The Alderking is an ancient and dark myth about the King of fairies and goblins who rides out to hunt the greatest game of all: man. The lucky ones caught up in the hunt are killed by the Alderking and his minions, but the unlucky few are captured and taken back to his underground demesne, whose screams are heard in the autumn winds.
The Alderking’s hounds for his great hunts are vicious werecreatures drafted from his mortal prisoners. The Erlrings, crafted by enslaved cave-dwelling goblins, are simple iron rings with a motif of the Alderking’s antlers, these rings are the Alderking’s collars for his hounds. Very rarely, a werecreature is killed during a great hunt; and if the Alderking’s minions are too far in their bloodlust, the hound’s Erlring may fall into mortal hands.
Name: Erlring
Type: Jewellery
Blessing: The Erlring grants its wearer the power to transform into a werecreature at will. When first used, the wearer chooses what sort of werecreature they will be (e.g.: werewolf, werebear, etc) and then this is fixed. When transformed, the wearer drops all equipment except for the Erlring. The wearer is granted 5 additional Physical Wounds and gains the following bonuses to his Skill Checks:
- +40 to all Checks involved with exploration and perception
- +25 to all Checks dealing with Combat
- -25 to all Checks involving intelligence, knowledge or the mind
- -40 to all social-based Checks
Curse: While the wearer can voluntarily shift between man and werecreature at will, the Erlring will also do that for him. Whenever you fail a Will Skill Check, you must choose between suffering a Mental Wound equal to the result, or immediately transforming into a werecreature. Contrariwise, whenever you suffer a Mental Wound, you must immediately make a Will Skill Check with a negative modifier equal to the damage you suffered. Failing this will immediately transform you into a werecreature. When involuntarily transformed, you can’t shift back until 10 narrative actions or turns have passed.