Warg-Wolf

AUTHOR: Josh Kapfer (ReptileJK)

ISSUE: 10:11

 

Attributes

BRG 10 (+2)

NIM 9 (+1)

PER 10 (+2)

STR 9 (+1)*

VIT 10 (+2)*

WIT 4 (+0)

Reactions

STAM +2*

SWIFT +2

WILL +2

WIS +2

 

Defence

11

Size

Large

Courage

 

Health

11

Move

12

Renown

 

 

Edges

none

Flaws

none

Special Abilities

Natural weapons (2D6+3, bite), Armour (+3), Silent and Cunning Ways, Coordinated Fell Deeds, Vice-like Grip, Flee from Fire, Ill-at-Ease in Trees

Skills

Armed Combat: Natural Weapons (Bite) +6, Intimidate (Fear) +5, Jump +5, Language: Warg Speak +3, Observe (Smell) +4, Run +9, Stealth (Sneak) +9, Track (Scent) +2, Survival (Forests, Mountains) +5

 

TN Equivalent

10 (pack of three)

 

Description

These are a sub-species of canid that arose several centuries ago due to indiscriminant breeding between true wolves and Wargs that had escaped their pens in Angband, Gundabad and the like. Hybrids are hulking, fearsome beasts that possess qualities of both Wargs and wolves. For example, they retain the wolf’s natural instinct to hunt and survive in the wild, while also possessing the immense size and battery of natural weapons found in Wargs. They are not common, but one is more likely to be attacked by this sub-specie of canid when traveling through Middle-earth than any other. In fact, hybrids are most likely the actual cause of many reported wolf attacks in Middle-earth. Note: This sub-specie includes the White Wolves said to be responsible for attacks on humans during the Fell Winter of Eriador (TA 2911) and the Dire Wolves of the south.

 

It should be noted that animals normally labeled as hybrids (i.e. the result of copulation between two similar but distinct species), generally, are never considered a true species of biological organism. This is because, for an organism to be considered a true species, it must be able to reproduce and give birth to fertile offspring. In most instances, hybrids are sterile and cannot do this. The textbook example being the mule: the result of copulation between a horse and a donkey. Mules are not considered a true species of animal because they are sterile and cannot reproduce (thus, the only way to propagate mules is by continually breeding donkeys and horses, and not by breeding one mule to another). While hybrids were named such by the free peoples (a name that has stuck to them for centuries), they are actually not a true hybrid, but a distinct species in their own right. This is because hybrid Warg/wolves can copulate with other such hybrids and give birth to fertile offspring.

 

In general appearance, hybrids look almost identical to wolves, only much larger (average weight being approximately 275 lbs and average height being 4 ft at the shoulder). They do not have the stubby tails of wargs, or the exaggerated stocky shoulders. They do, however, possess many of the personality traits commonly associated with Wargs (see later sections for a better description of these).

 

Unique Special Abilities

Silent and Cunning Ways: All wild and fell canids have an extraordinary ability to employ stealth to mask themselves and their scents. They also have an uncanny ability to find track scents over large distances.

Effects: All wild and fell canids automatically receive a +3 to the first Stealth (Sneak) test performed during an attempt to catch something unawares. They also gain a +2 to any Track (Scent) skill one time per day.

 

Coordinated Fell Deeds: The minions of the Dark Lord have essentially domesticated Wargs (see previous sections). Therefore, Wargs have an innate ability to be able to understand the wishes of Goblins, Trolls, and Ringwraiths through vocal and visual cues.

Effects: A Warg-rider or Ringwraith need not necessarily have physical contact with a Warg to persuade it to do its bidding. As long as eye contact is possible, the fell canid can be given subtle voice or hand signal commands. Furthermore, if a Warg is encountered in the wild, one can be almost certain that it is not alone. Thus, every time a seemingly unaccompanied Warg is spotted, roll 2D6 and refer to the table below to see what is traveling with the beast.

 

RESULT OF ROLL

WARG ASSOCIATES

12

None

7-11

1d6+4 Orcs

3-6

1d6-1 Trolls

2

1 Ringwraith

 

Vice-like Grip: Due to the extra set of canines present in their mouths, Wargs and Hybrids have the ability to grab quarry and hold it immobile.

Effects: If a Warg or Hybrid makes a successful attack, the Narrator should determine whether or not the weapon hand of the attacked adventurer is the target by rolling 1D6. If a 4 or greater is the result, the weapon arm is grabbed in the animal’s jaws. If this occurs, the weapon arm cannot be freed for 1D6 rounds and the trapped adventurer receives additional damage from the teeth each round that the beast holds him. On a roll of 1-3, the adventurer’s off-hand is the target and he is immobilized, but can still attack the beast with his weapon. A successful attack by the adventurer will cause the Warg or Hybrid to release their grip immediately.

 

Flee From Fire: All Wargs and Hybrids fear fire when it is wielded in the hands of an opponent. The reasoning for this is not understood, however, it has a profound effect on these animals.

Effects: When presented with fire (e.g. on the end of a torch or blazing stick) a Warg or Hybrid must make a Willpower Test (TN 7) at the beginning of each round.

 

SUCCESS

EFFECT

Extraordinary

The Warg or Hybrid does not flee unless it chooses to and also receives a +1 to its first attack. Furthermore, it does not need to re-roll to resist fire for 1D6+4 rounds

Superior

The Warg or Hybrid stands its ground and may attack, if it chooses, with no extra bonuses. Furthermore, it does not need to make this test again for 1D6 rounds

Complete

The Warg or Hybrid stands its ground for 1D6 rounds, but will not attack

Marginal or worse

The Warg or Hybrid turns and flees for 1D6 rounds

 

Restrictions: Wargs and Hybrids will not go near a stationary fire (such as a campfire) and will not flee from fire unless they are attacked with it and fail their Willpower test as described previously). Domestic dogs do not fear fire. Furthermore, while wolves will not approach fire, they also will not run from it in the fashion that fell canids will.

 

Ill-at-Ease in Trees: Canids are not physically designed for climbing. Therefore, they cannot climb trees after quarry, no matter how much goading occurs. This is also true of true wolves and dogs. However, what they lack in arboreal prowess, they make up for in patience. Thus, Wargs and Hybrids can wait hours and even days for quarry that is attempting to escape them in trees to come down (or fall down after fainting from lack of sleep, food, or water).

 

 

Habitat

Despite the fact that hybrids are large and ferocious in their behavior and hunting tactics, this sub-specie is relatively rare in Middle Earth. They generally avoid humans (although have been known to exist near urbanized areas in heavily wooded northern habitats), and avoid true wolves when possible. They seem to prefer dense old-growth forests, with many trees and little under-story vegetation (i.e., plants growing at the base of trees, such as grasses, shrubs and raspberries). Because of this, they are more frequently found in Northern Middle Earth and most of Mirkwood, outside of the Wood-elf’s realm (Note: While Elves do not spare hybrids when encountered, they feel great pity for them. This is because hybrids are creatures that have been indirectly perverted by the Dark Lord and, although dangerous, act only on the survival instincts instilled in them by Morgoth and Sauron.). They also exist in the northern Misty Mountains, the Grey Mountains, and the boreal forests north of there.

 

 

Society

Hybrids are much more social animals than Wargs, but exist in harem-like packs of no more than 3 or 4 individuals (1 male and 2 or 3 females). The male is always considered dominant in the pack, although females do most of the strenuous work during group hunts (see above). Most alpha males attain their position by killing or defeating an existing alpha male in combat. Therefore, because rogue males (which are usually younger individuals) will almost always attempt to take over the alpha position within packs, they are chased away immediately by current alpha males if encountered.

 

Rogue females are also chased off (usually by current females within the pack). This is presumably done to give the current females confidence in the fact that they will have breeding opportunities each year. The result of too many females existing within a pack is less breeding opportunities. Packs also occasionally form when a rogue male comes into contact with several rogue females. Because parents chase off all offspring as soon as they can fend for themselves, juveniles are usually still relatively young when on their own and not able to defeat a current alpha male. Therefore, the only rogue males that pose an actual threat to current alpha males are over 5 years old.

 

Interestingly, hybrids have only dominant visual and vocal cues, and no submissive ones. Therefore, when two unacquainted hybrids meet, the individual that displays the more impressive dominate cues will win the bout. These cues include the bearing of teeth, holding the tail erect, pointing the ears forward, and growling. Furthermore, hybrids rarely howl to communicate. Instead, they use deep guttural barks to communicate with one another.

 

Although hybrids have a stationary and nomadic phase (similar to wolves), the stationary phase is much more abbreviated (usually only in the spring). The rest of the year, these animals roam about in territories averaging 30-50 square miles in size. A hybrid can run at speeds of 27-35 mph, adopting an average speed of 5 mph when searching for food within its territory. Longevity is normally 5-10 years.