From: wolf@cheshire.oxy.edu (Clinton Richard Wolf) Date: Tue, 21 Sep 1993 20:17:27 GMT Newsgroups: alt.pub.dragons-inn Subject: ADMIN: Bestiary of the Known Lands ----------------------------- | BESTIARY OF THE KNOWN LANDS | ----------------------------- Being a compilation of nasty beasties for use in your APDI postings... ------------------------------------------------------------------------------ ------------------------------------------------------------------------------- The Bestiary of the Known Lands is intended as a resource for APDI writers to draw upon, containing numerous original human and non-human cultures and creatures, all of which were contributed by members of the list. If you have a new creation which you plan on or already have used in your stories on this list, and would like it included in the Bestiary, please e-mail it to me here at wolf@cheshire.oxy.edu with the subject of '[Bestiary]:.' The format should be as follows: Name: The name of your creation. Description: A description of the appearance, habits, and any other information about your creature that you wish to include. It can be as long or as short as you like, but be aware I will be editing the entries for grammar, typos, etc., and may shorten or embellish on them somewhat, as well. If you spot any errors or are dissatisfied in any way with the 'finished product', feel free to inform me. I live to serve :) Geographic Range: The general areas of the Known Lands in which your creation is _normally_ found (exceptions are, of course, sometimes the rule on APDI). This can range from a very specific locale to the desig- nation 'Any', which means they can conceivably be encountered anywhere on the world of Nexus. Extraplanar races, or those which dwell on many planes, should be noted as such. General Attitude: This is a brief blurb describing the general out- look of the creature or race... the 'stereotype', if you will. It should be kept short. If you feel more detail is needed, include a section on it in the description. Created By: This is the section where you get to be credited for your brilliant creative efforts, as well as providing a means for people who wish to know even more about your creation to contact you. It should include your name, and in parentheses following, your e-mail address. Availability: This is an important category, and I will default it to 'General' unless it is otherwise indicated. General means anyone can use your creation at will, although that only extends to the non-profit APDI group, of course. The two other possible designations are: 'E-mail creator before using' (pretty self-explanatory, they basically need to get your permission before using it.), and 'hands off', which means look, but don't touch. These designations can change over time, of course, such as if a creator leaves the group and orphans his poor beastie... it will usually be thrown into the general pool after awhile to fend for itself. Feel free to tell me any special considerations you have, as well, and if possible check your entries for any format, linewrap, or gram- matical problems before mailing it off to me, because that makes me happy. You do want to make me happy, don't you...? That's all there is to it. So churn those brains, flex those fin- gers, and send 'em crawling, hopping, splashing, and superating to my electronic doorstep. Safely to abide... Your friendly Keeper, Clint ------------------------------------------------------------------------------ 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 Elturel, 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 Elturel 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 Elturel 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)