OrdersDescribes the grouping together of creatures into biological 'orders' according to their behaviour when forming social systems and attacking. These orders should not be confused with modern biology (this is D&D!).
Creatures of the lowest intelligence will primarily be groups according to their means of seeking prey; creatures of middle intelligence by the sort of societies and cultures they develop; and creatures of high intelligence by their manipulation of and intentions for the lower orders. The greater a given creature's intelligence, the more possible behaviours a creature will have. The lowest intelligence, none at all, will have one single behaviour. Animals (int 1) will possess two. From there, creatures of semi-intelligence (int 2-4) with have 4, 7 and 12 behaviours. Thus the number goes up dramatically with each single-point increase in intelligence.
The content below has been updated only to include the lowest orders of behaviour:
Grouped Hunters: aggressive creatures that attack prey as a group or pack, often indescriminately (they will attack multiple prey instead of fixating on a specific prey, as more intelligence hunters will).
Indifferent Herbivore: though largely benign and passive, these plant-eating creatures can act with surprising aggression if disturbed or if a mated pair is disturbed; they are particularly defensive where offspring are concerned.
Inoffensive Herbivore: a non-aggressive creature feeding upon vegetation, typically fleeing when encountered. Some individuals will show curiousity. Most tend to herds and possess no lair.
Malicious Hunters: these creatures will usually hunt over a wide area without possessing a lair. They are erratic and mean-tempered, often killing or destroy creatures without cause or necessity. Sometimes this is due to the creature's nature, but more intelligent creatures may do so with sadistic pleasure.
Nesting Hunters: hunts from a specific lair, which may be natural in design or built from materials in the environment. Nesting hunters will return again and again to their nest; depending on the size of the creature, the nest may contain treasure in the form of personal equipment left on bodies that have been stripped.
Protective Hunters: while these do hunt over a wide area, these creatures are territorial. They will establish a temporary lair, often in the same place year after year, during which time the creature will lay eggs; some protective hunters raise their young while others will keep the area warm only until the offspring hatch.
Reluctant Hunters: creatures that are omnivorous in nature that prefer to scavenge rather than hunt. They will only become aggressive and dangerous in times of dearth, when food is not plentiful. They can be provoked into becoming violent, but typically only if there is no where to flee.
Scavengers: largely defensive, occasionally trouble due to what they may be feeding upon or in what they have chosen to take temporary interest. Nevertheless, these creatures are primarily defensive and will only fight if threatened or attempts are made to drive them away.
Solitary Hunter: hunts singly or in mated pairs over a wide area, without a lair. Unlike waiting hunters, solitary hunters will be in constant motion when awake and seeking prey.
Ursoid: bears and bear-like creatures that dwell in familial groups, usually where the mother looks after children while the male remains near and mates with the female only late in the year. Naturally, a part of the year is spent in hibernation.
Waiting Hunters: creatures that hunt by concealing themselves for periods of time, waiting for suitable prey to move within two rounds of movement. Typically, the creature's appearance will cause surprise the first round, allowing them to move in the second round with enough move to attack. These creatures will possess no continuous lair, so there is no treasure found with them.
DistributionDescribes the proximity the creature shares with others of its kind. Since the number of creatures appearing indicates how many will exist in a 2-mile hex, distribution will define how many actual creatures from the number appearing will be encountered by the party:
Group: creatures will cluster together as a single herd, family or clan (including all those appearing in the hex). If they attack together, they will often do so from different points of the compass, attacking multiple prey. Solitary hunters that are part of a group will not attack prey together - but in spite of acting independently will often be in sight of one another. Escaping from one member of a group of even solitary hunters may mean having to deal with others in the group.
Group (loose): like a group, above, but very spread out so that encountering only a few of the number appearing before meeting the principle body is common.
Group (tight): creatures will attack together and always from the same direction. They will exclusively target a single prey when hunting. When defending, they will withdraw and seek opportunities to strike at the weakest among their enemies. All the number appearing will be part of one host.
Scattered: creatures will be encountered singly or in small groups, the number of groups in a hex determined by the collection of dice rolled. For example, 5-40 encountered barracuda tells that a hex will contain five groups of 1-8 barracuda each. If a single die determines the number appearing, then presume each are acting alone (usually a solitary hunter) in a small valley, canyon, fen, body of water, dungeon, etc.
Scattered (widely): indicates the creature will be encountered 1 at a time. There is so little chance of encountering two at the same time that a chance is not given - largely because such creatures will tend to be highly territorial and will attack or drive off its own kind if possible.