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Were-worms

Tell me what you want done, and I will try it, if I have to walk from here to the East of East and fight
the wild Were-worms in the Last Desert.
The Hobbit, Chapter I - An Unexpected Party

Little is known about the origins of this evil race, and less so in the western lands on Middle-earth, as
they dwelt in Far East. Some of the Wise believe they were a first step in the creation of the mighty
dragons, before the Enemy managed to give them strong bodies. Others say they are not related with
dragons at all, and they are nothing but evil spirits incarnated to serve the Enemy, much like the balrogs
but of a very different nature. It is also common belief about the few scholars who study this matter that
the animosity between both races was the reason behind the Were-worms exile far from Angband,
however a few say they were spawned in the east from the beginning. Whatever the reason, dragons hate
and despise were-worms and were-worms envy dragons and will always try to best them using their
scheming minds. Truth is both races share their malice and cunning, and much like Glaurung himself the
were-worms enjoy playing cruel mind-games with their victims and there is power in their voice. Besides
their persuasive voice, it is said some among them can cast an illusion on themselves for short periods of
time to look like normal men.

(Drawing based on this miniature, without scythe and shoulderpad)

Physically they are utterly repulsive, with a man-like upper half and a worm-like lower body. Were-
worms are poor fighters because they are slow-moving and their lower body is soft, although they are
resilient.

They dwelt in darkness, usually underground although mist-clouded swamps are also possible, but they
do not like solitude because their love for secrets and their drive to meddle with the life of “lesser”
creatures is as deep as the dragon love for gold. They live for causing pain and suffering and they find joy
proving themselves they are smarter and more clever than any visitor they may have. Normally they are
found in labyrinthical lairs, with places to hide should they need arise, and some not very bright minions
used to provide food and protection. These minions can be maggotmen, orcs, trolls even or any other
creature unlucky enough to be under the influence of the were-worm.

They are known for welcoming anybody seeking their aid. If the visitor is weak-minded, such goblins, the
were-worm voice alone will suffice to make them obey his suggestions as orders, making them believe
they should thank the great were-worm for being allowed to work for him. But if the visitor is deemed
interesting and clever he will be considered worthy to make deals with the were-worm, asking anything
he want in exchange of fulfilling a request. It is the game were-worms like to play and they respect the
rules to the letter keeping their part of the bargain scrupulously, but they demand the request to be
satisfied beforehand and there is always a catch in what they offer. Only desperate or unwise people seek
their aid. There are many legends about them scattered in the east lands and all have tragic endings, for
example the one about a noble hero in need of a magic sword to slay a dragon is asked to steal a Great
Eagle egg for the were-worm to suck, the sword was magic indeed but cursed and to lift the curse he
needed the aid of the Great Eagles he could never get; or the one about a greedy soldier asking the
location of a secret Dwarven treasure and revealing in exchange the weakest spot of his city, the treasure
was a gigantic gold statue the soldier could never take and his city was ravaged by the enemy along with
his loved ones. According to legends even wars have been starter between friendly kingdoms because
were-worms. All this tales have the same moral: no matter if you think you have nothing to lose, the
were-worm will enjoy proving you wrong and then taking whatever you have left, leaving you in
suffering and pain. Still there is always somebody foolish enough to play the game.

Besides doing pacts, they like to learn secrets and to such end they keep networks of spies in near
communities if they can and sometimes they trade secrets among themselves. Their spies can be animals
or people who owe them a favor, people who are being blackmailed or are fulfilling the were-worm
request as part of a deal. Whatever the method, news travel fast to their caves and their sharp minds can
guess secrets, hidden motivations and find patterns to anticipate the likely outcome of things to come.

Attribute Level
6
Endurance Hate
54 10
Parry Armour
4 1d
Skills
Personality, 3 Survival, 1
Movement, 1 Custom, 3
Perception, 2 Vocation, 2
Weapon Skills
Sharp Claw 1
Special Abilities
Hate Sunlight Dreadful Spells*

Deceiving appearance Craven

*Dragon-spell (see tales from the Wilderland, page 150)

Deceiving appearance
Spending 2 Hate points the were-worm can cast an illusion on himself to look like an old disgusting man,
but his upper half will look the same so they will hide their short but sharp claws, never showing their
hands opened (a successful use of Lore may reveal this). The illusion will last for the duration of an
encounter.
This skill takes time to use, so it can only be used if the were-worm knows ahead of time he will have a
visit. It cannot be used if the were-worm is taken by surprise or if he is in well-lighted place. The use of
the Wood-elf Cultural Virtue elf-lights or objects such an elf-lamp will neglect it.

Weapon Damage Edge Injury Called


type Shot
Sharp 4 10 12 -
Claw
Maggotmen

It is unclear if were-worms can spawn weaker creatures on their own, same as dragons or great spiders, or
if these creatures are the result of some kind of curse on unfortunate Men. They are slow, coward, dim-
witted and servile, fit only to serve the basic needs of his master and as cannon fodder and usually never
leave his master’s lair.

(Drawing based on this miniature)

Attribute Level
2
Endurance Hate
10 1
Parry Armour
2 1d
Skills
Personality, 1 Survival, 1
Movement, 2 Custom, 1
Perception, 1 Vocation, 1
Weapon Skills
Claw 1
Special Abilities
Hate Sunlight Craven
Foul reek

Weapon Damage Edge Injury Called


type Shot
Claw 3 Eye 14 -

How to introduce a were-worm in your campaing

Despite the fact they dwelt in the dar east, you can have the odd one in some remote location of North-
western Middle-earth. As the balrog of Moria, he fled the destruction on Angband hiding deep into the
earth. Then, by the secret paths of creatures far below the surface, he travelled long miles exhausted and
wounded until emerging in a cave. You can place him in any mountain range, be it the Ered Mithrim, the
Hithlaegir or any other, and he can fit the role of the mysterious evil lurking in the cave of Nan Mordeleb
(see Horse-lords of Rohan for more details).

His corrupting influence may have left an mark in the surrounding land, but he will be very careful about
not revealing himself, as he is not interested about bowing to Sauron. He will be a figure of legends, old
ones if he is keeping a low profile or recovering from a grievous wound (and in this case undoubtedly
plotting his revenge). These legends can be known by a successful use of Lore skill. Here you are some
suggestions if you place him in the Misty Mountains or western Grey Mountains:

- Léod of the Éothéod desired to tame and ride the first of the Mearas. For years he tried and
failed. In despair he sought the hidden cave of the were-worm, deep under the earth. Nobody
knows what he gave in exchange, but he did the found the horse and muttering a secret word
revealed by the were-worm, he was able to mount it, so the deal was fulfilled. But as soon as the
effect of the magic word wore off, the horse threw him to the ground, killing him.
- Eiláfr’s Sword: Eiláfr was an Éothéod. Despite being the son of a well-known warrior, his
courage failed him every time he had to fight and so he was ashamed by his people and his
family. He was thinking about putting an end to his misery when a black crow came to him,
inviting him to the were-worm cave. There he was offered a sword who will fill him with
courage in exchange of one innocent life and he agreed. After killing a child, he became a
bloodthirsty warrior because the blade was cursed. He as present in many of the worst massacres
of Hill-men in the Gundabad Vales. He killed his own brother when the truth about his horrible
crime was revealed. Legeng says he was entombed in a lone barrow with the cursed blade.
- How the River-folk learn to trade: long ago Anniki, one of the first River-men, followed the
Great River Anduin up-stream and there he found the cave of the were-worm. He was a good
fisher, but he wished he had more gold so he could build a palace like the king of Framsburg.
The creature proposed him to be his servant, for every ten year he spent serving the were-worm
he would get a coffin full of gold. The were-worm thought since Anniki was very ambitious, he
will have a slave for life as he will always want more. Anniki spent the first ten years spying on
the were-worm every time he was making a deal on someone else and so he learnt he had been a
fool. He told the were-worm he wanted gold no more, as he knew something ill will happen if he
took it, and they play a game of riddles. If the were-worm won, Anniki would have to serve him
for life but if Anniki won he could walk away. Anniki won and he run away fearing the were-
worm could turn on him. He got no gold, but thanks to all the years spent learning from the
were-worm, he became a very successful trader.

Adventure Hooks

- The conspiracy: The were-worm is pulling the strings to create bad blood between neighbors,
trying to escalate the conflict to a blood-feud. The group will try to prevent it, learning who is
behind.
- A pact with the Devil: as bad as it sounds, the group has to face an unstoppable evil and the
were-worm seems their only choice. They will have to be very careful and try to outsmart him or
suffer the consequences.
- Stopping the menace: the creature’s lair has been located and the group is tasked with putting an
end to his Machiavellian games. They will have to face many obstacles and treasons before even
entering his cave…
- The maker or Orc-men: The were-worm is the terror on Nan Mordeleb and he is league with
Saruman. He has made a deal with the White Wizard and his end of the bargain is corrupting
men, degrading them to an orc-level so they can mate with these foul creatures. The group will
have to rescue a Dunlending a Rohir prisoner doomed to such fate (and maybe even learning the
connection with Saruman in the process!).

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