Format and Key


Format

Class: What sort of things they are - * SEE below
Hab: Habitat; where it is most likely to be found - ** SEE below
Fre: Frequency; how common or rare they are
Num: Numbers; population generally encountered
Lair: The chances it will be found "at home," if applicable
Size: How big it is
Move: Speed and mode(s) of travel
Def: Defense; armor, dodge, parry, general toughness; described by allusion
Att: Attack, described by allusion
Int: Intelligence, described by allusion
Spec: Special qualities; majic or exceptional abilities
Posns: Possessions; loot available to vanquisher - but, if applicable, may be used in defense, too. This may include items carried, items likely to be found in lair, or treasure such as valuable pelts. "Incidental" usually indicates treasure on remains of previous victims.

Classes

Gen: General; a whole class of Biota, not a specific species
Var: Various; several variations on a theme or closely related species
Beast: Animals, critters of flesh and blood, from domestic to monstrous
Const: Construct; objects animated mechanically and/or majically; may or may not be organic in origin
Ent: Entities; gods, unique creations, and other things less catagorizable
Folk: Sentient species, usually capable of culture
NonC: Non-Corporeal life forms; usually spirits, gaseous, or energy life forms
Min: Mineral organisms
Plant: Usually photosynthetic and sessile; active plants are usually vegemals
Real: Actual plants and animals; often includes imaginary extrapolations
Trad: Traditional; from real-world mythologies and imaginary derivations
Symb: Symbionts; never encountered alone
Undead: The dead, brought back to the lands of the living
Vegm: Vegimals; vegetable-animals, usually mobile

Habitat Groups

Land: dry surface-lands
Aquatic: in or on water
Amphibious: utilizing land and water habitat zones
Subterranean: below the surface; may be in air or water - or stranger
Aerial: within the volume of the atmosphere
Symbiont: found only in association with its host; habitat is that of host
Domestic: found with their keepers; habitat is as that of keeper

Habitat Sub-Groups

Land Habitats

Transitional

Shore or Coast: Where the water meets the land, whether lake or sea; transitional to aquatic
Riparian: Along or in rivers; transitional to aquatic

Woodland Habitats

Trees generally require more water, and a steadier supply, than grasses; also generally prefer deeper soil.
Taiga: Moist sub-arctic forest; cold and often swamp-riddled
Coniferous Forest: Dry pine forest, generally less lush than deciduous forests, often due to thinner soil; may be temperate, subtropical, or tropical
Mixed conifer-deciduous: A transitional habitat; may be temperate, subtropical, or tropical
Deciduous Forest: "Greenwood" that seasonally drops its leaves; may be brush-choked; may be temperate, subtropical, or tropical
Parkland: Open woodland, generally deciduous, with little brush to inhibit riding
Jungle: Tropical broad-leaved evergreen forest. The trees may form several layers, or canopies; if sparse, ground may be brush-choked; if thick, undergrowth may be sparse save where gaps, as from fallen giant trees or along riverbanks, lets sunlight penetrate

Grassland Habitats:

Grasses can go dormant during dry spells, whether seasonal or of longer cycles, and regenerate faster after drought or fire than trees.
Savanna: temperate to tropical grasslands; may be treeless or dotted
Steppe: Temperate to sub-arctic grasslands
Prairie: Temperate grasslands
Veldt Temperate to tropical grasslands
Sour Veldt: thin, sparse grasslands, generally treeless
Sweet Veldt: Lush grasslands, often tree-dotted

Desert Habitats:

Deserts may be found in any clime; all that is required is lack of rain.
Hardpan: Baked clay, often cracked by desiccation. Generally flat expanses, sometimes indicative of lost lakes. May become briefly lush if it rains, whether seasonally or in rare years
Saltpan: As hardpan, but with the remnants of ancient salt-lakes or seas
Sand-Sea: Classic shifting sands, only comprise a fraction of all deserts
Stony: May be mountainous or roughly level, jumbled rock, often wind-worn. Rains, either of a long-gone moister era or from rare but violent floods, may cut deep canyons, called "washes" or "wadis."

Aquatic Habitats:

Riparian: Along or in the rivers (transitional to Land)
Shore: Where the water meets the land (transitional to Land)
Shallows: Where surface and bottom are close together; may be near shore
Pelagic: Open seas
Benthic: The amorphous volumes of the sea, below the surface but above the bottom
Abyssal: Deep sea-bottom

Subterranean Habitats:

Deeps: Deep underground, where stories of the "surface-world" are but myth

Aerial Habitats:

Aeolian: Mid-air; in the very volumes where the winds play
Clouds: Types should be specified by milieu; palpability, cohesiveness, etc
Gas Giant: "GG" usually indicates a science fiction setting; may be elaborated by a mention of altitude or atmospheric density, or surface, if any exists
Space, Deep Space, and Vacuum: Suggestive of a science fiction setting - or otherworldly horror

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Apr 4, 2006