DILLIA S Diurnal True, classical centaurs. Peaceful folk who hunt, trap, farm. Can eat anything organic but are basically vegetarians.
ECUNDO S Diurnal Creatures of rubbery texture but much like giant scorpions. Carnivores who live in the ground and eat giant guinea piglike bundas fresh and raw. Nasty, vile tempers.
EVEROD (N) Giant clamlike creatures with hundreds of long tentacles. Deep water, nobody knows much about them, but they have trade through Zone.
GEDEMONDAS N Diurnal Large, thin, hirsute apelike creatures with round feet and hairy snouts, they live in volcanic caverns under cold, high mountains and think a lot.
GLATHRIEL N Diurnal The ancestors of humanity, more Oriental in stature and Negroid in features. Very primitive since the Ambreza gassed them back to the stone age.
HOOKL (N) Off-camera in the book, they are giant sea-snakes who can combine into squidlike amalgums.
JOL (N) Off-camera in the book, they are water-breathing relatives of the sea lion.
KYRBIZMYTH N Diurnal Plants, each with a brain, who move by mindswapping. They sleep nights, but better hadn’t touch if you don’t want to join them. Even so, they trade much in something.
LATA H Nocturnal Very small hermaphroditic humanoid pixies who can fly like a bee, have nasty stingers, and can glow by chemical secretions on the skin. Mentally as well as outwardly akin to humans, internally they tend more to resemble the cockroach.
MAKIEM N Diurnal Large reptiles resembling giant toads, they need some water daily though land-dwellers. Cold-blooded and can climb walls and leap like mad.
MUCROL S Diurnal Doglike carnivores who live in packs around desert waterholes protected by steam- powered tanks. Lack political cohesion.
NOCHA (S) Off-camera in the book, they resemble starfish and live in cities composed of shells.
OOLAGASH (H) Tentacled sea-horses restricted to great depths; managed to get to atomic stage without some obviously impossible intermediary stages.
ORARC S Diurnal Weasellike, these are the signalmen of the
PARMITER H Diurnal Tiny monkeys with owllike faces and beaks. What they lack in stature they make up in nastiness; a race of wild and crooked freebooters.
TWOSH S Diurnal Large pink bowling pins with big brown eyes. Only two limbs, which double as arms and legs. Highly resourceful due to their physical-limitations.
ULIK H Diurnal Six-armed creatures, humanoid above the waist but with walruslike faces, big moustaches, and six arms. Below the waist are five to ten meters of very large colorful snake.
USURK (H) Off-camera in the book. Can be sociable, but can you imagine a tentacled piranha with a jet assist?
WUCKL H Diurnal Legs like an emu’s, body a hairy oblong, long arms that bend every which way, long soft hands, a tremendously high, infinitely movable neck, and a birdlike head with a four-way beak. Peaceful vegetarians who are incredibly good psychic surgeons.
WYGON S Diurnal Six-stemmed creatures seemingly made of pipe cleaners, they are fast and bright Tbisi, First Mate of the
XYRICIS N Nocturnal Giant armadillos, they trade with many hexes. The Tindler was a far-traveling Xyricis.
YIMSK (N) Off-camera in the book. Plankton-eaters mostly of deep water, who somewhat resemble the nautilus.
ZANTI (H) Off-camera in the book. These shocking relatives of the electric eel have managed to build quite an effective and modern culture on the sea floor; their coop trade with Wuckl gives the latter fishing rights in exchange for some goods not possible to manufacture under water.
Appendix II: Races of the Northern Hemisphere
The key is the same as for the Southern Races in Appendix I. All names in the North are Southern approximations, hence compromises. Even their seas, mountain ranges, etc., have no common names unlike the standard system in the South, so Southern designations are used throughout. None of the following hexes have atmosphere in common with the others or close to that of any Southern hex, although a few inhabitants, notably the Bozog and Yugash, can travel without protection because they don’t breathe in the normal sense of the word.
ASTILGOL N Diurnal The legendary Diviner and The Rel were Astilgolians. Symbiotic creatures resembling a set of hanging crystal chimes on which is set an invisible bowl with little flashing lights. Silicon eaters.
BOZOG H Diurnal Two eggs sunny side up, full of gritty little balls, and with cilia beneath. Can form the liquid in their sacs into tentacles, etc. and can stick to walls.
CUZICOL N Nocturnal Metallic yellow flowers with hunderds of sharp spikes, they stand on two splindly legs. One operated on Mavra and Joshi in the Yaxan embassy.
MASJENADA S Diurnal Blown glass swans without heads or feet, they can combine and alter their body material, and have the annoying habit of flying through each other with no ill effect.
OYAKOT H Diurnal Like enormous drab puff-balls with spikes, they are actually a very pleasant, normal sort of folk. They like their oxygen frozen.
PUGEESH S Nocturnal Little brown disks surrounded by ten thin tentacles. Tribal and easily frightened if they fail to kill you; can induce dreamy lethargy but melt in any heat.
UBORSK S Diurnal Amorphous sand-dwellers who have become middlemen in the trade between Bozog and Wohafa.
UCHJIN N Nocturnal Hard people to talk to, they resemble smears of paint dripping in midair.
WOHAFA H Diurnal Balls of bright yellow light out of which shoot hundreds of lightning-like tentacles. Able to turn energy into matter and one kind of matter to energy and back to something else, making them everybody’s favorite trade partner.
YUGASH H Diurnal These creatures of stable energy that resemble pale red hooded cloaks without wearers and fade in bright light can take over your body if you let them—or don’t watch them carefully.
Appendix I: Maps