Alright, I'm done with three more creature sets, this time for the arctic regions - glaciers, tundras and taigas. Also updated the previous creatures with some minor fixes and changes - many of the playable races didn't have the "slinger" names for blowgun usage (for compatibility with my other packs) and some of the semi-sapient beings now have pet tokens, so races with access to good/evil animals should use them more often.
I've also added a vermin type to the evil jungles - called Hell Mosquitos. Might want to have cats or other vermin hunters around - when they bite a dwarf, they can cause swelling, a fever, or blood-coughing - there is, however, a low (10% - can be resisted as well) chance the bite will inflict vampirism upon the dwarf, for 2 in-game weeks.
The glaciers, the "End of the World", were a font of great magical power - the eldritch stewards, seeking to harness it, unintentionally opened a rift to the space between worlds. The very sky of the area has become completely black - while the light of the sun and the moon still grant visibility, neither are visible at any time of the day as long as one remains within the glacier.
To make matters worse, the entropic beings of the rift now freely wander, siphoning the magical energies of the glacier and attacking any living beings to drain their life force. Appearing as living shadows, lacking depth no matter which direction they're perceived from, they are completely mindless in their assaults.
The stewards and the animals from their home dimension themselves still remain, trying to fix the chaos they've wrought - ignored by the beings of the rift, they nonetheless drive out any intruders who would interrupt them in their rituals.
The otherworldly energies of the area have a strange effect on the bodies of the dead, mutating them into horrid abominations that attack any living beings they see.
The tundras, the "Cold Death", have been corrupted by otherworldly, undead beings. Even before their corruption, these lands were completely inhospitable - many wanderers would often freeze in the snow, or get torn apart by wild beasts. Now, their frostbitten corpses wander the land, possessed by malicious, vengeful spirits. More powerful wraiths are even capable of mutating the bodies of their hosts, to better serve as weapons against the living.
Some of the eldritch stewards wander the area, surveying the extent of the damage done by the otherworldly undead, their mortal foes - they often prefer to avoid other beings, but will nonetheless attempt to kill any who witness their presence.
The local animals are similarly affected - many are horribly diseased, often rotting alive, yet not dying from their infections. While they do not mindlessly attack the living, they are nonetheless a danger to any who would settle here.
Some of the undead plantlife brought over by the Timeless Corruptors from their homeworld has also began to spread, parasitizing various mutilated bodies and using them for sustenance - the plants themselves often ambush unwary travellers, hiding within the bodies until their prey draws close.
The taigas, the "Frozen Woods", are a relatively untainted area - they are, however, inhabited by many vicious beings that do not take kindly to any outsiders - the tribal Lupusians, the powerful yet grotesque Icebound Colossi, the tree-like Frozen Watchers, the malicious Coldheart Nymphs and the cruel Bleak Faeries.
The eldritch stewards have sent emissaries to the area, warning the inhabitants of the undead threat and proposing an alliance - they now work together in fighting not only against any undead invaders, but also any outsiders who would settle the taiga.
The wildlife itself, while untainted, is incredibly vicious and foul-tempered. Any travellers would be wise to give the fauna a wide berth - in particular the elephant-like Ice Tusks, who are known for charging with little or no provocation.
That's it for now - a lot of the creatures I added to this set have sounds that they make, atleast in adventure mode - should make exploring those areas a lot more atmospheric.
The next update might take a bit longer - it's gonna finish off the evil sets. In total, I have four more proper biome sets (temperate forest, mountain, savannas, hills) and then the water bodies which have smaller creature lists (river/pool, lake, ocean), then lastly the shared evil biome creatures. That update should also have the weather types plus plants for evil biomes - the very last update after that should just be me slightly expanding the selection of shared good biome creatures, plus adding some vermin and plants for both good/evil biomes.