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Where would we be without Dungeons and Dragons and it's half-whatevers? In fact, since there's a Half-Human Hybrid for pretty much everything in the Monster Manual (although it's commonly implied that romance wasn't involved with the half-monsters), we've given D&D it's own section.

  • Mommy, where do half-elves come from?
    • In the Basic editions of D&D where elves were a class rather than a race, Interspecies Romance between a human and an elf typically resulted in either a human or an elf, much like in Tolkien's world.
    • Eberron gives a very reasonable explanation to why half-elves are a race, and lays down specific rules for half-elves and their offspring (half-elves breed true, elves and half-elves always have half-elf children, and a half-elf/human pairing has an equal chance of producing a half-elf or human). When the elves first started trading with humans, they realized that humans were very short-lived and could die in a matter of decades. Some elves decided it would be good business to marry wealthy human merchants, enjoy the relationship for a few decades, and then inherit sizeable holdings. It didn't even occur to the elves that half-human/half-elf offspring were viable, and when half-human children started being born the elvish nation restricted trade and closed its borders out of fear. However, all of the newly born half-elves were born into rich families, and most of the elven parents stayed around to raise their children, so half-elves came to occupy a nice section of upper/middle-class society in Khorvaire and make "Khorvar" villages on their ancestral land holdings.
  • Daddy, where do half-orcs come from?
  • Derro and all Gith subraces are results of slave breeding by illithids.
  • D&D3+ also features, as templates, half-celestials, half-dragons, half-elementals, half-fey, half-fiends, half-janni, half-minotaurs, half-ogres, half-trolls (which can be anything from half-human to half-griffin to half-stegosaurus), half-vampires, and even half-golems and half-illithids (though at least those last ones thankfully don't involve sex).
    • Thankfully? The process that can produce a half-illithid is worse then sex.
  • "'Half-dragon' is an inherited template that can be added to any living, corporeal creature." Oozes are "living, corporeal creatures", which makes the Half-Black-Dragon Gelatinous Cube a popular joke monster.
  • Going further still, aasimar (celestial), chaonds (chaos), draconics, genasi (elemental), tieflings (fiendish), and zenythri (law), among others, are what happen when some of those half-thingies go around and do it with "normal" people.
  • There are also "Heritage" feats and a "Bloodline" option, for adding special powers based on unusual ancestry, including celestial, fiendish, fey, vampire and illithid, among too many others to list.
  • In fact, it was implied that humanoid sorcerers have some draconic ancestry, as sorcery is how the dragons use magic - and they're pretty much the oldest race, outside of celestials and fiends - as well as explicitly stated that dragons can mate with Anything That Moves. Which fits well with their high Charisma and shapeshifting abilities. Nowadays it's implied that sorcerers have a touch of magical blood, but this can be from dragons, angels or demons, with different effects depending on which.
  • D&D was so bad about everything mating with everything else that the infamous third-party Sourcebook, Book of Erotic Fantasy, featured a chart explaining which creatures are compatible with which other creatures. It did have some interesting things in it, like prostitute prestige classes and cloud giants mating with sprites.
  • Dragonlance is not immune from this trope: the Dragonlance setting features 'Gully Dwarves', allegedly the offspring of gnomes and dwarves. Aside from being a strange combination, Gully Dwarves are incredibly stupid creatures, depicted as being totally incapable of counting higher than two. Those that can count higher than two tend to lick beer from tavern floors.
  • The changeling race, from the Eberron campaign setting of Dungeons and Dragons, are theorized to be descended from the viable offspring of humans and dopplegangers coupling, though this is unconfirmed (various factions have their own varying theories about why, exactly, changelings exist).
  • Note that in Standard D&D this is explicitly not the case: Dopplegangers are a One-Gender Race that breed with other races, their children turn into Dopplegangers at puberty.
  • Shifters or "beastkin" are similarly referred to as being a "mixed race" of lycanthropes and humans, although this, too, is unconfirmed and fiercely denied by shifters who belong to the anti-lycanthropic Church of the Silver Flame. (Such shifters insist that they existed first and lycanthropes are an unholy union of humans and shifters.)
    • The Fourth Edition Monster Manual and Player's Handbook 2 do make this the default canon explanation how the shifter race(s) came to be; longtooth shifters are descended from werewolves, razorclaw shifters from weretigers. Both are legitimate choices for player characters.
  • Forgotten Realms even has specific breeds of tieflings based on their ancestry - specifically, the fey'ri (elf-demon crosses) and tanarrukks (orc-demon crosses).
    • Acording to Dwarves Deep, humans, gnomes and halflings are cross-fertile with dwarves. And it's not just a theory, but accepted practice among the Shield Dwarves: dwarves' fertility is dangerously low (due to exposure to nonorganic poisons, later The Spawned taint was added) and the quarter-bloods will be proper dwarves.
    • Dwarf-elf pairs did exist too, but mostly in Ye Goode Olde Days of Ardeep and Earlann, or at least Myth Drannor. Which was named so after Drannor Whitethistle, who married the dwarf lady Konora Onyxhelm. Their kid Labrad became one of the first settlers in founding Cormanthor and apparently combined orderly hard-working side with wood-loving one, considering he's known as "the First Gardener". Another dwelf is known as a runecarver and archmage.
  • The tendency for humans to mate with other things was so common that eventually a race was created in D&D called the "mongrelfolk," supposedly a lowest-common-denominator mish-mash of basically *all* humanoid races.
  • Then there is the tauric template. Not happy with centaurs? Pick a humanoid and a creature with four or more legs and mash 'em up. Just try not to think about how they came to be. (Thankfully, the answer is usually "magic".)
  • Mechanatrixes, from humans and extraplanar clockwork outsiders like Inevitables. Born as cyborgs. From a living being and a magical robot.
  • Although the Squickiest race is quite probably the Wildren, a race in the 3.5 edition Planar Handbook that are descended from crossbreeds of dwarves aaaaannnd (wait for it)... badgers. Yes, badgers. Admittedly, they were near-sentient celestial badgers that had quite possibly previously been dwarves because of the way that their native plane works, but still. You may find that the best way to gouge out your mind's eye is to ram a tuning fork up your nostrils.
    • They've got some competition from the elf/giant eagle crossbreeds, brought into being by elf druids who studies for years in order to learn how to change into giant eagles... then promptly used that power for nookie.
  • Maybe, but remember half-orc/half-elf are still taboo (strange thing since orc and elf in D&D are from Tolkien, who described orcs as tainted elves...).
  • Elf/dragon hybrids, although perfectly feasible (with shapechanging assistance) under 3E rules, are such an unthinkable taboo to both species in the Eberron setting that producing one got the Death-dragonmarked elven lineage of Vol exterminated. The hybrid still exists, but only as a lich.
  • Duthka'gith, anyone?!
    • For non Planescapeers, hybrids of Red Dragon and Githyanki, deliberately bred by the Lich-Queen Vlaakith.
  • According to Dragon (magazine) #385, human royals have been known to accept Glee-Born, dragonborn with a more jovial, fun-loving nature than is normal for their taciturn race, as courtesans. Dragonborn, by the by, are humanoid in form, but have four fingers and three toes to a hand/foot (all of which are tipped with big, but blunt, claws), have scales for skin, "dreadlocks" for hair (actually a specialized form of scale), blunt-muzzled reptilian heads, fin-like ears, and grow close to seven feet tall. And typically have physically proportions like dwarves... meaning that some dragonborn women are bigger and buffer than most human men. Of course, there are still relatively slender and feminine dragonborn, but still.
  • Al-Qadim, being quasi-Arabic setting, has polygamy limited by tradition to four wives. That being Al-Qadim, this number is justified by the legend about the first sha'ir, who had four genie wives -- one per element. Marriages between a mortal and a genie are not quite stuff of legends, though of course rare and many are troublesome -- given how capricious and powerful genies are, few can hope to hold one's interest for long, let alone be a more or less equal match. Mortals of Zakhara are immune to Fantastic Racism, so romance between humanoids happens now and again, though rare except human-elf and human-orc pairs -- they are known to be inter-fertile, so it's much less of a big deal.
  • While it doesn't get a lot of mention, the novels for the Dragonlance setting admit outright that humans can cross-breed with just about any of the humanoid races. Not only is a half-elf one of the main characters of the first trilogy, but several mentions have been made of half-kender, and at least one half-ogre, half-dwarf, half-goblin and half-gnome has each turned up over the course of the novels.
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