The horrible and hated Nail Worm lives in deep caves near the Evil Labyrinth. It is unknown, whether only one monster exists, or there are several. There was at least one guaranteed sighting in the Labyrinth itself.
The Great Serpents are the primary form of riding transportation for the Eshal. These massive, venomous creatures are one of the primary reasons that the Eshal were so successful in running roughshod over the cities of the Mer-folk.
There are seven or so types of lifeforms considered Gargoyles by the less informed. This is one.
Grolen are another semi-sentient creature which is called a Gargoyle in popular parlance.
It is whispered at harvest bonfires that sometimes swarms will combine into a monstrously huge pile of Black Leaf Bugs, able to instantly stop anything it comes across. What is left explodes in a shower of maggots.
Large lizards about 5 feet long, nothing about them seems to stand out. As drab and colorless as the parched brown stone of the desert, these things come across as your average (admitedly huge) reptile residents. But what most wouldn’t know is that these scaly things are virtually unkillable, thanks to a unique gift that they possess.
Large, difficult to kill, and long lived, this creature is responsible for the return of the Dagger as the primary tool of political intrigue.
Adventurers and Beetles both quest after the same things. The Beetles tend to win.
Found mainly in dense forests, the Charyn slug is a most irritating creature to the average adventurer. Not because it is dangerous in any way, but that it tends to disturb their sleep.
Dragons, being huge and meaty, are the ideal habitat for countless unpleasant parasites.
Both beautiful and delicious, these highly sought creatures are almost extinct in some areas.
This slug like parasite is actually a symbiote. After attaching itself to a warmblooded host, it feeds off that being. However, its tenticles, growing under the skin, act as secondary nerves, increase the victims nerve responses.
These mites fly silently and are small enough to be nearly invisible to the naked eye. If it was not for light, no one would know they were there. These creatures absorb and re-emmit light, turning dim to bright, and bright to blinding.
Globs are a partially amorphous life-form of the shape-changing kind.
Fakastr are large brutal bull-like creatures. They are green and brown mottle in their fur. Their hooves are large and sharp, as are their long pointed horns. They also regenerate. If they were not dangerous enough, they are semi-intelligent.
Choke horrors are nightmarish creatures that give the most knowledgeable and adventurous pause. They are tall gangly bipedal creatures that have four whip like appendages instead of arms.
To kill a Unicorn is to bring bad luck and the hatred of nature itself down upon the foolish. It is said that the mate of a unicorn that is murdered will turn horrible in it’s pain and anger, turning against nature to hunt and kill the murderer of it’s mate. It turns dark and soulless and seeks nothing but the death of it’s enemy.
The shark is the most efficient hunters in the realms. This has empowered the Shark Spirit, to become the Beast Hunting Spirit. This powerful spirit has bound elementals of various kinds and places with a shark imprint. These bound spirits spawn new shark races, land sharks, sand sharks, sky sharks, and as for here, ice sharks.
While Selvaks have some resemblance to their timid and weaker cousins - squirrels, they are far from cute and fluffy.
Large and powerful, they are the aquatic equivalent of elephants in a battle situation-very dangerous, but no army can afford not to have large numbers of them.
Blood Spiders are dark brown rust color, nearly the color of dried blood and have a body that is approximately 5’ wide, not including their legs. They have a desire only for survival and are not malicious. Tell that to one of their victims.
The Petty Kingdoms is a region consisting of hundreds of small states. Some are kingdoms, some are city states, some are large farming communities, some are duchesses and baronies and so on and so forth. Within a few miles the PCs might reach a new "country" with completely different rules and norms than the one they left behind. "What do you eat here? Humans ye say? Lets turn around fellas."