HopFish
(Crawling Piranha)
Well,
these guys are pretty simple. Piranha are already terrifying. Some
cave fish have already learnt how to climb up rocks. Piranha like to
jump occasionally. What could make more sense than a Piranha species
in dangerous circumstances evolving stiffened fins and hopping out of
the river after their prey?
Albino
of course. Maddened by blood. Strange little “click click click”
as the first few leave the water. Then you turn and shine your
lantern at the ground and see it covered with these white, twitching,
hopping fish. Tapping forward awkwardly on their fintips. Their jaws
churning.
They
wouldn't be able to stop prey running, or follow them for very long.
So they would probably attack where movement is constricted. A series
of slight, low islands in a river. Or leaping out of a waterfall as
you cross it. Climbing down after you as you attempt an emergency
rappel.
They
are a pretty low level threat if you think about it, but everything
else I've done is terrifying so why not?
Knotsmen
(Gordionites)
Some
called them Debtsmen, but this name has been forgotten now.
Agonised
puritan secret-thieves. Slave-hunters. Desperate fighting
philosopher-cowards. The ultimate Sophists, a life built on lies and
hidden knives.
They
guard the Hive of Glass and the legendary Alepholith* at its centre.
They sometimes shepherd the Stormsheep. They map and re-map the
Underdark. Searching.
The
skin of a Knotsman has bumps. Throbbing nodules of mixed up red and
blue. Sticking up through the skin, almost breaching the pale flesh.
Its their blood.
Think
of two hose-pipes braided together in irregular lumps like the cables
behind a cabinet. Then imagine them filling up with water, turgidly
locking into place as the stuff flows through. These are the veins
and arteries of the Knotsmen. They are mixed up and tangled in the
flesh. The pressure forces lumps of body-tubing up under the skin
where it ticks with the pulse like a forehead-vein. Every Gordionites
tongue has a golf-ball sized lump in its centre where the veins mash.
If they were to accidentally bite down on this, they would bleed out
in minutes.
The
Knotsmen are in incredible discomfort. It hurts to do anything. They
will deny this. They are not in pain. You can see in many, broken
pins sticking from the veinal twists. This is where some have
desperately and dangerously tried to unknot their own flesh. The pins
break and cannot be removed. They will deny this. Press again and
they attack. Suicidal rage before the truth.
Knotsmen
want armour but it makes them very uncomfortable. They fight so very
very carefully.
The
Knotsmen sold their children’s souls before their birth. They live
in debt. The debt can be redeemed by surrendering another soul that's
not been made. They hope. So every one that lives goes on, knowing
they must feed fate their children to escape.
They
will not admit this is true. They will not accept this is wrong. They
will hold fanatically to the death-deal they have made and, every
time each one denies the truth, another knot forms within them. There
is a strange power in this.
Old
Knotsmen are rabid, twitchy and pustulent with distended knot-flesh.
Their leaders and priests have curling back-turned bones and are not
seen.
The
Knotsmen often run. Young and sometimes old. Often with their
children. They try to escape. But this is the Underdark and there is
nowhere to escape to.
They
obsess over maps. They are seeking their escaped children. Hunting
them to ensure their own survival. Not just the parents but the whole
culture. Any breaking of the bond of soul-debt is seen as the most
terrible threat to all. An obscene and unforgivable crime. Evil and
inexplicable. The map-need helps them find their hidden kids. It is a
dual-edged blade. Knotsmen know the Underdark better than anyone.
Their escapees are well informed.
Knotsmen
hoard and trade map-knowledge and will hunt the slaves of other
cultures for fun and profit.
It
lies in the centre of a labyrinth of volcanic glass. Anyone entering
can see every single thing inside. The glass cradles light like
cathedrals carry sound. Distorted fun-house views of lighted rooms
are glowing in the quartzy walls, accessible to all. Nothing is what
it seems. Few have survived. Many have tried. The Alepholith is
within and anyone who seeks a secret thing can discover it there.
Look I'm still digesting the antiphoenix okay?
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