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.
Every time I try to include them, they just want to lay across the battlemap! XD
And thanks!
I don't like the idea of playing mixed fantasy races, mostly because there's only rules for Half-Elves and Half-Orcs. Like, where are the half-dwarves? And if Humans can breed with Elves and Orcs, then it stands to reason that Elves and Orcs can breed with each other. And why are we calling them half-elves and not half-humans? It just creates too many unanswered questions and requires too much homebrewing.
I have written half-orcs and half-elves as distinct races for players who want to play them and include them as such in my homebrew realm.
I think the problem with this post is that in the real world there is no such thing as LITERAL good or LITERAL evil, but in D&D there is to the point that there are devices that react the the 'evilness' or 'goodness' of an entity. Afaik celestial and infernal creatures are soulless entities of pure morality. Orcs are usually evil because they were created by a God who in many ways is evil incarnate, not just because their 'leaders' encourage evil behavior
I not only enjoy playing mixed race characters (half-orcs and tieflings mostly), but I also enjoy making cosmopolitan worlds. In my home game, there is an old village they came across that used to be inhabited by elves and dwarves, and the language was a polyglot of the two, the same way Yiddish is. I like that you emphasis the work between the player and DM to build the story of the family of the character, whether they decide it is as commonplace as a 3-leaf clover or as rare as a 3-dollar bill.
I am so happy to see this discussed in an official D&D blog. I myself didn't fully clock the weirdness of 'evil races' until my kids brought it up. I think the problem is that we use the word 'race' in D&D when we really mean 'species'. But really, it has discrete meanings in reality and canon anyhow. Good article!
It is a great and welcome article that can so dramatically broaden the potential horizons of our collective imagination. Thank you, Tristan, for succinctly showing how inclusion can help us build deeper and richer worlds!
I had given this some thought long ago in my days as a DM based off of modules/sourcebooks/literature. There were always exceptions to the established norms, possibly the most famous of them all is Drizzt Do'Urden. While not a half-blood of any kind, that singular character gave credence to a vast array of possibility within any established or homebrew realm.
Half-blood races are as common as a DM allows them to be. It was really a simple formula since AD&D to look at the modifiers for both races and average the numbers, both positive and negative. Personally, I have worked with any player who had a concept that they wanted to try out, especially if it expanded things for my homebrew campaigns, mechanically the numbers work themselves out pretty easily. It gets a little more difficult when you have to examine what might be genetic traits, but those are fairly easy as well (and been made easier in 5E), and sometimes all it takes is a d% roll to see which parent the character took after. Thus I've ended up with mixed breed halflings and dwarves (sticking with common elements), since their physiology holds enough in common with the general human/elf/orc half-breeds. As a matter of fact, I have fond memories of a player who actually had a half human-halfling ... the player came up with the idea that dad was a simple fighter who led a mercenary life and settled down with a stout halfling because she was a wonderful cook. This led to some rather confusing and amusing anecdotes over assumptions:
"Ah, we have a Tallfellow here"
"Um, not exactly."
Traits by culture, specifically in taking the ideas of good/evil is where things get very muddied, and this goes back to Mr. R.A. Salvatore's titular character. Drow culture is inherent of an ideology that promotes strength by guile, subterfuge, assassination, outright murder, and sacrifice to a dark goddess (especially sacrificing your enemies). And yet there's a shining example of one refuting all those ideological norms to be a better person. This can be seen in several of the other "evil" races, where it's the theological ideals that affect the culture, in the case of orcs, it's Gruumsh, a brutal, bloodthirsty god with a hatred of elven kind. And there's even human examples of evil when you consider the lands of Thay, and how the magocracy ruled over and kept their power.
In each of those three cases, evil wasn't inherent, it was a learned set of ideals and beliefs that perpetuated itself within those particular societies. Any other mind set was normally crushed, and examples made of those who tried to thwart those strictures of society. The exception being where a specific individual may have been protected by some patron or happened to have a natural capability for guile in order to hide their true feelings. And one of the most important questions that both the player or DM with the idea need to ask themselves before creating a half-breed is this: "Would the society they are raised in, even allow them to live beyond birth?"
Another aspect of the cultural question, is that (most likely) those "evil" cultures don't actually see themselves as evil. They're feared because they have an entirely different outlook on life that directly conflicts with morality, and because they act in the way they do, they are considered evil. I would imagine that Ghengis Khan was considered evil by the rest of Chinese society, but in his own mind and in the minds of the Mongols, they were simply doing what they were supposed to. The Mongols held to their own system of belief and ideals of law, but most never considered themselves "evil", despite the murder, assault, and slavery they practiced.
Ultimately, half-breeds and the cultures they may or may not reflect are the choice of the character, and the DM. I find that it can add flavor and expand on a world. In the end, it's what you have fun with, that's what D&D has been about all these years.
Well written.
I appreciate the general direction that this article goes in. It helps open up the ways that players think about fantasy races. At the same time, it still doesn't quite address ways of narratively fitting in war and combat elements of what is essentially a war game "cake" with the RP elements, which are currently more "frosting" than "cake."
The elephant in the room that the OP tiptoes around is that D&D 5th edition is still essentially a war game RPG. To simplify ethics and motivations of characters in a war game, the lore writers have generally created fantasy worlds where humanoids of a certain form and build are usually Evil (goblinoids or orcs in this case) and humanoids of a different form and build are usually Good (halflings, elves, gnomes). This reflects IRL war time propaganda. It justifies killing and looting with abandon, which is what some gamers clearly like about D&D.
So getting rid of alignments by race from a narrative standpoint you would need to rewrite most of the lore from scratch. War and lesser instances of violent conflict would still exist; they would just need to be explained through more complicated narratives than this team is Good, this team is Evil. As it stands, new DMs aren't given much to go on in terms of writing multi-layered narratives where there are few irredeemably absolute Evil characters b/c adding many shades of grey often makes the game "less fun" for a large part of the audience that enjoys the beating up monsters and taking their stuff aspect of the experience. And writing multi-dimensional, possibly redeemable antagonists is just plain more difficult (if rewarding in a different way) for many people.
Long story short, there's no way to satisfy all gamers and different DMs will always run different styles of games because there IS so much diversity in terms of what players want out of their RPG cake.
I don't necessarily agree that 5e is just a war-game with bits on, but I do think that 5e suffers from being tied to its roots in previous editions and from trying to be several things at once without committing to that ideal. The rules need to be more distant from the setting, with setting-specific stuff being relegated to supplements like Wayfinder's and Guildmaster's, in my opinion. The Bard especially suffers here, because it's trying to be a full-caster and a minstrel and a jack-of-all-trades and a loremaster and mostly it just succeeds at being a full-caster to the detriment of the other traits... but one mechanic and most of the presented lore almost /requires/ you to be a musician, which the rest of the mechanics barely fit at all.
@Nitro_Nina
What kind of setting-specific stuff are you referring to? Do mean the lore in Mordenkainen's ToF?
Not having played a Bard for very long, it's difficult for me to provide my own experience on the mechanics vs. the lore/narrative/flavor text. What has been your experience that leads you to feel that it's lacking in terms of RP? Or are you saying it lacks enough ways to improve upon the skills that Bards are allowed to choose from at time of character creation?
As to my statement about D&D being mostly a wargame, the mechanics seem to generally support that line of thinking. Yes, there are some well-written RP suggestions, esp. in Xanathar's. Nevetheless, those elements are 100% optional to how you play the game. I like that bonds, ideals, and flaws are there in the PHB, but if your DM doesn't work to incorporate them into the narrative or doesn't reward players explicitly for playing those elements up, then they are mostly there for decoration. IOW, they add some flavor, but don't fill you up at all, which is just like frosting.
An interesting idea for those who are interested: Not everything can breed with anything in Dungeons & Dragons, and some things can more easily breed with another things than others. Take Orcs. They can breed with just about anything except for elves. Halflings, on the other hand, are very similar to humans, and could breed with humans easily. It might be rarer to find a gnome-orc than a dwarf-gnome.
That said, I like the idea of oddities. A donkey typically can't breed, but every so often, you get one that can. Likewise, elves absolutely, completely, and definitely cannot breed with orcs. Except that one time a few years ago...
I don't think a character not playing a race you want them to is a bad thing. I've always wanted to prove the point that you don't need to have a unique player race to have a unique character. Next chance I get, I'm playing a human champion fighter with the soldier background just to spite people who think you have to play a kobold or changeling to have an interesting character.
I have to agree. Regardless of where one's parents grew up, people who grow up in Colorado tend to fair better in higher altitudes because they've gotten used to living in a region with a typically high altitude. Meanwhile, if you're visiting from Kansas, you'd probably have a tougher time.
You spelled Lolth wrong.
I feel that 5e needs some tie to D&D's history, otherwise someone might do something crazy like upending the alignment system to create only five alignments and re-organizing the entire default cosmology so that campaign setting writers have to invent a magical catastrophe to explain the change (but who would ever do that, am I right?). Also, I feel like non-evil drow and orcs should exist, but be the exception, not the rule. There will always be the group that wants to fight through hordes of humanoid but clearly savage and evil monsters, and I think that making their gods responsible for the evil inside of these things allows for exceptions while promoting the norm. I actually like the idea of a good NPC or PC of an evil-aligned race who worships the gods of his or her race in a different light than the typical member of that race. In my home campaign, trolls are a common villain, and almost every troll is evil. Yet one troll in my campaign is a benign and intelligent magician and entertainer. Yet he still venerates Vaprak, not as a god of destruction, but as a god of survival and perseverance.
Alright, let's talk about Nazis.
It's important to remember that the average citizen in early 1940s Germany was not a bad person. They were either indoctrinated by the government, or, more likely, just trying to keep their heads down and survive. Studies have shown how receiving orders from a uniformed person can make people do bad things, and these people were afraid. People have a tendency toward self-preservation, and its easier to do charitable acts (like helping the victims of the Nazis) when there isn't a fear of being killed. And in the end, without Hitler and his associates at the helm, many of the german leaders played crucial roles in rebuilding Germany after the war. I'm definitely not saying what they did was right, or even that they are innocent of horrible crimes. I'm just saying the citizens of Germany at the time, perhaps even some of the German soldiers, weren't as evil as they were indoctrinated and scared. In some ways, they were just like us, except manipulated by a cruel and heartless tyranny to do unspeakable acts.
Actually, it's a firmly established piece of D&D lore that orcs are unable to breed with elves, dating back to the 1st Edition Monster Manual.
On second thought, perhaps it is that indoctrination that makes Nazis, drow, and orcs evil. Being taught one thing from birth can affect an otherwise normal person severely.
The word Race in D&D has been misused IMO. Orcs, Elves and Dragonborn etcetera , are not actually different races but species. Let's be honest we have no clue what a sentient creature with different DNA and genetic material would be like. How they would think, feel or act. Not even a tiny clue. Could they be what we as humans think of as evil, every single one of them... yes absolutely. Does that mean you have to play any of the listed evil races as such in your campaign... no in fact I personally enjoy a more subtle and complex world. That being said I admit to not being a huge fan of brining real world race concepts and applying them to how D&D has handles it's different species and going that is bad and is racist. Particularly when there has been some actual racial issues that needs dealing with *cough vistany cough* in D&D.