@Burthstone thanks for the questions! While alot of magickal creatures tend to be loners some do band together to form societies and groups, usually either similar races or those with similar goals.
Hmm. Trying to not give stuff away so watching my words xD. Gah, I've deleted a couple essays on this in the post now so I'm going to keep it super simple so everything learned is through IC as much as possible:
• A good rule of thumb generally is that the world Beyond The Gate That Never Was is entirely survival of the fittest.
• Humans are in the most danger of the Toll.
• Magickal creatures are not exempt from danger from the Toll.
• Also remember: any individual can toll the bell for themselves.
• Since you're asking in specific about the toll in relation to magickal societies: it is their own conduct that is likely to determine how much danger they are in from the bell.
In relation to the climate:
The climate is very, very magickal xD Our understanding of climate is not as applicable as magickal happenstance can cause freak changes in weather, time and location, among other things, both due to the nature of World's End and at the whim of various creatures living there.
It is better to think of Beyond the Gate as a fragmented place ruled by chaos then as how we would perceive a natural landscape inhabited by creatures. Mankind pushed magickal beings literally off the edge of the world where the rules of physics and nature barely apply. Depending on the potency of naturally occuring magick in any one area, travelling/experiences in that area could be like as we perceive as distance over time in a set place, or it could be more like how in dreams you find yourself in one place then another without really travelling between them.
For the sake of simplicity, in a sitatuion where no magic occurences happen, the
origional human camp is situated in a temperate climate of *somewhat* stable magickal interference, where naturally occuring magick is mostly condensed or localised so that most magickal happenings are smaller in scale and don't generally affect climate significantly.
However the
further/deeper you go into World's End, the more magickal potency there is so the weirder and wilder it gets. Floating islands, areas that appear and dissapear, biomes with little logical connection side by side, huge rifts that can be floated over, ect. and these are just some examples. One mountain might be freezing cold to climb, another it might be snowing but climbing it feels like a day in summer.
All bets are off during the Bell Toll, though.