From: wolf@cheshire.oxy.edu (Clinton Richard Wolf)
Subject: ADMIN: Bestiary of the Known Lands
Summary: Beast your eyes on this! : ) 
Organization: Occidental College, Los Angeles, CA 90041 USA.
Date: Tue, 24 Nov 1992 03:22:29 GMT

  Nuthin' new... *yawn* ... 'j' time :)



                    -----------------------------
                   | BESTIARY OF THE KNOWN LANDS |
                    -----------------------------

                     Being a compilation of nasty
                     beasties for use in your APDI
                              postings...


Name: Ano
Description: A race of centaur-like people who inhabit the Running
	     Lands, the Ano have the feet of a large cat, the body of
             a horse and the torso of a human.  Their hair runs down
             their spine to the fur covering the lower torso, and
             resembles a mane.  The deeper into the Running Lands, the
             more peaceful and native the Ano.  Attitudes vary from
             tribe to tribe, but the most noticeable difference is in
             the Ano who live near the border of the Running Lands,
             where the humans (called two-leggers) and the Ano are
             engaged in a dispute over land rights.  The Ano feel the
             farmers and shepherds are encroaching on their hunting
             grounds and driving the Lees, a species of antelope-like
             animals hunted by the Ano, deeper into the steppes where
             the various tribes attempt to not overrun each others
             territory.  The farmers and shepards feel the land is
             underutilized.  Communication is poor because Ano (the
             language) is difficult to learn and Common is hard for
             the Ano to mouth.  A truce was recently established by a
             two-legger who spoke fluent Ano, but the peace is an
             uneasy one.
Geographic Range: The Running Lands, distant (way WAY far) southeast
                  portion of the continent.
General Attitude: Peaceable, unless provoked
Created by: Kelly J. Cooper (kjc@cs.rutgers.edu)
Availability: E-mail creator before using


Name: Bolas
Description: Small fuzzy animals with rat-like faces and retractable claws,
             Bolas are usually light brown or yellow in color, and travel
             in packs of about 5-50 individuals. Bolas have three stages of
             life they they go through. The first is that of youth, where
             they are given the term 'Hyper-bolas' due to their extremely
             active metabolisms and general skittishness. Eventually, these
             young Bolas calm down and choose a mate, moving on to the sec-
             ond stage. The mated creatures are referred to as 'Pair-a-bolas,'
             and share a psychic link which increases their effective intel-
             ligence and capabilities. Finally, in the later stages of their
             lives, they are simply known as Bolas... that is until Chris can
             think up another awful pun and get it to work. 
Geographic Range: The Forests of the Known Lands
General Attitude: Curious
Created by: Christopher M. Steiner (csteiner@oucsace.cs.ohiou.edu)
Availability: General


Name: Deathwalker
Description: Deathwalkwers are animated corpses, zombie-like and  
             devoid of any true intelligence. Deathwalkers can
             act upon a set of simple instructions... more com-
             plex orders only confuse them. They are created by
             evil priests and mages to do their bidding. Normal
             weapons do little damage to these monstrosities, but
             the ritual that gives them life also dries out their
             skin, making them vulnerable to flame. These creat-
             ures attack by bludgeoning or strangling their op-
             ponents with their great strength, which belies 
             their withered appearance. They smell strongly of
             strange chemicals and decay.
             Rameshanders, in particular, are known to make use
             of these creatures as guards and enforcers.
Geographic Range: Any
General Attitude: Mindless, Violent
Created by: Andrew J. Solberg (caz@owlnet.rice.edu) 
Availability: General


Name: Denizar
Description: A race of dwarves leading squalid lives in the sew-
             ers and Gaps of Generica.
Geographic Range: The sewers and Gaps of Generica.
General Attitude: Unknown
Created by: Jaxman (real name unknown)
Availability: General until mailed otherwise


Name: Draga
Description: Dragas are large, lion-like humanoids. They are
             plains dwellers, descended from the hunters of the
             savannahs, who make their living herding Ox-like 
             creatures called Grahmas. Dragas grow up to seven
             feet tall and sport claws, fangs, and a spiked
             tail; they are quite strong, but their main asset is
             speed and agility -- they are as spry on their feet
             as the hunting cats they descend from. Dragas are
             not stupid, but they have a reputation for being
             impulsive, and gullible country boys besides.
             Despite their fierce appearances, Dragas are
             actually quite peaceful.
Geographic Range: The plains of Drotshava, on the Dark Continent 
General Attitude: Peaceful
Created by: Daniel Steven Reinker (dementia@cheshire.oxy.edu) 
Availability: General


Name: Drist
Description: A race of reptilian humanoids, often exceeding seven
             feet in height; their coloring ranges from a deep
             orange-red to a faded tan. Their heads resemble
             those of prehistoric ceratopsians, with a single
             horn protruding above the nostrils. They are quite
             intelligent, and many are versed in the ways of mag-
             ic.
Geographic Range: The northern deserts of the Dark Continent 
General Attitude: Peaceful
Created by: Brian Diantonio (bdianton@cs.ulowell.edu)
Availability: General (since BD is no longer with us...) 


Name: Dusk Elves
Description: Imagine a race of arrogant immortals, xenophobic beyond belief.
             The elves of the forest of Duskwood have built an empire which
             has only recently (in the last two centuries) begun to decay.
             With the establishment of the Council of Elders after the great
             Duskwood-Dunlith war a century ago, they have come to be ruled by
             their respective noble "families" and have adopted a decadent
             form of ancestor worship.
Geographic Range: Forest of Duskwood
General Attitude: Arrogant, see other races as animals for their pleasure
Created by: Jeff Barnes (barnejd@wkuvx1.bitnet)
Availibilty: E-mail creator before using 


Name: Gypsies (Characo)
Description: These gypsies are a culture of nomadic, highly
             religious humans who occupy Hyrexes' Battle-
             ground in Generica. They are scrupulously honest,
             with a highly organized society and set of laws,
             and permit no crime within their walls. Visitors
             are welcome to the Battleground during the day, but
             when night comes all outsiders must leave the com-
             pound. The Characo Gypsies provide many services for
             Generica, including honest gambling, moneylending,
             and various arts and crafts. The Gypsies are a color-
             ful, musical folk, who are friendly and industrious
             but who like to keep to themselves. In particular,
             the Gypsies are very tight-lipped about their re-
             ligion.
Geographic Range: Hyrexes' Battleground in Generica
General Attitude: Peaceful, Solitary
Created by: Andrew J. Solberg (caz@owlnet.rice.edu) 
Availability: HANDS OFF


Name: Karalia
Description: A race of felines, resembling humanoid snow leopards in appear-
             ance. The typical Karalia stands a bit over six feet in height
             and is covered in thick, soft fur of purest white. Their combin-
             ation of strength, speed, and agility makes them some of the
             most formidable hunters of the Known Lands.
               Karalia society is composed of a rigid caste system, and class
             mobility is an almost foreign concept to their culture. Each Kar-
             alia is assigned a position at birth, and trained to assume their
             role. Those that fail, or have committed a crime or dishonorable
             act, are banished forever from the Karalia lands. It is these
             unfortunates that are usually encountered by the other races of
             the Known Lands, as the location of the Karalia homeland is a
             closely guarded secret. Those Karalia who have committed espec-
             ially dishonorable acts are sentenced to a 'death quest,' and
             will continually seek out powerful opponents to duel with, until
             they receive the death they seek. Karalia dress in pure white 
             leathers, and for weaponry carry a scimitar and a heavy, clawed
             metal glove.
Geographic Range: Outcasts are found roaming in every region of the Known
                  Lands. The homeland's location is unknown.
General Attitude: Reserved, Controlled, Honest.
Created By: Cyan McWilliam (s924716@minyos.xx.rmit.oz.au)
Availability: E-mail creator before using


Name: Kymrath Leviathan
Description: An amphibious relative of the octupus family, this beast can
             survive almost indefinitely on land. While slow moving, the
             creature can grow up to many times human size, and its large,
             sucker-equipped tentacles can easily reach across a room to
             ensnare prey and draw it into the Leviathan's crushing beak.
             Leviathans are always hungry, and will attack any living thing
             which intrudes into their lairs. If they are losing a battle,
             Leviathans will expel a cloud of noxious black ink which blinds
             and nauseates those attacking it, and then make its escape
             through a hidden exit from its lair. Leviathans will always
             have at least one such escape tunnel, and possibly many more.
                Most of the larger Leviathans encountered will be on land,
             kept and cared for by various beings and organizations which
             use them as guards in appropriate areas.
Geographic Range: The coasts of the Known Lands
General Attitude: HUNGRY!!
Created by: Andrew J. Solberg (caz@owlnet.rice.edu). Entry submitted by: Alf-
            vaen (aaron@space.ualberta.ca)
Availability: General


Name: Lees
Description: Small, four-legged herbivores resembling Earth's
             antelopes.  However, these creatures give birth to
             litters, averaging five to six pups, instead of singular
             (or twin) births.  They breed very quickly.  The area
             maintains a fragile ecology, where the hunting of the
             Lees by the Ano keeps the population of the Lees limited
             so they don't overrun the steppes.  Too many Lees could
             easily graze an area to death; too few Lees and the
             uncropped grasses won't grow as well, and the soil
             doesn't get what little nutrients it receives from the
             Lees' offal.  The availability of the Lees also partially
             dictates the population of the Ano in the area.  They are
             easily frightened and very fast, so hunting them takes a
             fair amount of skill.
Geographic Range: The Running Lands 
General Attitude: extremely timid
Created by: Kelly J. Cooper (kjc@cs.rutgers.edu)
Availability:  General 


Name: Loxorian
Description: Loxorians are large, elephant-like humanoid war-
             riors. They are huge beings, standing nearly twelve
             feet tall at the shoulder and six feet across; there
             are few creatures that can match them for sheer phys-
             ical strength. These jungle warriors live for bat-
             tle; their culture has elevated war to an art form,
             in exclusion of all others. Most Loxorians fight
             with gigantic spears or greatswords, in addition to
             their stamping feet and menacing tusks. Loxorians 
             prize bravery and loyalty above all else; once one
             has befriended a Loxorian, they have gained a true
             ally for the rest of their lives. Loxorians can live
             200 years or more, but most die before this time due
             to their violent lifestyle.
Geographic Range: The Dark Continent
General Attitude: Warlike
Created by: Andrew J. Solberg (caz@owlnet.rice.edu)
Availability: General


Name: Motherspawn
Description: These horrors are the bastard 'offspring' of the Great Mother,
             of which Blade is an example. They exist only to carry out her
             will, which is generally detrimental to the mortal population
             of Generica. Motherspawn come in an endless variety of Sanity
             blasting shapes and sizes, and generally have the same consis-
             tency and color as Mother herself (Blade is a special case, not
             having come from Mother's body, but from her magic interacting
             with the muck of Generica's harbor) When not being used by Moth-
             er, they roam the ruins of the Shunned Center, preying on the
             brave and the foolish who enter that unholy place. They tend to
             strike from surprise to maximize the fear they create in their
             victims, and also love to stalk their prey before they move in
             for the kill, relishing the hunt. 
Geographic Range: The Shunned Center
General Attitude: Noisome, hideous, nameless, horrific, evil, amoral, sadistic,
                  soulless, merciless, alien, unfathomable, gruesome, oozing,
                  tentacled, fanged, inhuman, bloody, repellent, etc. (Go ahead
                  and fill in your favorite Lovecraft adjectives, folks ;) )
Created by: Clinton Richard Wolf (wolf@cheshire.oxy.edu)
Availability: General (but use discretion, please! I don't want a hundred of
              these things roaming the Town Square! :) )


Name: Night Lizards
Description: A race of large gecko-like lizards (approx. 1'5" in length) that
             were created by a frustrated mage when his summoning spells for
             a Familiar repeatedly failed. The result of his efforts has been
             both a nuisance and a boon ever since. Night Lizards, because of
             the peculiar purpose of their creation, will seek out and bond
             with any magic-wielding beings nearby, including Clerics and/or
             creatures with innate magical abilities. Once bonded, Night Liz-
             ards will forever follow their 'master', until he or they expire.
             Usually, it is the mage who expires first, since Night Lizards
             are almost impossible to kill. Their rubbery, wet skin does not
             burn well, and they regenerate quite quickly from any damage. It
             takes a long bath in strong acid to kill one of these creatures.
             Those who attempt to kill night lizards by hacking them apart are
             in for an even nastier surprise, as each severed segment will re-
             generate into a new lizard, which will of course then attach it-
             self to the nearest spellcaster (tales are told in Elturel of Ne-
             mocrates the Hapless, who foolishly cast a Blade Barrier spell on
             some lizards which were following him, and now is accompanied by
             a Night Lizard entourage of close to 300). Night Lizards can in
             some ways be beneficial to the mage they are bonded to. Although
             they are cowardly and will never attack someone, they do have a
             programmed urge to protect their master, and may fling themselves
             in the way of a potentially deadly sword blow (thus also ensuring
             the creation of at least one more lizard), or even cover the mage
             with their wet bodies if a Fireball were to strike close by. Also,
             Night Lizards possess excellent Night Vision, an ability which can
             sometimes be transferred to the being they have bonded with. But
             for all this, they are still extraordinary pests, as any mage who
             has tried to enter a city establishment with 52 lizards trailing
             behind him can attest to. Also, Night Lizards have an extraordi-
             nary appetite for healing magic of all kinds, from potions to
             herbs to even items! that they consume to mantain their regener-
             ative capabilities. Healing potions have become rare indeed in the
             Kingdom of Elturan, where huge swarms of these creatures roam the
             forests, eating all the healing herbs and plants in their sight.
             So far their numbers have been contained due to month-long 'Bathe
             a Lizard' campaigns in Elturan where mages are employed to lead
             the mindless creatures out of the forests and into huge cooking
             pots of acid... but soon the Lizards might spread, and who knows
             how many more might be created if they reached a land where their
             abilities are unknown? 
Geographic Range: The Forests of Elturan
General Attitude: Instinctive, Mindless, Annoying
Created by: Christopher M. Steiner (csteiner@oucsace.cs.ohiou.edu) 
Availability: General


Name: Orc Dogs
Description: Orc Dogs were originally bred by the Orcish tribes
             in an attempt to produce a strain of hostile, intel-
             ligent war dogs. The end result, large toothy mas-
             tiffs, was indeed vicious, powerful, and cunning,
             but lacked the necessary discipline for military
             use, and thus were sold off as guard dogs to owners
             who a) want a lethal deterrant to trespassers, and
             b) aren't into animal handling. Orc Dogs are pure
             carnivores which will not eat food that they did not
             kill themselves. They have no loyalties; anything
             moving is a potential meal. A number of these creat-
             ures have escaped domestication (usually through a 
             messy end to their owners), and now roam the Low 
             City in packs, attacking rats, cats, drunks, and
             lone or injured travellers.
Geographic Range: The Low City
General Attitude: Hostile
Created by: Daniel Steven Reinker (dementia@cheshire.oxy.edu), entry
            submitted by Andrew J. Solberg (caz@owlnet.rice.edu) 
Availability: General


Name: phu
Description: The phu (never capitalized) are a race of smooth-skinned, hair-
             less humanoids, usually grey, although indivaiduals range from
             an albino white to a deep ebony coloring. phu of either sex dress
             alike, wearing shorts (no shirt) and a wide-brimmed hat, both
             woven from the pulp of plants. phu never wear shoes, as the soles
             of their feet are extremely tough, and their bodies seem equally
             comfortable in the freezing winds of the north and searing deserts
             along the equator. Travelling phu, known as trackers, carry sim-
             ple weapons as well, usually a spear or throwstick and a dagger
             made of obsidian or beaten metal.
               The phu are an ancient people in the Known Lands, but are not
             native to the plane of Nexus. Instead, they came here, as they
             claim, 'following the godslongpast' across bridges spanning many
             worlds. The phu were plentiful across every land mass of the Known
             Lands while the other races were still young. But as man, elf, 
             drist, and lizardman became more 'civilized', the phu withdrew and
             dwindled, and now are only found in isolated valleys or on unchar-
             ted islands, gathering around natural wonders which they believe
             are the imprints of the godslongpast they seek.
               The phu possess a remarkable, though taxing ability to change
             their shape, and can interbreed successfully with any race, the
             child quickly assuming the form of the non-phu parent. Their
             tracking skills are also legendary. No creature in the Known Lands
             is their equal in this field. phu possess telepathy, and make
             use of a special ritual magic, in which they call forth the powers
             of the 'dream time' with music and dance, in order to replenish 
             the lands around them.
Geographic Range: When 'tracking', any. Otherwise, in isolated areas possessing
                  unusual natural formations.
General Attitude: Aloof, helpful, peaceful.
Created by: Tim Huesman (tim@mik.uky.edu) 
Availability: E-mail creator before using


Name: Rameshanders
Description: A race of humans from the country of Rameshan, a de-
             sert land to the south of Generica. They are indus-
             trious diplomats and traders, who specialize in rare
             products such as spices, hardwoods, oils and balms,
             silks, carpets, and (most infamously) slaves. The
             culture and peoples of Rameshan can be compared to
             those of the Ottoman empire of the early Renaissance
             period. Whether slavers or not, Rameshanders have a
             reputation for unscrupulousness and greed.
Geographic Range: Rameshan and major trading centers
General Attitude: Greedy, Devious
Created by: Dennis Brennan (djb6@midway.uchicago.edu)
Availability: General


Name: Scissormen
Description: These extraplanar entities hail from the dimension of Orqwith,
             which has been described by reputed sages as "A very strange
             place..." Scissormen appear as faceless humanoids with scissors
             in place of hands, which they use as weapons. Their language is
             composed of seemingly random English words, and their motives,
             while inscrutable and nebulous, are always evil. Scissormen are
             known to be able to walk through walls and levitate, as well as
             being able to both sense and affect invisible and non-corporeal
             creatures. They may have other abilities, as well. Usually, sciss-
             ormen are only encountered as a result of being summoned by a
             mage or other powerful being. The only ones to have been encoun-
             tered in Generica recently were summoned by the mage Moriarty
             during an extremely destructive tavern brawl. It is unknown wheth-
             er this was an accident, or Moriarty knows of Orqwith and its
             strange inhabitants...
Geographic Range: The Dimension of Orqwith
General Attitude: Wierd, Evil
Created by: Grant Morrison, an artist for the DC comic, Doom Patrol. Note that
            Scissormen are not an original creation of this group, but are in-
            cluded because I felt them to be obscure enough to warrant an en-
            try. Andrew J. Solberg (andsol@is.rice.edu) is responsible for 
            bringing the Scissormen to Generica, but those of you who might
            be making books out of threads using them should be warned that
            copyrights may come into play...
Availability: General (this group is non-profit :), so copyrights don't matter
              here! Use them at will...) 


Name: Shock Rat
Description: Sages specializing in studying the variety of Nexic fauna 
	     often use shock rats as illustrative examples when discussing
	     survival-of-the-species-through-mutation.  A shock rat appears
	     approximately the same size, color and mass as a large ordinary
 	     rat, but possess a talent which allows them to survive 
	     despite the agressive natures of the T-crocs and orc dogs, with
	     which they compete for space in Generica's sewers.  A shock
	     rat is capable of discharging an electrical pulse or shock to
	     any target in contact with its tail.  This shock is powerful
	     enough to stun a man (or T-croc), allowing time for many
	     shock rats to overwhelm their prey and bite.  Orc dogs appear
	     to be immune to this shock attack (or are tough enough to 
	     ignore it).  It is very unpleasant to be immersed in water
	     in metal armour when many shock rats are near, as adventurers
	     profess.
Geographic Range: Generica's sewers, the Gaps, and the Underwurlde
General Attutude: BZZT! Ouch!  Vermin!
Created By: Dennis Brennan
Availability: General (Everyone should have one.  Make great practical jokes!)


Name: Tantoln Tree
Description: Huge, oak-like trees, towing 20 to 50 meters in height, on the
             average. Tantoln trees only grow above vast underground complex-
             es such as dungeons, extending their roots into such catacombs
             to form a thick subterranean net. Tantoln trees are carnivorous,
             and when a living creature brushes against one of its roots, it 
             will entangle the unfortunate victim and drain it of blood. Tan-
             toln trees always grow singly, with about a kilometer separating
             each individual tree. Thus, they stand out greatly from the aver-
             age. But aboveground they are no different looking or dangerous
             than any large tree you might encounter. A great forest of these
             trees blankets the Lands to the east of Generica, from the Mysty
             Mountains in the north to the marshes of the south, lending cree-
             dence to the rumors of a vast underground network in the area.
Geographic Range: The Great Tantoln Forest
General Attitude: Above ground: tree-like; below ground: hungry
Created by: Jorma Pesonen (JPESONEN@viiki.helsinki.fi)
Availability: General


Name: Tunnel Crocodiles
Description: Tunnel crocodiles, or 'T-Crocs', as they are com-
             monly known, are ordinary crocodiles which have ad-
             apted themselves to life in the sewers of Generica.
             T-Crocs have excellent night vision and tough hides,
             and move quite well on land as well as in water.
             Most importantly, T-Crocs are slightly smarter than
             their jungle ancestors; they have been known to co-
             operate, and hunt in large packs to bring down prey.
             T-Crocs hunt at night, and they dislike bright
             lights and large groups of people. They will eat
             nearly anything, but have a particular fondness for
             Denizar. The Denizar themselves have a fondness for
             T-Croc eggs, and thus they constantly battle and
             raid one another's territories. Most T-Crocs stay
             below ground all the time, but hungry or bold crocs
             will occasionally venture above ground to stalk prey.
Geographic Range: The sewers of Generica
General Attitude: Territorial, Hungry
Created by: Andrew J. Solberg (caz@owlnet.rice.edu) 
Availabilty: General


Name: Troll
Description:  The race of trolls found on Nexus appear much the same as
              human beings and have even adopted human dress.  They are
              distinguished from people, however, by their deformities.
              Trolls' deformities differ from family to family and from
              troll to troll.  Typical examples include Duke Elgar's
              deer-like antlers or the noted Troll priest Bicharundus,
              whose left arm is covered with gorilla-like fur.  Trolls
              themselves find these deformities as repulsive as humans
              do, so many trolls have learned to disguise or conceal
              their deformities by dress or enchantment.  
              Like their AD&D counterparts, Nexic trolls have remarkable
              regenerative talents, being able to re-bond or re-grow
              severed limbs.  Many trolls also practice cannibalism, 
              although those who associate most with the other races
              eschew this delicacy. Travelers and adventurers report the
              existence of a Troll nation, ruled by a king, but the loc-
              ation of this alleged state is disputed. 
Geographic Range: Any 
General Attitude:  Any.  Some trolls are "bad guys," others are not.
Created By:  Dennis Brennan (djb6@midway.uchicago.edu), although Nexic trolls 
             are based on those found in Theresa Edgerton's fantasy novels.
Availability: General 


Name: Twentlan
Description: Tiny humanoids (about 10 to 20 cm in height) who inhabit the
             Great Tantoln Forest, making their homes and their livings 
             within the huge trees. A single tree may contain from 1 to 5
             Twentlan cities, which may or may not be of the same nationality,
             and each tree community is largely autonomous from the others,
             although trade does exist between them. The Twentlan are also
             known as Squichiik, or 'squirrel-riders'. This is not incidental
             to the fact that they have domesticated squirrels as mounts and
             beasts-of-burden. They are a private people, and rarely venture
             among the 'Big Ones', as the call the larger races of the Known
             Lands, except in thimes of direst need.
Geographic Range: The Great Tantoln Forest
General Attitude: Cautious
Created by: Jorma Pesonen (JPESONEN@viiki.helsinki.fi)
Availability: E-mail creator before using


Name: V'rixx
Description: The V'rixx are an ancient if somewhat rare race of insect
             humanoids, interested mainly in trading, and possess an unpar- 
             alleled talent for the mastery of languages. While highly intel- 
             igent, V'rixx are physically weak, and possess no talent what- 
             soever in the magical arts, a shortcoming they make up for with 
             their great lust for magical baubles and trinkets.  
Geographic Range: Anywhere, but prefer warm climes.
General Attitude: Usually cautious.
Created by: Jeff Barnes (barnejd@wkuvx1.bitnet)
Availibilty: General

Name: Zril
Description: The Zrilin are new to the Known Lands and Nexus and come from a
             world 'sealed' to other planes. Their magic is foreign, dark, and
             bloody, and they have conquered and raided many other worlds be-
             fore their arrival in Nexus. Each world the Zrilin choose to raid
             has some sort of valuable 'commodity' the Zrilin wish, be it mon-
             ey, luxuries, or... slaves...   
             A Zril stands anywhere from 4'6" to 5'6" tall, with veinous pock- 
             marked red skin, and one eye.  The mouth of a Zril appears to be
             more a raw wound than a device for eating and speaking.  A Zril can
             have many arms, from one to seven, but only the first arm of a  
             is natural; any others have been grown through artificial means.   
             A Zril's second arm is usually located in the center of its body,
             and is made up of a latticework of borrowed sinew, fingers, and
             nails. The 'bones' of this arm are made of black stone carved with
             odd runes, and it is this second arm the Zrilin use to create and
             control their dark magics. 
             Zrilin never travel alone, always carrying with them an entourage
             of slaves from various worlds.  The duties of such slaves are well-
             defined, and a Zril will not travel with more slaves than it feels
             are needed.
             The Zrilin are sexless, and their reproduction cycle is a topic 
             of great secrecy at this time.  Suffice it to say that it is 
             is sorcerous in nature, and is the greatest abomination the Zril-
             ins' homeworld of Zatur has ever known... 
Geographic Range: Zatur and many other worlds across the multiverse.
General Attitude: Diabolic, decadent, and barbaric. 
Created by: Timothy C. Huesman (tim@mik.uky.edu)  
Availability: General (until mailed otherwise) 



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