As a person of mixed race, when I play a mixed-race character, I generally want one of two options: I want it to either not matter at all, so I can momentarily live in a fantasy world where things I have no control over have no bearing on the quality and quantity of interactions I have with other characters. Or I want it to be handled with care, the nuance of being part of multiple races and cultures a part of the worldbuilding, not just an awkward obstacle for my character to deal with.
Racial Traits and D&D
What is race in D&D? In the real world, race is a construct, made up of physical characteristics we attribute to groups of people, with no one ‘race’ having a monopoly on any one trait. Genetics have a say in people’s appearances, health, and mobility but it is the construct of culture which says what is beautiful, acceptable, and useful. Humans who look vastly different from each other can still for the most part make another human together. Culture might dictate people from different backgrounds avoid each other or even look down on one another but it can’t physically keep two cells from smushing into each other, forming one cell which divides into more cells which all hold the instructions for making a person.
In Dungeons and Dragons, the idea of race is a bit more fantastical. There are many sentient races, and their biologies are so divergent some of them can see in the dark! Or control the elements! Or have tails! Yet some of the racial stats could be attributed more to culture than to race, and there’s no delineation between these “cultural” racial traits and the “fantastical” ones. An elf gaining a bonus to their Dexterity score could be innate to their supernaturally lithe build, or the result of physical training in a culture that values physical dexterity. This is left to the player or the DM’s discretion. On the other hand, the Elven Weapon Training trait is almost certainly something cultivated, promoted by adults and other culture keepers. Languages are learned, not inherited and circumstances may have characters able to understand languages but unable to speak them.
Just like in real life, a mixed-race character might physically favor one parent’s traits over the other, as genetics are not like mixing paint but more like mixing a set of marvelous pigments, where some colors just mix, some disappear altogether and some create colors nobody would have put money on. Semblances of ancestors past suddenly surface, as dominant and recessive genes flip on and off. A child’s ears might be pointier than expected, their face less hairy than expected. When deciding the appearance of your character, consider what traits might express themselves. If you have siblings from the same parents, they may look just like you or so different that people don’t believe you are related!
In a just world, nobody would care what race anyone is. But it’s not like that in the real world. Likewise, in the many worlds of D&D, every race has an opinion on every other race. When facing a character of more than one race, the players’ actions may fall under scrutiny as others try to figure out which side the character takes after or where their loyalties lie. Mixed-race characters may also be subject to other people trying to decipher their appearance and thinking they’re something they’re not. Inquiries into their background might result in surprise, curiosity, disbelief and even flat-out rejection. Not fitting someone’s expectations can be jarring for people and many people, regardless of race, do not like to be wrong.
Mixed-Race Characters in Your Game
A character might be mixed-race, but could be a member of any number of cultures and subcultures. An elf raised from birth by humans in a human-majority settlement will still have an elf’s Darkvision and Fey Ancestry traits, but may not have the martial traditions or hold the beliefs of their elven ancestors. That elf’s player could work with their DM to replace their Elven Weapon Training feature with a Human Weapon Training feature to give them proficiency with a different set of weapons like pikes and glaives instead of longswords. Likewise, a half-orc raised around orcs might refuse to speak Common, in order to form a stronger bond with their orc caretakers.
D&D has two “mixed-race races” in the Player’s Handbook already: half-elves and half-orcs. If you want to play another mixed-race character, like a human with one halfling parent, or a half-elf whose non-elven parent was a dwarf rather than a human, you’ll have to get creative. An easy way is to just choose one race as a mechanical base, and leave your physical appearance and cultural background as flavor, not represented by mechanics. While creating your character’s background and personality, however, be aware that characters made up of two or more races could face challenges and obstacles others may not have to—if racial discrimination is alive and well in your fantasy world.
Your character’s parents or guardians and their views of their races and cultures are very likely to influence your character. How your parents regarded themselves in relation to their communities influence what they pass on. Parents might shun their culture, disagreeing with some part of it. Or they may cling to it, teaching it as a source of comfort in a hostile environment. In addition, there may be gaps in your knowledge if the only people like you are your parents. Living outside of ancestral homelands might mean your character has never tasted a certain dish, not the way your parents remember it. But food may be the thing that they share from home, avoiding topics that are uncomfortable but eager to pile your plate high with your favorite dessert.
Race and Inherent Evil in D&D
Playing a D&D game with mixed-race characters invites examination of D&D’s simplified and fantastical view of race. If you want to explore the nature of race in your D&D game, dismantling the idea that entire races are evil could be of benefit. This isn’t to say that evil doesn’t exist! Murder, subjugation, cannibalism, destruction, and oppression are all terrible things to be thwarted in a campaign. And while the descriptions and depictions of many of D&D’s “evil” races make them all look like monsters, the idea that every single individual within a given population with certain biological features is evil, with perhaps a few exceptions…? When you say it out loud, it sounds bad! Organizations, which are based on values can be nefarious and there are cultural practices which are reprehensible. But the language around race and alignment, if those around the table are interested in making the gaming table a more welcoming place to people of all backgrounds, should address the value systems of the characters, the players and the world they are playing in.
D&D is, in many ways, subconsciously rooted in Western and imperialistic ideology. Gary Gygax and Dave Arneson were fans of wargaming which clashed imperial armies against one another, and of stories in which individualistic heroes battled foreign hordes and took their treasure. To no great surprise, the language used since D&D’s early days to describe its “evil” races has been used to describe many real oppressed groups in modern history. The idea of humans being a race which conquers and that being presented as one of their more respectable traits, when paired with the prevalence of evil races, should come under scrutiny by those wanting to create a gaming space that is welcoming and fun. Giving your orcs and drow villains (and so forth) real reasons to do evil things makes them characters, not caricatures.
The drow culture of Menzoberranzan, for example, is evil not because drow are inherently evil, but because their leaders have created a culture of fear and mistrust. Standing up to people from a culture that encourages evil, imperialistic acts is something most people can relate to, and it can deepen the story of your game. It takes more effort to deepen your worldbuilding like this, but can create a more impactful result when the players defeat the villains and restore balance to the realm. A culture which encourages its people to be cruel came from somewhere, some idea, and that idea should be challenged—if you’re playing a heroic campaign, that is.
Listen to Jeremy Crawford talk about drow society in the video above. Or, listen to Mike Mearls talk of the role of orcs in this interview with Todd Kenreck.
Playing a Mixed-Race Character
If you’re interested in playing mixed-race characters or games where culture is a bigger part of the world, here are tips for Dungeon Masters and players to consider when creating characters and building scenarios.
For Dungeons Masters to Consider:
- What types of mixed races exist in your world? Consider allowing players to homebrew other possibilities by taking Racial Traits from both races. Maybe a halfling-orc could look like a Halfling with the Stout subrace; keep the +1 to Constitution and choose either the +2 to Strength or Dexterity, and take the halfling’s base speed of 25 feet, thanks to your short legs. Pick four of the Racial Traits from between the Halfling entry and the Orc entry and take Common and up to two Languages their character may know. The player may choose according to their characters backstory. Try to make sure that your player doesn’t cherry-pick the best traits from each race, though; you’re the ultimate arbiter of your game’s balance.
- Consider allowing players to play characters raised in cultures different than their race. An elf raised by a family of kindly stone giants or a goliath tribe might gain Giant as a language, and the goliath race’s Mountain Born trait while losing Elven as a language and their Elven Weapon Training trait.
- What is the dominant race and culture of the world and what kind of power/advantages do they have over outsiders, if any?
- Who passes down the culture and traditions of the people in your world? Is it solely left to parents? Extended family? Religious leaders? Where can characters interested in their heritage go to find information about where they’re from and is this information readily available?
- What is the attitude of player races towards people who shirk their culture or never grew up around it? Do they pity them, scorn them or try to teach?
- Which groups of people are most likely to come into contact with each other? How and where does this happen?
- How much does race matter in the society the characters live in? Is prejudice rampant and codified in the laws, embedded in the culture in a non-codified way or frowned upon? How will different NPCs react to people who do not fit their expectations?
- If one of your players is playing a mixed-race character of an ‘evil’ race—and you haven’t already considered ways to make your orcs and drow and so forth not inherently evil—talk about their expectations in dealing with NPCs, if the character plans on exploring their alignment or if they just want the stats and the cool trappings. Any of it is fine and can be fun, if players and Dungeons Masters communicate.
For Players to Consider:
- What interests you in playing a mixed-race character? What ideas do you want to explore? What things in the world do you need to exist to support your characters backstory? If race relations are heated between your parents races in this setting, how did your parents meet? Or has your family been made up of mixed-race people for generations?
- Did your character grow up raised around both races or cultures that your parents belong to? Was one more dominant than the other, or preferred over the other?
- Did they grow up in a monolingual or multilingual home?
- Is one of the races your character comes from a dominant or minority group? What are the relations between the groups currently? What history is there?
- Were your parents/caregivers good adherents of their cultures? Or are they rebels, out to do new things?
- Do you have siblings or friends who shared similar experiences to you? Is there a community or place you can go to be around people who know you?
- Do you feel pressure to be a ‘good example’ of one of your races? Or do you staunchly insist you are your own individual who should live free of judgement from those who have just met you?
- Do you wish you fit in to a community? How do you react if people ask you ‘where are you from’ in reference to your race?
- Are there parts of your cultures you try to honor or uphold? Is there an aspect of your culture you aren’t proud of? Perhaps you love the influence music has had on the world at large but dislike how children are treated. The oral tradition is what you miss every night but the food is too rich and the insistence that people clean their plates is annoying.
- How do you identify? How do people of other races classify you, as opposed to how you self-identify?
Playing games conscious of race and culture can be satisfying and interesting to everyone. What adventures and alliances await for the player who don’t blindly attack orcs wandering the plains, or who meet surface-dwelling drow with an extended hand rather than a drawn blade? You’ll have to play to find out!
What interesting stories involving fantasy races have you created with characters or NPCs at your table? Let us know in the comments!
Tristan J. Tarwater is a writer of novels, comics and RPG bits. Their RPG credits include Reality Makes the Best Fantasy, V20: Dark Ages, 7th Sea: Lands of Ice and Fire and Rolled and Told: Pull Your Weight! Residing in Portland, Oregon, they occasionally run games for their spouse, kid, and friends but never for their two cats. You can find them on Twitter at @backthatelfup.
Thanks for this article! I've been wondering about this for a while and this is a great way to do this.
I actually did try his sort of thing as a DM with a player in 3.5 edition. She wanted to try an elf raised by dwarves, so I said she could use all elf racial ability modifiers, low-light vision, and keen senses, then replace weapon familiarity with swords and bows for axes, gain stonecunning, and favored class of fighter. I think it really worked out well since what wasn’t changed reflected her elvish blood, and what we agreed to change was more representative of her culture. Then there were explorations into “Why was her family gone? How did the dwarves find her? How does she feel among dwarves? What about elves? How do other races feel about her?” Some very interesting moments when I introduced an exiled human ranger NPC who chose to live with wood elves. Anyways, some very cool points I think to introduce to players with mixed-heritage characters, and to give some ideas for antagonists who are super-purist about races (think cult of Zarus from 3.5 Races of Destiny or elitist elves).
I take the approach that not all members of any race are any particular alignment; there are peaceful orc tribes and drow settlements just as there are murderous elf raiders or halfling assassins. It's just that the stereotypes are what adventurers tend to encounter most often (goblins pillaging villages and so forth), so those are the stories that get told from town to town, one generation to the next, and are thusly presumed by commoners to be the norm across the board.
(Ask me about my headcanon that the Hutts in Star Wars are a single crime family and not indicative of their entire planet/species...)
Lots of great tips in here, thanks for that! But I do have one question, out of pure curiosity, why do you think stone's endurance is a cultural trait rather than a biological one?
Nice write-up: very well written and thought out.
Honestly I love coming up with and discussing half blood races, because it also turns in a nice discussion about what traits do we think would carry over compared to other traits that wouldn't. Currently I just have one of these creation public, which is my Aasimar-Tiefling mix which my entire group loved it. So it was really sad when the player that was going to play this race decided that he wasn't going to.
This is a great article with a lot of nuance and I hope we see more from this author. Not to be "that guy from the game shop" but when running the Lost Mines of Phandelver, I like to make the Black Spider into something of a Men's Rights Activist ... which is a lot more sympathetic when you consider where he comes from. The line, "Giving your orcs and drow villains (and so forth) real reasons to do evil things makes them characters, not caricatures," and the following paragraph about Menzoberranzan's culture made me think of it.
Hi! Great question! I suggest Stone's Endurance under the reasoning it could be a result more of environment than biology, i.e. an elf raised at high altitudes may be able to handle them better than an elf raised in the forest. I'm on my phone and away from my books but that's the jist. I hope that answers your question in a satisfactory way!
You got the 2 traits you listed flipped around. Mountain Born is the high altitude adaptation one, which I completely agree would fall under cultural traits, Stone’s Endurance is the one that allows you to reduce damage by 1d12+Con Mod once per test, which I’ve always seen as being a result of Goliaths being giantkin.
Wow I knew it was gonna be a doozy when it started, "in the real world, race is a construct"!
I've actually been expecting the social justice crusade to come for DnD, because it offers a simple (easily adaptable) perspective to gamers (a not insignificant slice of the voting pie--recent poll has 10% of Americans self-identify as such). By perspective I mean, on the real world's races. Like Scandinavians have +3 CON, and value forthrightness. Japanese +3 WIS, and value honor. They're different, with varying strengths and weaknesses; there is no PC race that is +5 to everything.
But this author tries to separate race from culture: an impossible feat. Culture is the expression of the race, literally inherited DNA acting on its environment. (With environmental pressures selecting the next generation of DNA...they are interwoven.) If the entire world were somehow one ethnicity there would be a mono-culture; the different ethnicities develop unique cultures.
Back in 2nd Edition days, I understood the Drow to have a different value system than I, based on different axioms. Obviously, what is Good for a fox is not, for the hen. The author also tries to pin the Drow rep on "their leaders" which is a complete cop-out, I mean where did their leaders come from, but their culture? Then there's stuff like "In a just world, nobody would care what race anyone is." which only makes sense if you think that 1) race is merely categorization of melanin distribution, and 2) categorization is inherently unjust. Even the Questions for DMs/Players section (which I wanted to enjoy) was laden with politics of oppression. Wew lad. I too was once young and prone to regurgitating what I absorbed sitting through lectures.
You're 100% right! XD I'll hit the editor up and ask him to fix it! Thanks!
I've always taken the fact that some races are listed as evil or good as the common tendency, or at least the common tendency of those encountered by adventurers. It seems that the section on alignment in the PHB supports this, as the PHB says an orc is usually evil because they were created by and serve an evil deity that fosters an evil culture. As far as I know, the only creatures which are always one alignment are fiends and celestials.
Furthermore, I like this article because it is interesting to think about these ideas from a worldbuilding and even a sociological perspective, but I do think that the section titled "Race and Inherent Evil in D&D" is a little misleading and politically charged. D&D has never been about "battling foreign hordes", let alone acting out imperialism (Officially, at least. One never knows what some people do in their home games). Additionally, I don't think that anyone is claiming that orcs are evil due to biology, but rather that they are evil because their religion and culture promotes evil actions and attitudes. I understand that this is a sensitive topic (And that sensitive topics tend to bring out unpleasant people), but I would really appreciate if you would respond to my comment and criticism. Once again, I enjoyed the article; thanks for your contribution.
P.S. I deleted my previous comment as it might have come off as a somewhat combative.
@Daedheldin Hey, I get that you disagree with the author—and while I think the author is right here, disagreeing in the comments is absolutely fair. But there's no need to be dismissive. "I too was once young and prone to regurgitating what I absorbed sitting through lectures." is a pretty obnoxious thing to say to someone who has spent their life experiencing what they're talking about. Unless you're also a person of mixed race, you may want to sit with the idea that the author knows more about this than you, and you have some things to learn from them.
"The author also tries to pin the Drow rep on "their leaders" which is a complete cop-out, I mean where did their leaders come from, but their culture?"
The literal answer is: from an oppressive spider demon goddess who doesn't suffer men or fools gladly. D&D is different from the real world in that gods directly manifest in the physical plane on the regular, and that has very real and immediate effects on D&D cultures that can't be ascribed to grassroots cultural changes like we see in the real world. So the drow rep is very much derived from the teachings and fear-inflicted requirements of Lolth. And we know—we know for a fact—that some number of drow are Not Here For It, because Eilistraee exists and is actively recruiting drow followers.
Sidebar: the assertion that IRL human ethnicities have literal ability score differences is a little yikes. That way lie assertions that "{ethnic group} has -2 Intelligence", which is Not Great. (It's not a coincidence that WotC has moved away from negative racial ability score modifiers since 3E.)
Your comment is more of the "doozy." Culture is defined as "the customs, arts, social institutions, and achievements of a particular nation, people, or other social group." It is not an expression of inherited DNA. Race may be a component of culture, but it is neither the sole, nor defining aspect of it.
Italians have a culture, so do the French, and yet, they are generally not different races. Nor is either of these cultures made up of just one race. Also, if culture were simply "inherited DNA," then individuals of a particular race who grew up in one culture instead of another one should not adopt aspects of the culture they grew up in--they should only (or at least primarily) demonstrate their "racial culture." In short, you would expect them to simply show traits of their "inherited DNA," but this is simply not the case. A black person who grows up in France is generally quite different from a black person who grows up in Jamaica as they are generally very different from a black person who grows up Nigeria.
I am not sure what lectures you sat through as a young person, but you still seem very skilled at regurgitating ideas (and ideologies) you have absorbed from elsewhere.
@Daedheldin Culture is not an expression of race. Culture is much more complex than biology, as it also includes environmental, religious, philosophical, social, material, and historical factors. Human biology doesn't vary significantly between ethnicity, so biology is probably the least important factor of culture.
Great article with depth and breath to the subject! I don't think I've seen a better version of the "marvelous pigments" analogy to explain genetics and dominant/recessive traits.
I especially like the explicit mention of half-whatevers don't have to be half human, although the I count the lack of official "half-dwarfs" a grave oversight.
@Tristan Thanks for this article! I've been playing with some of the ideas you cover for a long time, but it's really interesting to hear from someone with lived experience as a person of mixed race.
The switch to "ancestry" rather than "race" in the upcoming Pathfinder Second Edition strikes me as a great jumping-off point for future editions of D&D and Pathfinder to break out "races" into "ancestry" (e.g., physical features, like size, darkvision, and ear shape) and "culture" (societal features, like languages, skills, and weapon proficiencies), making it easier to spin up interesting characters without having to resort to potentially unbalanced houseruling. I hope one or both games decide to explore that possibility further!
It's no problem! I just thought you had a different interpretation of what Stone's Endurance was a mechanical representation of and I was eager to hear it.
@KarkatsPatrat I can see how that could come off as obnoxious. (@backthatelfup I went to Liberal Arts school and might have written a similar article around that time. But since then, I have done a lot of noticing and a lot of thinking, and some research, more thinking, and have arrived at my own conclusions. Just meant once you get some xp your perspective is likely to change. It's a thing.)
Back to your post, Patrat. I don't think I addressed the author's comments on being mixed race, so you might want to sit with the idea that I've been observing humans for decades more than has the author.
About Lloth, that's a decent take, but, no I think rather her clerics who enforced her will, and lived as rulers, are active agents. I didn't mean to imply every Drow is down with Lloth. Anyway #NotAllDrow
Your sidebar: all the champion strongmen come from one region of the world; the greatest distance runners come from another. I was drawing an analogy to stats--not being "literal". As for -Int, I don't see any reason to believe evolution did not penetrate the skull. There are physical variations that developed between geographically separated groups--skeletal differences, for example, so probably the brain has not been immune to variations between groups. I don't "yikes" at much at my age
@Sipian "culture is the expression of the nation/people" works just as well--I used "race" instead of any snappy euphemisms because we're using DnD terms
Excellent article! Very practical advice on developing mixed-race or mixed culture characters. I especially liked the comments about examining the underlying reasons that one race or culture views another as being evil.
I would love to see further official development of this topic and perhaps look deeper into the cultural differences in the Forgotten Realms and how that could drive the story.
Take ToA where you have the Flaming Fist (Baldur's Gate) or Amn essentially invading Chult - how do the native Chultans view these people and their militaristic and imperialistic motivations? How do the Amnish folk view the Chultans and their culture? For that matter, how do the Amnish view any of the other nations in the FR and how are they in turn viewed by their closest neighbors?