ARAMAR (General Notes):
The first thing that strikes you on
arriving, if you come from a normal world, is that the sun is
pretty much stuck on "noon" and this can be pretty
unsettling. Some Zones have an artificial night, while there are
areas where orbital moons providal a "seasonal night" -
and there are clouds of course. Seven layers of them, though
they're not always present.
It isn't until one gets airborne or to an area that one can see
the horizon that one notices something else very
unusual, though normal human levels of eyesight can't really
figure out what it is. - Wanderer's Guide
Aramar is what some would call a Dyson Sphere. The exact surface area has never been mapped in full, but scholars of such things - including Keian the Explorer, put the surface area of the world as being well over a billion square miles.
The natives merely nod wisely and say that sounds like a lot. Most have never gone further than a hundred miles from their homes, and really have no desire to go adventuring or exploring. As the mouseling saying goes "Adventures make one late for lunch."
The vast majority of the surface is covered by water, the depth of which varies from shallows of a few feet such as is near the southern Nihon border, to several miles which is found to the north of Shadar.
WEATHER
Due to the size, constant sun, or amount of water, there are huge storms, usually at an altitude of less than 500 feet. Which is the real reason, as opposed to undead, monsters, or the like, for most buildings to resemble fortifications. When the rains come, it is not unreasonable for an excess of four inches of rain to hit within the space of a few hours.
The first thing I noticed on entering the city of Emeraldis (other than the predominantly green color) was the streets had a large number of grates and water channels. The first rainstorm I witnessed was a mild affair, hardly more than a spring shower. It turned out these are most common - usually hitting three or four times a day across most of the Empire - and lasting less than five minutes. The dangerous ones are something similar to a Japanese monsoon - striking regularly during a "rainy season" (even though there are no discernable other indications of seasons within the Empire) - visibility is measured in inches, anything not covered in waterproof tarps is soaked, and even hardened adventurers regard land travel as something to avoid. I estimate the wind speeds in these events to manage about 45mph or so, and lightning is yet another hazard to deal with. There are underground routes, but air travel above the storms is definitely the way to go. - Wanderer's Journal
"Monster's"
A word about the Ecology of Aramar would be remiss without the principal hazard of long term travel. Some are normal animals, some are enhanced by magic or esper abilities, some bear the marks of the ancient genetic engineers, and some are those who wandered in from offplane.
That being said, there are some creatures that may look monstrous but are likely to go out of their way to avoid any of the civilized races. Some creatures are domesticated in some areas that are monsters elsewhere as well. The creature known as the "burrowing worm" is one example. A huge segmented worm-like burrowing creature - but actually quite shy and tends to flee any source of vibrations. It is most likely to be encountered trying to get away.
The most common monsters are those left over from battles, wizard's experiments, or from being washed up through the timestream. These, of course, can vary wildly in appearance. Normally as a rule, the further from civilization one is, the more likely one can encounter something that qualifies as a monster without qualification.
Ah, the wilderness. The joy of finding out that the horrible monster you've seen in a telescope turns out to be either a taxpaying citizen, someone's pet, or actually the young spawn of something you ain't ready to handle yet. - Wanderer's Journal