His Majesty the Worm
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His Majesty the Worm
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The forest's thickness is lessening, with room for paths of turned earth, rectangular pits, a whiteness as of mushrooms peeping from the ground. With horror we see from the thirteenth tarot that the underbrush is fertilized with half-withered corpses and fleshless bones.
"Why, where have you brought me, Fool? This is a cemetery!"
And the Fool says, pointing to the invertebrate fauna feeding in the graves:
"Here a monarchy reigns, mightier than you..."
His Majesty the Worm Bursts Forth from the Underworld!
What is His Majesty the Worm?
His Majesty the Worm is a new-school game with old-school sensibilities: a classic megadungeon experience given fresh life through a focus on the mundanities and small moments of daily life inside the dungeon.
His Majesty the Worm is a tabletop roleplaying game designed for dungeon crawling written by Josh McCrowell and published by Exalted Funeral. The Game Master is given tools to create a megadungeon called the Underworld. The players create adventurers to explore the Underworld in pursuit of their personal quests. Tarot cards are used as a randomizing element.
- Food, hunger, light, and inventory management are central to play and actually fun.
- Tarot cards are used to create an action-packed combat system that ensures that all players have interesting choices every minute of combat: no downtime!
- The game has robust procedures. Characters adventure in the Underworld, rest in roleplaying-driven camping scenes, and plot long-term schemes in the City at the center of the Wide World.
- The relationships between companions, called Bonds, powers the rest and recovery mechanic of the game. Roleplaying drives the game forward.
Everything You Need to Play (Just Add a Tarot Deck!)
The game is intended for a traditional setup between a single GM and 3-6 players. It emphasizes long-term, Metroidvania-like play. The book is 404 pages long, split up over 10 chapters and 5 appendices. The print edition is silver foil stamped and has a ribbon bookmark. The digital edition is thoroughly cross-linked, with a robust index. It is a complete game with everything you need in one tome (just add a tarot deck).
What People Are Saying
“Very cool and creative stuff here”
—John Darnielle of the Mountain Goats
“His Majesty the Worm is a dungeon crawler masterpiece, bridging the way to the next generation of tabletop fantasy games. Inventive mechanics that spur your game forward, it is a must-read for designer tinkerers and a must-play for fans of avant garde roleplaying games.”
—W.F. Smith, Prismatic Wasteland (author of Barkeep on the Borderlands)
“His Majesty the Worm is a dungeon crawler honed to the sharpest edge. The tarot card mechanics are novel while easy to understand. Every design decision and subsystem has been painstakingly hand crafted, with explanation for WHY it exists right here in the book, letting you hack the game into something that fits at your table. The Challenge mechanics reward clever players and tactics, keeping everyone engaged and tuned in for the perfect opportunity to lay down their next card. This game will blow your socks off!"
—Ty Pitre, Mindstorm Press (author of Swineheart Motel)
“An instant classic. Brilliant and weird and eminently portable—my favorite combination. The monsters you choose to include in your campaigns and dungeons turn into the powers your players can wield. Love it. The formatting is beautiful and the prose is readable and clear while still being evocative. Fantastic.”
—Zephyr Studios
The Team
Created by Josh McCrowell
Published by Exalted Funeral Press
404 pages, hardcover, A4 size, black and white throughout, silver foil stamped cover, a ribbon bookmark. PDF included.
Version: PDF Only
I’m glad I shelled out the extra cash for a physical copy! While HMtW is of course a mechanically innovative game (and I think there are ways to draw on its suggestions in running other games as well), the book itself is also really pretty. A pleasure to flip through.
I’ve barely peeked into this but every page is beautiful.
Love love love this -- not only is the presentation stunning, the book takes a novel and very interesting approach. Rather than dice, it uses tarot cards... and through this, the system through which random chance is expressed in-game ends up being so much more descriptive and nuanced than simple dice rolls can manage. As somebody with experience reading tarot cards, I find some of the ways they're used a touch counterintuitive -- the meanings of wands and cups seem to be confused in places, for instance -- but I think this was probably done to hew close to the way a person *without* knowledge of the tarot might interpret those symbols (wands might be representing *magic* wands, for instance). In that sense, the system probably works even better for people with no or little real tarot knowledge to speak of. And even with these things in mind, I still massively enjoy and appreciate the chance to explore a wholly original take on RPGs that utilizes another of my oldest hobbies!
An impressive tome, visually and a well written game. Excited to play it.
McCrowell is a master of the craft and this tome puts that on full display. It’s exciting to buy this and feel like you are on the cutting edge of what a ttrpg can be if it breaks free from the established norms and tropes. I’m someone who loves OSR (both renaissance and revolution) but this is the first time I’ve felt like the medium is breaking free from the dichotomy of 5e or OSR. This is something fresh and new that every lover of the medium should experience. I recommend this even if you never end up playing it.
For this system to fully shine, you need a table of players who are able to really inhabit their characters. Achieving this seems far more possible if you are “in the industry” as McCrowell very much is. For a normal table of average joes, I all but guarantee there will be at least one player in your group that “doesn’t care about all that role play stuff.” Depending on your tables resilience with handling a grumpy or disinterested player, this system may or may not be practical.
Long story short - buy this if you at all have a passion for TTRPGs and want to be on the ground floor of history. Manage expectations that your table likely will not fully reach the depths of immersion you will wish you could after reading this.
This book gives you something to strive for.