As we know, there are more than a few different species inhabiting the realm of Dungeons and Dragons. There are Cloud Bears, Orcs, Lizard Men, Humans, Dwarves, Elves, Bogbeasts, and many more! This diversity of life came about through millennia of evolution and prophecy.
Like on earth, these species interact in complex ways with one another. However, unlike earth, the interactions between the species are much more complex, given that inter-species language is more common and high-level cognition is a value held not only by humanoids.
A few key characteristics of the main species must be known before one continues with the actual story.
Humanoids
'Humanoid' is a term for a group of species with very similar characteristics: they are bipedal, diurnal, and share languages. These species are highly socialized and intelligent, capable of fine motor technique and complex cognition. 'Humanoid' species include (but are not limited to) humans, elves, and dwarves.
Humans
Humans in the realm are just like those on earth. As the technology in the realm is less advanced and therefore societies are less industrial, these are hardier folks than what you would find on earth (typically… there are exceptions). Humans not only deal with food shortages, extreme weather conditions, and disease, but they also must fend off monsters/aggressive species, avoid mystical hotspots, and maintain a healthy relationship with all other species. It's like living in a poor society that constantly has to ward off tigers that can put spells on generations of your children. Like that.
Humans vary in terms of honesty. On whole, they have less honesty than elves, but more honor than any other species in the most pressing of situations.
Elves
A common realm-human saying is that "Elves keep to themselves." As the patriarchs of the bow and arrow, Elvenfolk stick to the concealment of the northern forests, appearing only occasionally to people they greatly admire or to people who have significant use to their society. Be wary amongst the elves: they are far wiser and sharper than any other creature in the realm. However, their temper is fast and their allegiances never truly revealed. Their trust is never easily gained, so the Children of Power sought it best just to avoid them and leave them alone.
In times of major crisis, elves can occasionally be seen fighting for whichever side that will minimize chaos. However, their assistance cannot be counted on, as they prefer not expending energy on the follies of other species at all costs.
Dwarves
Dwarves are like humans, but shorter and hardier. They have very quick tempers, but an eye for finding rare things (like gems and information). They are more 'street savvy' than humans, and are fantastic eavesdroppers.
Dwarves are fine fighters. What they lack in size is made up with an innate fighting spirit.
Thugs
"Thugs" are a subclass of "humanoids": they are similar in many regards to humanoid species except that they lack a certain level of cognition and are therefore are easily recruited and swayed by other species. They share languages with humanoids, but (like humanoids) also have their own. They are characterized by their high population sizes (they procreate often, so there as an abundance of them in the realm) and poor strategizing skills. Thugs form nomadic groups in the wild, but do not form a higher form of civilization beyond that. They are mainly crooks for hire… if they are unattached to a master, thugs generally wreak havoc in small villages, plundering for food and cash.
One drawback for thugs: given their pathetic capacity to problem solve during combat situations, their performance in combat will reflect this. What they lack in direction, they make up for in numbers.
The 'Thug' subclass includes (but is not limited to) Lizard Men and Orcs.
Lizard Men
Lizard Men feature the head of a lizard, reptilian skin, but also the torso and legs of a man. They have a long, powerful tail that they use for balance, but are still bipedal. They feature a strong physicality and above-average intelligence for thugs (but still less than average for humanoids) and therefore were ordered to act as captains of Venger's fleet.
Lizard men are notoriously bad at picking up languages (though they can) and prefer to speak in their native tongue.
Orcs
Orcs were pawns of Venger's operation. They vary in size, with some as small as dwarves and some (the leaders) as large as a young adult human. Orcs are very stupid and can focus only on a single task at once. If you are at all familiar with the adventures of the Children of Power, you will be all too familiar with the lackluster skillset of Orcs as well as their hideous complexion.
Non-Humanoid, Passive
This is not a formal grouping, rather an easy way for me to describe hundreds of realm creatures at once in this brief overview of the realm species diversity. These species lack humanoid characteristics, but may have high cognition and language skills. Generally their languages do not overlap with humanoid languages, but they can. Some passive non-humanoid creatures have alternate ways of communicating with humans, like through telekinesis or by touch. They are not passive in the sense that they don't stick up for themselves: try provoking a unicorn and God rest your unfortunate soul. However, they are not agents of chaos in that they are more peaceful and live in relative harmony with the rest of the realm.
Some passive species deserve as much respect as humans (and sometimes even more), while some are dull, beasts of burden. Examples of passive non-humanoids include unicorns, cloud bears, dustland beasts.
Non-Humanoid, Aggressive
These species lack humanoid characteristics also. They are like passive non-humanoids in every sense except that they are agents of chaos: they live in opposition to the majority of species in the realm. Examples of aggressive non-humanoids include dragons and shadow demons.
Monsters
Monsters, in realm-terms, are unnatural species to the land. They were introduced to a specific area unnaturally (through magic or trafficking), and therefore disrupt the very social and environmental construct of the invaded land. Think about earth biology: it is extremely dangerous to introduce non-native organisms to any ecosystem. The same rules apply for monsters: they are unnatural, non-native, and therefore extremely deadly.
They prey on passive and aggressive creatures in the realm alike, however, monsters are more apt to attack humanoids and passive non-humanoids. Aggressive non-humanoids and monsters both are agents of chaos, so they are sometimes allied with one another to wreak havoc on unsuspecting villages and empires. They also both are tied closely with dark magic, so they have more in common than you would think.
Examples of monsters to the realm include vampires, werewolves, and some species of demons.
Now, the battle between monsters and humanoids Sarinthis (the mainland where the Children of Power explored… see 'Geography' in the next insert) has reached some sort of middle. For every citizen killed, one monster is either imprisoned or murdered also. More information on the management of monsters in the next section, 'Geography'.
