Oh, the wonders that lie in Halanna's Breath! The magical energy flowing through chasms and gorges, sustaining the subterranean flora and fauna in a dance of life unseen in the world above. Grimmar Gordwar, foreword of "Serpentspine Flora and Fauna, 1st Ed, 1732"
The Serpentspine Fauna is part of a diverse and unique ecosystem found nowhere else on Halann. This subterranean realm, hidden away from the sun's light, harbors an array of life forms, each adapted to the challenging conditions of the underground world. From bioluminescent plants illuminating vast caverns to colossal creatures, the Serpentspine Fauna is a testament to the resilience and ingenuity of life in the depths. The ecosystem's intricate web of symbiotic relationships and its magical energy flow known as Halanna's Breath make it a subject of immense interest and study among biologists and researchers. Even though the Serpentspine has been explored by modern scholars for centuries, only a fraction of it's total area is believed to have been thoroughly explored and cataloged.
Aberrations[]
The aberration category of life comprises a wide array of creatures that defy the typical norms of the natural world. Aberrations are known for their bizarre and often unsettling appearances, as well as their unnatural abilities and behaviors. Unlike creatures classified as beasts or humanoids, aberrations are not bound by the typical rules of evolution and adaptation. Their origins are often shrouded in mystery, leading to speculation that they may come from other planes of existence or result from strange and potent magical experiments gone awry.
Animals & Beasts[]
The Animals and Beasts category of life encompasses a diverse group of creatures that are biologically and ecologically similar to one another. These beings are found throughout the natural world and are often characterized by their instinct-driven behaviors, well-defined anatomical structures, and roles within various ecosystems. Unlike creatures in other categories, such as aberrations or outsiders, animals and beasts typically follow conventional biological patterns and do not possess inherently magical or supernatural abilities.
Bnunin[]
The Bnunin are believed to have originated from common surface-dwelling bunnies, who migrated into the caves of the Serpentspine Mountains centuries ago, likely seeking shelter from predators or environmental changes. One theory also states they were first imported as pets for the ancient Aul-Dwarov kings, and later escaped into the mountains. This is however regarded as pure myth by most serious biologists. However, over time, they have evolved to better survive in the unique, harsh underground environment.
Firstly, their eyesight has adapted to the low light conditions in the cave. Their eyes have become larger to capture more available light, and it is believed they can detect bioluminescent Serpentbloom that are prevalent in deep cave ecosystems. Furthermore, they have evolved a keen sense of hearing, crucial for detecting the presence of predators in the pitch-black environment.
The Bnunins fur has evolved from the typical brown or white coloration seen in surface bunnies to a mottled gray or pitch-black, which aids in camouflage against the rocky terrain of the caves.
Their diet has also shifted dramatically. Whereas surface-dwelling bunnies are herbivorous, feeding mainly on grasses, the Bnunin have become omnivorous scavengers. They consume fungi, moss, lichens, and even decaying organic material. Their teeth, originally adapted to chewing plant fibers, have become sharper and more robust to break down a variety of foods.
Additionally, their feet have grown larger and tougher, aiding in their navigation of the rocky and sometimes slippery terrain. And, similar to other creatures of the deep, Bnunin have developed a slower metabolism to survive in an environment where food can be scarce.
Despite these significant adaptations, they've managed to retain the core characteristics that make them recognizable as "bunnies" - including their long ears, round bodies, and a similar reproductive strategy marked by a fast breeding cycle. Although they are much larger, and generally more aggressive than their surface counterparts.
Deep Crows[]
Deep Crows are one of the more intriguing species native to the Serpentspine Mountains. Their unusual combination of bird-like and insect-like features differentiates them from other known creatures, solidifying their unique position within the fauna of the Serpentspine mountains.
A typical Deep Crow resembles a gigantic crow, but a closer inspection reveals numerous alien aspects indicative of their adaptation to the harsh subterranean environment. Their birdlike beak has been replaced by a pair of powerful, scissor-like pincers, similar to an insect's mandibles. Clusters of luminescent red eyes grant the Deep Crow superior vision in the almost total darkness found in the deepest pits of the Serpentspine Mountains. Contrary to conventional avian physiology, Deep Crows possess feet with four claws, ensuring a secure grip on the rocky and irregular surfaces of the cavern walls.
Among these already strange creatures, certain individuals known as the “Ancient Deep Crows” stand out. They are larger, more formidable, and much rarer. The prevailing hypothesis is that these Ancient Deep Crows are Deep Crows that have survived for a considerable time, thus reaching remarkable sizes. However, some scholars propose that these Ancient Deep Crows could represent a distinct but closely related species, given their substantial size difference and the seemingly commanding influence they exert over lesser Deep Crows. Although this hypothesis is intriguing, it warrants more extensive research.
Deep Crows are loners, typically inhabiting the isolated depths of the Serpentspine Mountains. They primarily feed on small to medium-sized creatures that they can swiftly capture with their pincers. The fusion of avian nimbleness and insectoid strength makes Deep Crows formidable predators within their niche.
Hold Hogs[]
Hold Hogs are a distinctive breed of pig primarily found in the Tree of Stone and Jade Mines, originally bred by the ancient Aul-Dwarov and later Jade Empire. These creatures were reared for their meat, hide, and for their keen sense of smell which the dwarves used for deeptruffle hunting, and possibly even detecting certain types of ores. Hold Hogs are quite different from their surface-dwelling counterparts. They are stocky and robust, with a coarse, bristly coat often ranging in color from deep browns to greys, making them well-suited to the harsh, underground environment of the Dwarovar.
Unlike surface pigs, Hold Hogs have developed a unique set of adaptations to survive in the underground. Their eyes, for instance, are much smaller, reflecting a reduced reliance on vision in a light-deprived environment. In contrast, their sense of smell and hearing is exceptionally acute, allowing them to navigate the complex tunnel systems and locate food sources in the dark.
Their natural robustness and adaptability meant that they were able to survive, even thrive, in the absence of their dwarven keepers. They became more resourceful, foraging on fungus, roots, and Serpentbloom, and even scavenging on carcasses when necessary.
Today, Wild hold hogs are still found roaming the tunnels and chambers of the Dwarovar. Especially in the Eastern Serpentspine around Ovdal-az-Ân region, where the hold hog population is said to be incredibly plentiful
Rothé[]
The rothé are a species of large, hardy, and adaptable herd animals that were once domesticated by the dwarves of the ancient Aul-Dwarov empire. They are commonly found in subterranean environments, such as the vast caverns and tunnels of the Serpentspine Mountains. Rothé are well-adapted to life in these dark, often confined spaces, possessing excellent senses of smell and hearing.
After the fall of the Aul-Dwarov empire, many rothé were left to fend for themselves. Over time, they have diverged from their domesticated ancestors, as natural selection favored traits that were better suited to life in the wild. Some of these changes include variations in size, coloration, and temperament and the development of more robust natural defenses, such as thicker hides or more powerful hooves. Some have retained characteristics of their domesticated ancestors, while others have evolved into more aggressive or elusive creatures. Often coinciding with the presence of Halanna’s Breath
The Rothé are herbivorous creatures that primarily feed on a variety of plant life found in the subterranean environments of the Serpentspine Mountains. Their diet consists of lichen, mosses, fungi, and even the unique Serpentbloom plants that are native to the region. Rothé have developed a specialized digestive system that allows them to efficiently break down and extract nutrients from these plants, which are often difficult for other animals to process.
Within the Serpentspine Mountains, rothé are most commonly found in the larger, more expansive caverns and tunnel systems that can support their grazing habits. They tend to thrive in areas with abundant plant life and a relatively stable environment, which provides them with ample food sources and suitable living conditions.
Some specific locations within the Serpentspine Mountains where rothé populations might be more concentrated include the fertile caverns near Halanna's Breath gas vents, as these vents create a temperate climate and support the growth of lush vegetation. Additionally, rothé are known to be drawn to dwarven ruins, where they may find remnants of ancient dwarf farming practices that have allowed certain plant species to persist.
Purple Worm[]
The Purple Worms are colossal burrowing creatures native to the Serpentspine Mountains. These organisms are biologically remarkable and possess characteristics that suggest a shared ancestry with the sandworms of Harafe. Their main activity revolves around burrowing through rock and earth, creating extensive networks of tunnels as they traverse the Serpentspine depths. It's speculated that much of the intricate cave system within the Serpentspine Mountains can be attributed to these massive burrowers.
Serving as a critical component of the Serpentspine ecosystem, the Purple Worms contribute significantly to its balance. They consume organisms that many other species would deem inedible, such as Shriekers and violet fungi, which are prolific within the mountain range. Shriekers, a type of fungi capable of emitting loud sounds, and their symbiotic partners, the violet fungi, use necrotic poison to kill their prey. By feeding on these organisms, the Purple Worms control their populations, preventing overgrowth that could disrupt the intricate balance of the cave's ecosystem.
In addition to shaping the physical landscape, the extensive tunnel networks created by the Purple Worms serve as homes and pathways for the Grue, scavenger creatures that utilize these burrows to their advantage. This relationship demonstrates a form of commensal symbiosis, in which the Grue benefit from the Purple Worms' activities without providing any substantial advantage in return.
Within the archives of Dwarven lore, there is a fascinating but controversial theory that suggests the ancient Dwarves may have harnessed the power of these gargantuan creatures in the construction of their extensive railway systems. Despite the fantastical narrative and the implied technological prowess, this theory lacks definitive archaeological evidence. Most scholars, including renowned biologists, consider it improbable due to the enormous challenges associated with controlling such large creatures. However, given the impressive capabilities of the ancient Aul-Dwarov, some continue to speculate. As such, the matter remains a topic of ongoing study and debate until conclusive evidence can be found.
Hook Horror[]
Hook Horrors are large, omnivorous predators that sport both insect and avian features. They inhabit the deepest explored parts of the Serpentspine, and possess a cunning intelligence. Hook Horrors are ferocious pack hunters, and are noted to have some form of a communication system among those of their species. Their namesake is for their large hooked talons on their arms which they use to hunt and kill with.
Some Black Orc Clans have been recorded to have subjugated some of them and use these indentured Hook Horror packs as extremely effective war-beasts, tearing through enemy formations and feasting on their slain opponents after the battle has been won.
Constructs[]
The Constructs category of life comprises a unique and diverse group of beings created through deliberate construction, powerful spellcasters, or advanced technological processes. Constructs can take various forms, ranging from mechanical automatons and golems animated by magic to artificial creatures woven from elemental energies or other materials. Some constructs may possess a degree of sentience and intelligence, while others are merely programmable automatons following pre-defined instructions.
Golems[]
Created during the height of the Aul-Dwarov, they were made for a variety of purposes - labor, defense, and even administration. However, most of the golems we see today are of the guardian variety. They were created to protect key areas of Dwarven Holds - vaults, armories, thrones - any place of significant value.
Now, many millennia after the fall of their creators, these golems still dutifully carry out their assigned tasks. They continue to guard their designated posts, seemingly oblivious to the passage of time and the changes in their surroundings. They are not aimless, but rather bound by their original orders, often guarding something.
Whether that something still exists or holds any value is another question altogether. It's quite possible that some of these golems stand guard over empty vaults, their treasures long since looted. However, others may still protect hidden riches or ancient secrets that have yet to be discovered.
From a biological and ecological perspective, these golems pose a unique conundrum. They are not living, yet they interact with the ecosystem in a manner similar to a large predator. While they do not eat or reproduce, their movements and actions can significantly impact the local flora and fauna. For instance, their presence in certain areas can deter predators or even potentially prey, thus affecting population dynamics. Given their age and the materials from which they are made, they can also serve as a habitat for various mosses, fungi, and small creatures.
However, their primary influence on the ecosystem is through their interactions with sentient beings - dwarves, goblins, orcs, and the like. The areas they guard become closed and gated for most creatures, which can shape migration patterns, settlement locations, and resource-gathering activities.
Their indefinite lifespan also raises questions about their long-term impact on the Serpentspine's ecosystems. Without natural predators or a lifespan, their influence could potentially last as long as they remain functional.
Living Crystal[]
The living crystals represent an unusual occurrence in the Serpentspine. These entities, reminiscent of resplendent gems, are renowned for their intrinsic pulsation, akin to a heartbeat or breathing lung. However, this is not a mere optical illusion - it's theorized to act as a form of respiration, whereby the crystals draw nutrients from their surroundings and expel waste.
There's an ongoing debate concerning the capacity of these living crystals to "infect" other organisms and transform them into crystalline lifeforms. There have been accounts of creatures with crystalline growths that seem to proliferate over time. The ambiguity lies in determining whether these growths stem from an infectious process or result merely from prolonged exposure to the crystal's environment.
Among the biological community, a prevailing theory suggests the crystals' 'infective' process could constitute a form of reproduction or propagation. This theory proposes that crystals may implant shards or spores into organisms that come into contact with them. These fragments could then mature and evolve into new crystals over time.
Regarding the crystals' ability to adopt mobile forms, the current hypothesis leans towards mimicry or adaptation. In a world where mobility often translates into survival, the crystals may have developed this capability to work and interact with their environment. This adaptive strategy might also account for their apparent aggression - in the harsh environment of the Serpentspine, competition for resources is unavoidable among various lifeforms.
Alternatively, it's proposed that the perceived 'aggression' might not fit our typical understanding of animal behavior. Rather than intentional harm, the crystals might be demonstrating purely instinctive or reflexive responses, similar to a plant orienting towards sunlight or a single-celled organism moving towards nutrients. Hence, the crystals' behaviors could be interpreted as simple reactions to environmental stimuli, devoid of malicious intent or conscious thought.
Undead[]
The Undead category of life encompasses a mysterious and often eerie group of beings that share a common trait: they were once living creatures but have since been reanimated or preserved through supernatural means. Unlike traditional living organisms, undead creatures lack the vital signs of life, such as breathing, heartbeat, and biological functions. Instead, they exist through dark rituals, necromantic magic, or other powerful forces that defy the natural cycle of life and death. Undead creatures exhibit a wide range of appearances, from decayed and skeletal forms to preserved bodies that seem almost lifelike. Some undead retain the intelligence, memories, and personalities they possessed in life, while others are mindless, driven only by instinct or the will of their creator.
Echoes[]
The Echoes are believed to be the lingering spirits or energies of those who fell defending their holds during the orcish invasions. They are bound to the places they once called home, unable to move on and have only been encountered very rarely under extraordinary circumstances.
They are not malicious, or even fully sentient, rather, they are more akin to impressions or memories etched into the very stone of their holds. These Echoes often appear as spectral figures or shadows, repeating actions they performed in life or at the moment of their deaths.
Some Echoes seem entirely unaware of their surroundings or any observers, while others seem to respond to stimuli in a limited way. There are accounts of Echoes reacting to the presence of their descendants, familiar songs, or the sounds of traditional dwarven craftwork.
From a scientific perspective, the Echoes are quite puzzling. Some scholars have suggested that they are magical in nature, while others propose that they are somehow tied to the unique geological properties of the Serpentspine Mountains. There are even theories that Halanna's Breath may play a role in their manifestation. The truth, however, remains elusive.
Feral Vampires[]
Transformed by the Bloodscourge with vampirism and Halanna's Breath present in the western Serpentreach Mountains, these creatures are bound to their master to the death via the Sire-bond. They are much more primal and monstrous than other vampires and have many bat-like mutations caused by their transformation. They grow larger claws and sharper teeth and go into a blood haze when they sense blood and are extremely hostile.
Gorebeaks[]
Hook Horrors transformed with even better hearing and echolocation than they previously had thanks to mutated bat-like ears. These creatures look to be lifeless but use it to their advantage as they prey on anything that may try and harvest its body.
Clawthirsters[]
Vampiric Norkers that can feed on blood by extracting it from victims with a hollow part in their claws, relying on a battle of attrition against its prey. It is of a small size of about 3 feet tall and hunts alone, utilising speed and agility to out maneuver its prey.
Giantkin[]
Remnants, descendants or the creations of True Giants who have made their home in the Serpentspine.
Cave Trolls[]
Cave Trolls, a distinct subspecies of trolls, are excellent examples of adaptive evolution, specifically acclimating to the harsh and dark conditions of the Serpentspine Mountains. Despite being non-native, they're believed to have been introduced during ancient times through conflicts involving the Giant and Dwarven societies.
Cave Trolls exhibit significant physiological adaptations to survive in the low-light and resource-scarce conditions of the Serpentspine. Their ears are notably larger than those of their kin, enhancing their auditory sensitivity, while their eyesight has become less acute - a common trade-off observed in many subterranean creatures.
Their claws grow with remarkable speed and length, providing them with crucial aids for navigating and hunting in the dark caves. Furthermore, Cave Trolls possess a sharp sense of smell, which proves instrumental in locating food and detecting potential threats.
Perhaps their most remarkable feature is their size. In accordance with Stoneroot's Rule, which posits that individuals within a species tend to be larger in colder environments, the frigid depths of the Serpentspine have seemingly nurtured the growth of these large trolls.
Though considered less intelligent than their surface-dwelling counterparts, Cave Trolls demonstrate a degree of cognitive sophistication, including the ability to learn, communicate, and utilize tools. These skills are often acquired during their juvenile stage under the guidance of their mothers, and they tend to form social groups until reaching maturity.
Even with their alleged limited intelligence, Cave Trolls have displayed a knack for creating simple traps, showcasing their adaptability. They utilize a basic form of language for communication, which is typically learned during their early years.
Cave Trolls exhibit sexual dimorphism, with females being slightly larger than males - a trait that's thought to be a result of sexual selection. Males can be distinguished by their tusks and a pronounced bony forehead used both for combat and intimidation.
In recent history, most often referred to together with the Trolltamer Goblins, much of which society revolves around the capture and taming of cave trolls. Just how voluntary this “taming” was is poorly understood, but contemporary sources assume their conditions were brutal at best.
Ogrillion[]
Ogrillions, often referred to as half-ogres, are an unusual hybrid species born from the union of ogres and orcs. This unique heritage grants them traits of both parent species, establishing them as formidable fighters.
In terms of stature, Ogrillions fall between orcs and ogres, usually reaching heights of 2 to 3 meters. Their physiognomy represents an amalgamation of orcish and ogre traits: they exhibit muscular and robust bodies, hinting at their ogre lineage with their dense, sturdy build. The skin of Ogrillions is typically coarse and varies in color from a muted green, greyish black, or a smoky brown reminiscent of ogres. However, their facial features bear a closer resemblance to their orcish progenitors, complete with characteristic tusk-like teeth jutting out from their lower jaw. Ogrillions are considered “light mules” in that only female Ogrillions are able to produce children with either orc or ogre fathers.
Ogrillions, similar to their orc and ogre progenitors, generally exhibit chaotic tendencies. Their societal structure is often predicated on principles of strength and power. The most powerful individuals frequently lead Ogrillion groups, their supremacy unchallenged unless a dispute arises.
Due to their hybrid status, Ogrillions frequently find themselves in an awkward position, not fully accepted by either orcs or ogres. This rejection often propels many Ogrillions to adopt the roles of mercenaries or to affiliate with bands of other hybrid or monstrous races.
Ogrillions have inherited the physical prowess characteristic of their parent races. They are recognized for their brute strength and tenacity, making them fearsome opponents in close combat. They are often deployed as shock troops in armies comprising mixed-race factions, where their raw power is most effectively used.
Yet, much like orcs and ogres, Ogrillions aren't particularly known for their intellectual pursuits but are still considered to be as intelligent as any other race. They typically depend on their physical might and relentless determination over strategy and tactics. Nonetheless, it is unwise to underestimate an Ogrillion. Despite their academic shortcomings, they compensate with considerable raw power and an instinctual ferocity in battle.
Ettin[]
Ettins are nearly identical to ogres except in two clear aspects; they possess a second, fully functional head capable of independent thought, and both heads are so monumentally stupid that it is a miracle that the two heads do not get the body killed. With no discernable origin, Ettins only appeared in the Western Serpentspine after the fall of the Segbandal. Their simple capacity for thought made them easy for the Black Orcs to both arm, train, and send into battle armed with massive steel clubs, swords, or glaives while clad in spiked heavy steel armour.
Fungal[]
Fungi are primarily characterized by their mode of nutrition, as they are heterotrophic organisms, meaning they obtain nutrients by absorbing organic matter from their surroundings. Unlike plants that perform photosynthesis, fungi do not possess chlorophyll and cannot produce their food through sunlight, making them perfectly adapted to the depths of the Serpentspine. Instead, they thrive by breaking down organic material, such as dead plants, decaying wood, and animal remains, through a process called decomposition.
Fungrum[]
The Myconoids, also known as Fungrum, is a race of sentient fungi residing in the shadowy depths of the mountains. Over countless years, they have adapted to their subterranean habitat, flourishing in the presence of Halanna's Breath and depending on bioluminescent plants for illumination.
Myconoids exhibit a humanoid form, with a central stalk acting as their body and numerous limbs serving as arms and legs. Their heads comprise a cap-like structure, which can differ in dimensions, form, and hue according to the individual. Their skin is composed of a leathery, fungal material, and their bodies are frequently adorned with smaller fungal growths, contributing to their distinctive and alien-like appearance.
Myconoid society revolves around their connection to the underground ecosystem and their mutualistic relationships with other subterranean flora and fauna. They establish close communities, typically constructed around extensive fungal colonies or sources of Halanna's Breath. Myconoids communicate through a blend of gestures, body language, and spore release, which can convey basic thoughts and feelings to others of their kind. This exceptional mode of communication fosters a robust sense of unity and collaboration among the Myconoids.
Myconoids possess several distinctive abilities derived from their fungal origins. They can assimilate nutrients directly from the ground, enabling them to survive in their subterranean habitat without the need for conventional food sources. Additionally, their fungal biology imparts a natural resistance to toxins and diseases due to the plethora of compounds within.
Moreover, Myconoids have a limited capacity to control the growth and maturation of other fungi, which they utilize for various purposes, including cultivation, construction, and protection.
Outsiders[]
The Outsiders category of life encompasses an enigmatic and diverse group of beings that hail from realms beyond the prime material plane. These entities exist outside the natural order of our known world and possess extraordinary abilities and characteristics that set them apart from native creatures.
Flail Snail[]
Flail Snails of the Serpentspine are large gastropods with four to six tentacles that sway in motion, indicating their emotional state. They possess stunning iridescent shells that are known to exhibit antimagic properties similar to porcelain. These shells grow continuously as the snail ages, sometimes spiraling clockwise, other times counter-clockwise.
The Flail Snails' shells and the mucus they secrete serve as protective mechanisms, offering immunity against fire and poison. This mucus also acts as a lubricant, assisting their movement across rocky terrains. As they traverse the Serpentspine, the Flail Snails leave behind a trail of this mucus, which can be harvested to create a type of primitive glass.
Typically non-aggressive, Flail Snails meander slowly through the caverns, consuming vegetation, rocks, and minerals. They exhibit a particular fondness for crystal formations and mineral deposits within the mountains. They can rarely be seen traversing the railways, as the sound and vibrations of the moving trains scare them, as well as the bright lights emitted by the engines. As such, they are usually seen during calm hours, or in less-trafficked areas.
These creatures are hermaphrodites, with a complex mating ritual that involves the exchange of love darts. Post-mating, they lay approximately a dozen eggs and then continue on their separate paths. In combat, the Flail Snails' shell emits a dazzling, multicolored light, which not only makes it difficult to target them physically but can also stun their enemies. Their antimagic shells can reflect magical attacks or convert spell energy into force blasts, making them formidable opponents.
During winter or in locations with scarce food availability, Flail Snails hibernate. They instinctively avoid bright lights, possibly a survival mechanism to prevent desiccation. Should a Flail Snail lose all its tentacles in a fight, it retreats into its shell and emits a sorrowful wailing sound until it either regrows its tentacles or dies. This cry often attracts other creatures within the Serpentspine.
Ooze[]
The Ooze category of life comprises a diverse group of amorphous, gelatinous, or semi-liquid organisms that defy conventional taxonomic classifications. Oozes are typically characterized by their lack of defined shape, adaptive morphology, and ability to flow and deform.
Common Ooze[]
Oozes, also referred to as slimes, jellies, or puddles, are enigmatic entities typically discovered in deep caverns and dwarven ruins, frequently hidden in shadowy, moist recesses or tight fissures. Although their precise nature remains a mystery, the prevailing belief is that they are massive conglomerations of bacterial colonies cooperating symbiotically.
These assemblages create a gelatinous, shapeless mass, which can differ in dimensions, hue, and even consistency. Oozes are recognized for consuming organic matter, breaking it down into simpler compounds that subsequently nourish the bacterial colonies. They feed opportunistically, ingesting anything they encounter, including plants, animals, and decaying substances.
Various Ooze species exhibit distinct characteristics and behaviors, such as the capacity to secrete caustic enzymes, resist specific types of damage, or adapt to their surroundings. Certain ooze species are also bioluminescent, lending them a ghostly, unearthly appearance within the darkness of the Serpentspine they occupy.
While oozes are commonly considered mindless beings, recent research has proposed that they might harbor a rudimentary form of intelligence or collective consciousness, enabling the bacterial colonies to exchange information and synchronize their actions. This hypothesis continues to be a topic of contention among scholars, and more comprehensive investigations are necessary to grasp the enigmatic nature of these organisms fully.
Healing Slime[]
Few accounts have emerged of an unusual variety of ooze, known as the "Healing Slime," which boasts extraordinary restorative properties. This distinct ooze is believed to excrete a substance that amplifies the innate healing processes of living beings upon contact.
When an individual or creature is immersed in this slime, the excreted substance penetrates the body, promoting rapid cellular regeneration and recovery. This can lead to a significant enhancement in overall health and vigor, as well as the capacity to heal injuries, repair fractured bones, and even recover from specific illnesses at an accelerated pace.
It is crucial to acknowledge that the Healing Slime is exceedingly rare and remains poorly understood. Some investigators hypothesize that the bacteria within this ooze may generate a unique blend of enzymes, proteins, and other bioactive compounds that act in concert to encourage the healing process. Alternatively, others postulate that the ooze could contain an uncommon type of symbiotic microbe that bolsters the host's natural healing capabilities when introduced into their system.
Gelatinous Cube[]
The origin of the gelatinous cube remains a topic of intrigue and speculation among academics and researchers. Some argue that these oozes were created by ancient dwarven sorcerers to maintain the cleanliness of their railways and dungeons, while others dismiss this idea as nothing more than dwarven folklore.
The true origins of the gelatinous cube continue to be shrouded in mystery; however, the creature's unique cubic form can be attributed to environmental adaptations. These beings are commonly found within extensive tunnel systems and dungeons, characterized by tight passageways and abrupt corners. Their cube-like configuration allows for easier navigation in these restricted spaces, effectively "scraping" the walls, floors, and ceilings while in motion. This form enables them to ingest various types of debris, encompassing deceased organisms, plant matter, and even non-organic materials such as metal or stone.
As the gelatinous cube traverses these tunnels, it leaves a relatively clean path in its wake, possibly contributing to the misconception that it was intentionally crafted for this role. The reality may be more mundane: the gelatinous cube's structure is a consequence of natural adaptation to its habitat, rather than a deliberate creation through ancient wizardry.
Insectoids[]
Veladklufar[]
The Veladklufar is a unique subspecies of the common roach that has evolved to thrive within the challenging depths of the Serpentspine Mountains. Its most notable feature is its iridescent scales, which serve dual purposes: camouflage and communication. The refractive qualities of these scales scatter light in the dim environment of the Serpentspine, effectively rendering the roach virtually invisible to the naked eye. This effect has often been likened by Dwarven explorers to the near-transparency observed in some species of fish found in sunlit aquatic environments.
Simultaneously, these scales also function as a form of communication among the Veladklufar. By reflecting specific patterns of light that are perceptible only to their species, these roaches convey messages to one another. Although the exact mechanism behind this is not fully understood, it's theorized that subtle movements can manipulate the reflected light to express distinct messages.
The Veladklufar's sizable, scissor-like jaws are a sight to behold and a source of considerable concern. They have evolved to cut through stone and metal with relative ease, a trait believed to be an adaptation to their diet comprised of resilient, fibrous Serpentvine and Cave Fungi abundant in the Serpentspine's deeper parts.
Similar to the adult roaches, the eggs of the Veladklufar are cloaked in an iridescent material, providing them with an effective camouflage against predators. The hard, gleaming exterior of these eggs also serves as a protective layer against the harsh conditions inherent to the deep mountains.
Although its formidable jaws and near-invisibility might suggest otherwise, the Veladklufar is generally not aggressive unless provoked or defended its nest. However, if threatened, its unique adaptations make it a significant adversary
Lumimoth[]
A Lumimoth is an insect, resembling a moth but much larger (about 3-5cm and about 10-15cm wingspan). Its body is covered in iridescent scales that emit a soft glow. Its wings, resembling delicate, translucent membranes, are used both for navigation and to create mesmerizing displays of light. The creature's eyes are large and multifaceted, allowing it to see in low-light conditions.
Specialized glands throughout its body produce a bioluminescent substance, similar to fireflies. These glands can produce different colors and intensities of light, allowing the Lumimoth to communicate, attract prey, and defend itself.
The Lumimoth serves as a vital part of the cave ecosystem. Its bioluminescence provides illumination, casting an otherworldly glow throughout the caverns. The creature feeds on small insects and invertebrates. They live in large swarms and are one of the most common insects in the Serpentspine.
Giant Spiders[]
Ironweave Skitterers[]
Spiders with incredibly strong webs that are often found in the Hul-Jorkad Sewers. Their silk was an incredible nuisance to the dwarves as it blocked machinery and sewer pathways, needing multiple hours to cut through even with steel. Their relatively small size made them hard to find in the depths, with them not living in large groups. They mostly hunted small prey and feared dwarves and goblins, leaving the webs for self defense to escape them.
Goblinoids[]
Deep Goblins[]
Deep Goblins are a type of goblinoid creature that dwells in the Serpentspine Mountains and are believed to have originated from the primeval depths of the earth. They are known for their sickly appearance, with pale skin and skinny frames, and speak a language that is unknown to most other creatures. Although few have actually been captured, and even fewer willing to communicate, very little is currently known about their culture or where they hail from. The one constant however is their fear of “those below” and it is believed they might be the refugees of some terrible catastrophe.
Bugbears[]
Bugbears are a species of goblinoid, known for their brute strength, towering size, and ferocious nature. They are typically larger and more muscular than their goblin and hobgoblin kin. Bugbears are covered in thick fur, which helps them withstand the often cold temperatures of the Serpentspine Mountains. They possess a keen sense of smell and hearing, making them formidable hunters in the subterranean environment.
Bugbears, hobgoblins, and goblins all belong to the goblinoid family. However, their societal structures, behaviors, and interactions vary significantly. Despite these differences, they all share a common language, Goblin, enabling them to communicate and coordinate when necessary.
Bugbears are generally viewed as the more primal and chaotic of the goblinoids, often preferring to live in smaller, familial clans as opposed to the large, structured societies of the hobgoblins. They are known for their unpredictable nature and often act as mercenaries or hired muscle for the other goblinoid races.
The Command, known for its rigid hierarchy and disciplined military structure, often views bugbears as a necessary evil. They regard the bugbears' strength and ferocity as valuable assets in times of war, but their lack of discipline and unpredictable nature can be a source of frustration. In times of peace, bugbears can be seen as a potential threat to the hobgoblins' orderly society, but their strength and intimidation factor can be useful for maintaining control over the more rebellious elements of the goblinoid population.
Cave goblins, the smallest and most common of the goblinoids, often find themselves at the bottom of the goblinoid pecking order. They view the bugbears with a mixture of fear and respect. While bugbears can be a threat, they can also offer protection from other dangers of the Serpentspine Mountains.
Norkers[]
These creatures are native to the Serpentspine Mountains and are borderline feral, with limited intelligence but still able to communicate. They tend to mainly inhabit the volcanic regions around Gor Bûrad but can be found in small enclaves around magma and lava springs within the entire Serpentspine. Norkers have distinctive thick and bony exoskeleton skin that is hairless and varies in color from dark grey to reddish brown. It resembles a craggy rock, and can often be mistaken as such. They prefer to wear loincloths, if anything at all, and various adornments and trophies, with a particular preference for red or blue.
Norkers are known to be quite cruel, lazy, and vicious, even by the standards of other goblinoids. They tend to live in disorganized tribal societies and are smaller than typical goblin tribes. They also tend to avoid building and hunting, preferring to steal or raid other humanoids. Different tribes rarely meet, but when they do, it often results in bloody conflict. This is theorized to be the reason why no known large-scale Norker civilization has ever been encountered.
Regarding combat, Norkers tend to use crudely made weapons and favor swarm tactics. Due to their thick skin, they do not wear armor but may be outfitted in scale mail if commanded by powerful hobgoblins or orcs. Norkers are omnivorous and can be found in areas with a temperate or warm climate. They often live in caves or old dwarven ruins that are unsanitary and emit a foul odor. Regarding language, Norkers typically speak in a low and gravelly tone. They also have a unique belief system, where they believe that life is a cruel test by their gods, and all other creatures are to be considered enemies testing their resolve.
Aquatics, Fish and Crustaceans[]
Cave Crab[]
Cave crabs share a great many characteristics with their overworld counterparts, but with several defining features. They tend to be far larger in build, with some being reportedly as large as a small cottage, and are rarely found in groups larger than two or three. Their claws have become enlarged over time to the point they are able to crush large segments of rock between their pincers. In order to better see in the dark, they have developed a symbiotic relationship with a bioluminescent fungus. This fungus grows and lives on the crabs' backs, providing some light for them to see with, and in exchange, the crabs move frequently throughout the caves providing ample food and distribution for the fungus' spores.
These crabs are typically found in larger flooded caverns and underground lakes, where they feed off plants that grow along the bottom of the caves. They are a docile race, and will normally retreat into the watery depths when approached. However, when provoked or threatened these creatures are a great threat, as their large size, hardened shells and powerful claws can easily sweep aside any adventurer unfortunate enough to draw their ire.
It has been theorized that these creatures could be tamed and trained for use as pack mules, but their large size would likely require an unsustainable and unaffordable amount of food during prolonged work.
Logrhundr[]
The Logrhundr, encountered deep within the Serpentspine Mountains during an ill-fated expedition, is a unique creature that has captivated Dwarven scholars and explorers alike. It was first described as a “fish with legs” by early explorers. The Logrhundr possesses a striking pink coloration and a formidable size that dwarves many of the mountain's other inhabitants.
The Logrhundr’s anatomy features fringed, feathery gills, which wave gently as the creature navigates the deep subterranean lakes of the Serpentspine. Despite its bulky appearance, the Logrhundr exhibits an uncanny ability to glide effortlessly over water surfaces, a phenomenon likened to "running on water." This unique adaptation, combined with a strong, muscular tail for propulsion, grants the Logrhundr exceptional mobility in its aquatic environment.
When threatened, the Logrhundr can prove a formidable adversary. The specimen encountered during the noted expedition put up a vigorous fight, displaying a tenacity and endurance that tested the prowess of the expedition party. While its exact defensive capabilities remain a subject for further study, anecdotal evidence suggests an extraordinary resilience, potentially aided by regenerative abilities akin to its smaller, surface-dwelling counterparts.