without armor is struck, they are instantly dropped to 0 HP. This can be blocked by shields and magical armor. This attack ignores APR.
Summon Allies: Whether it be Goblins, Red Caps, or Hounds, if the Lord of the Hunt calls, any and all of those present in range of hearing must heed his call, and fight and hunt for him if commanded.
Create Hounds: If a target player, monster, or NPC is taken to 0 HP by the Lord of the Hunt, he may choose to have them revive as a Hound of the Hunt.
Nature's Fury: This ability only works in the Feywild. The Lord of the Hunt can summon lighting bolts to strike targets. He receives six spell packs per day (6x day). This ability renews at Dawn.
Control Nature: This ability only works in the Feywild. The Lord of the Hunt can use the very plant life itself as a weapon. The Lord of the Hunt can cast the Entangle spell six times per day (6x day). He receives six spell packs per day. This ability renews at Dawn.
Animal Empathy: Animals will not harm, or take part in harming, the Lord of the Hunt. In the game this means that all benefits provided by familiers, mounts, pets, and summon creatures will not work while attacking the Lord of the Hunt, but will work if defending against an attack from the Lord of the Hunt.
Blessing of the Hunt: The Lord can bestow a temporary buff on allies. Each other NPC, Monster, or player in the Lord of the Hunts party receives a +1 to Damage.
Weaknesses
Fae: Cold Iron reduces the Lord of the Hunt’s APR to 0.
Aliases: The Lord of the Hunt
Culture: Fae (Winter Court)
Class: NPC
APR: 2 (due to quickness and magic)
Hit Points: 10
Attack: by weapons
Weapon Use: all known weapons
Abilities
Marksmanship: The Lord of the Hunt knows how to use all bows and crossbows. He receives six arrows a day (6x day). These may be refiled at a local preset area. If a player, NPC, or monster without armor is struck, they are instantly dropped to 0 HP. This can be blocked by shields and magical armor. This attack ignores APR.
Summon Allies: Whether it be Goblins, Red Caps, or Hounds, if the Lord of the Hunt calls, any and all of those present in range of hearing must heed his call, and fight and hunt for him if commanded.
Create Hounds: If a target player, monster, or NPC is taken to 0 HP by the Lord of the Hunt, he may choose to have them revive as a Hound of the Hunt.
Nature's Fury: This ability only works in the Feywild. The Lord of the Hunt can summon lighting bolts to strike targets. He receives six spell packs per day (6x day). This ability renews at Dawn.
Control Nature: This ability only works in the Feywild. The Lord of the Hunt can use the very plant life itself as a weapon. The Lord of the Hunt can cast the Entangle spell six times per day (6x day). He receives six spell packs per day. This ability renews at Dawn.
Animal Empathy: Animals will not harm, or take part in harming, the Lord of the Hunt. In the game this means that all benefits provided by familiers, mounts, pets, and summon creatures will not work while attacking the Lord of the Hunt, but will work if defending against an attack from the Lord of the Hunt.
Blessing of the Hunt: The Lord can bestow a temporary buff on allies. Each other NPC, Monster, or player in the Lord of the Hunts party receives a +1 to Damage.
Weaknesses
Fae: Cold Iron reduces the Lord of the Hunt’s APR to 0.
Alignment
Neutral
Honorary & Occupational Titles
Lord of the Hunt
King of Goblins
Noble of the Winter Court
Friend of the Summer Court
King of Goblins
Noble of the Winter Court
Friend of the Summer Court
Children
Quotes & Catchphrases
Ah. Caught out by mine own words, ’twould seem. Courtesy is not a close companion unto me, so perhaps it is meet that in a duel of manners, thou wouldst have the advantage. And this hall honors cleverness and wisdom as much as strength.
Aligned Organization
Other Affiliations
Comments