The plane on which the area lies. If no plane is defined, assume Material plane. Planes are described in the Dungeon Master's Guide on page 43.

Some biomes may be combine to create a more specific or unique location, such as a Tropical Forest or a Forested Mountain.

The ecology of the area, biomes are a broad description of the climate, plants, animals, and terrain of a location. Example biomes with a brief description are listed below.

DCs

DCs can be used as flat DCs or as a modifier (mod in parenthesis) to existing DCs. They represent abstract concepts about the area, such as the difficulty to navigate or to find food. The DCs are described below.

Navigation (NAV) Navigation is the difficulty in location or traveling to destinations within the area. Navigation DC can be used as either a base DC for area locations or as a modifier to locations areas. Navigation is tested with a Wisdom (Survival) check.

Foraging (FOR) Forgaging is the abundance, or lack thereof, of sources of edible food and water. A location with a high Foraging DC means it is sparsely populated with edible plants, berries, and polluted, dirty, or otherwise undrinkable water. A lower Foraging DC indicates plenty of foragables and clean water. Foraging is tested with a Wisdom (Survival) check.

Weather (WTR) Weather indicates the severity and/or frequency of weather events. The Weather DC can be used for Constitution checks for characters to resist the effects of weather or as a modification for random weather rolls (detailed in the Dungeon Master's Guide pg. 109). Weather DC and modifier can also be used for Wisdom (Perception) checks in inclement weather. A high Weather means there are more extreme temperatures, winds, and/or precipitation while a low weather means the land is relatively stable in terms of climate. The Weather list describes what types of weather are appropriate or common for the area.

Hazard (HZD) Hazard describes the danger and/or occurance of natural hazards. The Hazard DC can be used for any check made to escape, avoid, or identify a hazard. A high Hazard can also indicate the number of hazards in your area. The Hazard list describes types of hazards that are commonly present in the area.

Identification (IDF) Identification is a representation of the amount of knowledge that is available about an area. If an area is more commonly studied or traveled through, the Identification will be lower, while a higher Identifications shows a lack of information able to be recalled or accessed. Identification DC can be used for any Intelligence checks to identify or recall knowledge about its denizens, locations, cultures, etc.

Hostility (HOS) Hostility is a general description of the friendliness of inhabitants. A high Hostility often indicates an area of conflict between at least two groups, though sometimes there can be peace between hostile groups as long as they keep to themselves. Highly hostile areas are very xenophobic and most groups will attack on sight. Low Hostility means factions in the locations are generally friendly and will act at least neutrally towards outsiders. Hostility DC is mostly used for Charisma checks to interact with locals.

Creatures Creatures lists common inhabitants of the area. Creatures are listed in groups such as bandits, wolves, zombies, or kobolds, but important or very powerful creatures such as dragons or big bads can be listed individually.

Terrain Terrain provides a list of tactical terrain that may be present in the area.