BLOODWORM
Bloodworms live in shallow underground pools of water and are often
mistaken for mossy boulders. Their pointy, retractable fangs can extend
up to 32 inches during an attack. They are repelled by the smell of
boiled chives; always carry some if venturing near known bloodworm
spawning ground. One such spawning ground is the
Miznia Jungle, where
the local variety of bloodworm have pairs of fangs that measure in at
an astounding three feet; thus the jungles has gained the reputation
for being the "Bloodworm Mecca of the
G.U.E." Bloodworms are usually
white and gray and black and red and black.
The bloodworm
has two primary means of attack. The most popular method involves small
groups of the creatures, normally groups of three, attacking en masse
in the hopes of overwhelming adventurers. The stronger (and some would
argue more intelligent) varieties of bloodworm attack on their own.
Able to hide in plain sight with natural camoflage that resembles a
mossy rock, such a bloodworm may wait until a lone adventurer walks too
near, striking with its vampiric, needle-like teeth in the hopes of a
surprise advantage being enough to overwhelm such an adventurer. It
should be noted that bloodworms of this second, more dangerous, type
have only been seen in the Jungles of Miznia.
Bloodworm whiskers are coveted by magicians for use in various
conjurations.
These highly dangerous creatures were once thought exclusive to the
Jungles of Miznia, but reports of these monstrous vermin in the
marshlands near
Mizniaport were confirmed by the mid-tenth century. During
the
Great Monster Uprising of the
Second Age of Magic, bloodworms were
reported in the following regions: Miznia (the Marshland, Jungle and
Lost Castle of Y'Syska),
Crab Island,
Kovalli Desert (though this is
probably a mistaken report of the
lerf),
Egreth Castle, and the
G.U.E.
Tech Training Grounds in the
Ethereal Plane of Atrii.
SOURCE(S): Zork II (The GUE on 9 Zorkmids a Day), Sorcerer, Beyond Zork, Legends of Zork |