Species Herlething
Order Faerie
Classification Vaettir
Court Wild Hunt
Sphere Fate
Origin All faeries are born Nameless and must be given a True Name; herlethings have fated Names
Lifespan 2,000 years
Habitat  
Food Fine mortal fare
Description Herlethings appear to be horned riders wearing finery unfit for hunting.
Procreation Herlethings reproduce sexually with one another, other fey, and sometimes mortals.
Esoterica Like all faeries, they are users of The Tradition, a form of poioumenonic lore empowered by dream energies.
The Tradition

Herlethings have these basic fey powers:

  • Herlethings can vanish and become insubstantial by speaking their True Name into a mirror.
  • A circle of salt will protect a herlething from supernatural powers for as long as it goes undisturbed.
  • Any herlething being may summon a faeriesteed or cheval mallet by whistling three special notes.

When a herlething captures a fey, one of these things happens:

  • All fey captured by the herlething are ransomed back to their Court or forced to serve the Hunt, except for those who are descended of the original faeries who killed Herla's wife and his people. These are killed on sight.
  • Other vaettir captured by the Hunt are imprisoned and offered a chance to be part of the Hunt. If they refuse, they are cursed.
  • Non-fey Aeonians captured by the Hunt are captured and ransomed back to their Court. If the ransom is not paid, the Aeonian is cursed or killed.

Herlethings have the power to speak to dogs. They can ride without rest as long as their dogs ride with them.

The weapons of the herlethings are very fine, giving them bonuses in use and damage. Each herlething is armed with a different weapon. The herlethings who die from crumbling to dust ride with the Hunt as visible memories with no power. They can see through the mists into the future once every hundred years.

They ride their Hunt for a season of forty days leading up to midwinter.

Glamour Herlethings can glamour themselves using certain ancient rhymes.
Weaknesses If they do not speak their True Name backwards into that same mirror in half a minute, most herlethings lose their True Names. They have a fortnight to recover it or they become targets of the Wild Hunt, corrupted into another kind of fey, or turn into a hag or boggin. Iron or steel will bind a herlething into powerlessness. An iron horseshoe nailed over a door will bar a herlething from entering a house. Most herlethings detest tobacco smoke, and it can be used to stave them off. This is just a preference, however, and not a weakness. If a herlething comes off their horse before their dogs do, they crumble to dust.
National Culture

In ancient times, the one-eyed fey king Herla rode out with his hunting party and met with a powerful fey lord. Unbeknownst to Herla, this lord was actually the Master of the Wild Hunt. The two rode together and hunted together, and it was the most incredible hunt of Herla's life. He invited the mysterious lord to his wedding, and the lord agreed, if Herla agreed to return the favor exactly a year later. At Herla's wedding, the mysterious lord arrived with his hunting party and more food and drink than Herla himself had gathered for his own wedding. They celebrated, and the lord toasted the king, reminding of his vow to attend the lord's wedding a year later.

A year later, King Herla kissed his wife goodbye and rode out with his hunting party and many gifts and refreshments. They rode into a narrow path in a cliff side, traveled through a dark passage, and came out to a beautiful realm of glowing faerie lamps. They sat down to feast for three days, celebrated the lord's wedding, and sharing gifts. At the end, the lord gave Herla many hunting gifts and two special dogs (a bloodhound and a greyhound), telling Herla not to leap down from his horse until the dog did.

When Herla left the wedding, he found he had not been gone for three days but two hundred years. An army had invaded his realm and killed his wife and enslaved his people. In outrage, some of his men leapt from their horses and turned to dust. Herla warned the rest of his men to wait for the dogs to jump down, but the dogs never did.

Herla and his Hunt began riding and refused to stop until they had hunted down all of the faeries who stole their kingdom. They scattered the invading fey and left the kingdom empty, but they swore to keep hunting. Eventually, they came to a river, and the dogs jumped down to drink. Faced, after hundreds of years, with respite, finally, the men rushed into the river to rest.

Herla, however, had sworn to keep hunting. Seeing that his men needed rest, he stopped for a year and a day, and then called his dogs to ride with him again, forcing his men to ride once more, Herla serving as their Master of the Hunt.

Outside of the Hunt, herlethings live in small bands led by hunt-leaders. Very few herlethings are not male, but some few are. These are considered equal in the band. Children are raised by the whole band, being taught to hunt from an early age. Other crafts in the band include trading, tanning and leather-working, sewing and tailoring, cobbling, wine-making, poetry and song, and animal-grooming.

Herlethings are trapped in an endless cycle, never quite completely leaving behind the wedding party they were returning from. They never are without their finery, never without their hunting gear. They live as if they are in a single moment. Their entire culture revolves around maintaining their finery and their hunting skills.

Wild Hunt Culture

When all of the Hunts come together for the Great Wild Hunt, they answer to the inmortal Master of the Wild Hunt (at present, the Erlking). This happens every seven years. The united Hunt is chaotic. All national, social, and cultural boundaries dissolve as the Hunt rides out throughout all of Lyrilla to take fey, vaettir, and mortals who have violated The Law of the Hunt, an ancient law about when, where, and why one must hunt, but which has implications beyond the mere act of hunting. The seven parts of The Law of the Hunt are

  1. Never kill the fertile prey nor children, for there must be prey next season
  2. Hunt only during the season, for the prey are vulnerable outside of the season
  3. Use all parts of the prey when possible
  4. Aim to kill with as little pain for the prey as possible; if an error is made, fix it
  5. Be mindful of what you are targeting; carelessness is murder
  6. Take care of your hunting gear, for flawed fear can cause unnecessary harm
  7. Share the bounty of your hunt

This can be taken metaphorically, however. For instance, a police officer who makes a wrongful arrest (5), a lord who is too stingy (7), a wasteful farmer (3), a builder whose materials are not good enough (6), etc. will be likely prey.

Those captured during these Hunts belong to the Master of the Wild Hunt alone. The Master will decide their fate. The role of the herlethings in the Wild Hunt is to maintain

Other Courts Herlethings never leave their nation, as they are fated to stay forever in their cycle.
Mortal Interactions Herlethings hunt mortals during their Hunt if they get in the way.
Notables King Herla Cyning, Herlething Manifest;
Special Classes Hunter, Tailor, Wine-Maker
Sample Stats PRO 12
ATH 12
STR 12
AWA 12
WIL 12
ROG 12

Dogspeech 12
Mist Scrying 12
Topic revision: r2 - 28 Jun 2021, SallyJaneBlack
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