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Where would we be without Dungeons & Dragons and its 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 its own section.


Humans

  • Thanks to the "humanocentric" nature of the earliest editions of the game, which has become a Grandfather Clause for subsequent editions, Half Human Hybrids vastly outnumber Non Human Humanoid Hybrids in D&D lore, with countless examples of species with "humans interbreeding with X" as a backstory and plenty of examples of humans courting, marrying or pining after non-human love interests in game lore, novelizations, videogames and other adaptations. Half-Elves and Half-Orcs have been examined in more detail in their own sections below.
    • This has led to countless jokes amongst D&D players over the years about the human racial "Hat" being "Will boink anything".
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    • That said, editions and settings often play around with the lore. For example, in the Nentir Vale setting, tieflings are descendants of a fallen empire whose entire ruling caste made a Deal with the Devil, and nobody is quite sure where genasi came from, with theories ranging from "experiment in mimicking humanoids by the primordials" to "an ur-race from the Elemental Chaos".
  • The "Planetouched" are an entire racial category introduced in the Planescape setting whose backstory consists of "humans having kids with beings from the planes". The most iconic are the Tiefling (fiends from the Lower Planes), Aasimar (celestials from the Upper Planes) and Genasi (elementals from the Elemental Planes). Other races along the same line were attempted throughout 3rd edition, but never really caught on. Unusually, planetouched are not 1st generation hybrids (those are known as half-fiends, half-celestials or half-elementals), but the subsequent children of those 1st generation hybrids. Later editions also push the idea that a planetouched could actually be a once-normal human mutated by exposure to planar energies or other magical effects.
    • In the Nentir Vale setting, the equivalent of aasimars are humanoids who were born to a deva parent. Devas are non-evil Fallen Angels with Resurrective Immortality; they can't propagate their own race, but they can have children with non-devas, who take after the non-deva parent in looks but inherit angelic powers.
  • In the Dragonlance setting, humans are known to fall in love with and have children with Kender. Which is a little creepy since a common description of Kender is that they look like slightly elfin children.
    • In the same setting, humans also frequently interbreed with dwarves, and rarely do so with gnomes—not for any lack of interest on the humans' part, but because Krynnish gnomes are all nuts and most of them have very low sex drives. This is justified because gnomes, dwarves and kender are all technically Human Sub Species created by a combination of a divine curse and the subsequent further application of deific-level Wild Magic.
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  • Whilst half-orcs are a mainstay of D&D lore, half-goblins are much rarer. Whilst the Kingdoms Of Kalamar setting did it first, with seperate races for goblin ancestry and hobgoblin ancestry, they are much more prominent in the Dragonlance setting, where they were officially added to the roster in the 3rd edition and presented as more or less Krynn's replacement for half-orcs. Krynnish half-goblins are, unusually, presented as essentially a blend of the better traits of both races, giving them plentiful self-esteem, a strongly driven nature, and a determination to carve a place for themselves in the world. Ironically, they still get a Charisma penalty, which is explained as them being so confident and driven it's annoying to other people.
  • Half-ogres have also been around in D&D for a long time—in fact, they were the first alternative playable race from the OD&D lineup of human, elf, dwarf and halfling ever presented, appearing in Dragon issue #29, which was then re-examined in issue #73. They're particularly associated with the Dragonlance setting, where they compete with half-goblins for the half-orc's niche. They never really caught on with D&D players as a whole, perhaps because they're a basically a doubling down on the half-orc's Dumb Muscle motif.
  • Half-dwarves have appeared in sporadic spots across the older lore of D&D, but have never really caught on.
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    • They first appeared in the sourcebook "Dwarves Deep" for the Forgotten Realms in AD&D, where it's noted that there is a push in dwarven society for dwarf men to marry human women, since A: there are more male dwarves than female ones, B: 55% of all dwarves are incapable of interbreeding with each other, and C: dwarf hybrids overwhelmingly favor their dwarven heritage and are functionally dwarves in all the ways that matter. The first two facts stem from an ancient dwarven civil war fought with armies of clone soldiers, which has left the dwarven genome highly damaged. In 3rd edition, the gender disparity and infertility were removed by a literal in-universe act of god known as the Thunder Blessing, and the idea was quietly dropped.
    • In the Dragonlance setting, half-dwarves are known to exist, although they have never really stood out much since they can easily blend into either of their parents' societies.
    • In the Dark Sun setting, half-dwarves are called "Muls" and are a Slave Race that is often forcibly bred due to their superior strength and stamina. In AD&D, to highlight the Darker and Edgier nature of the setting, muls were described as sterile and their births often resulted in the death of the mother. The Prism Pentad novels feature a consensually conceived mul protagonist, the child of two earlier protagonists in fact, and in 4th edition's revision of the setting, the sterility and Death by Childbirth elements were quietly dropped.
      • Muls also exist in the Nentir Vale setting, where the race was first bred as a Slave Race by the drow, only to fight its way to freedome. They are explicitly a true-breeding race and currently trying to figureo ut their place in the world.
  • Half-Gnolls are all but unheard of, despite the fact gnolls are basically orcs with a greater reliance on slavery in most settings and editions of the game. This is probably because gnolls are a race of anthropomorphic hyenas. They do appear in the Kingdoms Of Kalamar setting and in the Green Ronin splatbook "Bastards & Bloodlines", discussed more thoroughly below.
    • Additionally, the Lupins, a race of default-benevolent anthro wolves from the Mystara setting, are believed by some to be the result of humans interbreeding with either gnolls (which makes no sense, because hyenas and wolves are not related at all) or Hutaakans—a now-extinct (except not) race of anthro jackals who once reigned over a fantasy Egypt region.
  • Sea Kin, from 3rd edition, are an obscure race who are probably an attempt to tweak the obscure Dragonlance race of "Children of the Sea" to a more generic background. They are the result of interbreeding between humans and various oceanic fey races, such as Sirines and Selkies, creating a human-seeming feyblooded being with an irresistible draw to the ocean.
  • The River/Sea Spirit Folk of Kara Tur are descendants of love affairs between humans and oriental dragons.
  • Human-based half-dryads and half-satyrs both appeared as semi-official races for AD&D in the pages of Dragon.
  • On Greyhawk, the derro, a race of malevolent dwarves, are the result of forced interbreeding between humans and dwarves by the Suloise Imperium to create a superior Slave Race. This trait hasn't followed them into lother editions.
  • Kingdoms Of Kalamar is home to the Haragitu, a race of human/githzerai hybrids. Technically, githzerai are a Human Sub Species, but they've been so extensively altered—they lay eggs!—that it still counts.
  • Ravenloft has the Half-Vistani, who are the mistrusted and mistreated results of unions (sometimes tragic love, sometimes brutal rape) between the native humans and the Vistani; a race of human-seeming fantasy gypsy-witches. They've become an increasing embarrassment to many D&D players over time.
    • There's also the Giamarga, which is half-elf and half-Vistani. It's never had playable stats, however, with the vague excuse of it being "too special to be a player character".
  • In Eberron, shifters, or "beastkin", are sometimes 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 curse.)
    • In the Nentir Vale setting, this is 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.
  • Eberron is also home to Changelings, who are commonly believed to be the result of crossbreeding between humans and doppelgangers.
    • In the 5th edition version of the setting, changelings are the original race, and doppelgangers are the results of the Daelkyr tinkering with changelings in order to turn them into Living Weapons.
    • In the Nentir Vale setting, "changeling" and "doppelganger" are instead different names for the same creature, which were the unintended result of a bit of generosity on the part of the goddess Avandra, who gave a woman the power to change her face to evade a cruel suitor, only for that woman to use her divine gift to first murder her unwanted suitor and then to pursue wealth and power.
  • Half-Giants originate from the Dark Sun setting, and are the result of magically crossbreeding humans and giants to produce a race of superior size, strength, and psionic potential for use as an elite Slave Race.
  • Mephlings are the result of humans crossbreeding with mephits, a race of imp-like elementals.
  • Dhampyrs are the result of a mortal race interbreeding with vampires. Due to humanocentrism, dhampyrs are almost always presented as originating from human base-stock; only 4th edition presents dhampyrs of other races on both a flavor and mechanical level.
    • 3rd edition also features the Ghul (half-human and half-ghoul), the Fetch (half-ghost) and Ghedan (half-zombie). As well as the Mortif, which is the result of any of the four half-undead races continuing to propagate, ala the aforementioned Planetouched.
  • The tendency for humans to mate with other things was so common that eventually a race was created called the "mongrelfolk," supposedly a lowest-common-denominator mish-mash of basically all noteworthy humanoid races. Which even included some Beast Man races like gnolls, Lizard Folk and bullywugs.

Elves

  • Half-elves, the result of interbreeding between humans and elves, have been around since the first edition of Advanced Dungeons & Dragons. In older editions, they were often presented as a mournful, melancholic race, with a foot in two worlds and an inability to belong to either. In more recent editions, they have instead tended to be portrayed as a race of natural diplomats who excel at bringing the two worlds together.
  • Half-elves are about equally likely to be the result of Interspecies Romance, Star-Crossed Lovers, or a brutal assault of an elf-maid by a human man in older lore, leaning towards the latter options. The final option has fallen out of favor in modern editions.
    • In contrast, half-drow are often explained as the result of male dark elves raping female slaves.
  • In Mystara, originally, it was said that half-elves didn't exist; instead, the sourcebook "Elves of Aelfheim" claimed that human and elf would result in a child that was either itself either human or elf, although their appearance might take more after one side than the other and didn't necessarily match—so you could have a "human"-looking half-elf with the elven longevity and magic, and an "elf"-looking half-elf with no magical affinity and only a human lifespan. This same book also presented half-elves as having a certain degree of Gender Equals Breed; male elves with human women would only produce "human-natured" half-elf daughters (sons would be stillborn), whilst female elves with human men would produce "elf-natured" half-elf sons and "human-natured" half-elf daughters. Female "half-elves" do have the ability to produce true elf sons and daughters.
    • Dragon #178 would later add the land of Eusdria, which is home to more AD&D-style half-elves, who are justified as the result of divine meddling as the land's patron deities promoted human and elven intermarriage to better unite the disparate races of the land.
    • Mystara is also home to the N'djatwa, a race of elf-ogre hybrids with the beauty, intellect, magic, longevity and arrogance of elves, as well the strength, toughness and cruelty of ogres. The race practices slavery and treats its slaves as literal livestock, eating them without a second thought.
  • The Crinti from Dambrath in the Forgotten Realms are a blending of human, elven and drow stock, defined by their matriarchal culture and their religious worship of both Lolth and Loviatar.
  • Celadrins, from Dragon, are an aasimar-like race born from the union of elves and firre eladrin, an elf-like race of angels.
  • Fey'ri are tiefling-like elf/fiend hybrids native to the Forgotten Realms.
  • In drow culture, the graduation ceremony for a new crop of Lolth's priestesses takes the form of an orgy, with the top acolyte getting the dubious honor of sex with a summoned demon, specifically a glabrezu - that is, a hulking, dog-headed, four-armed monster with a pair of huge claws, and which does not have the innate ability to shapeshift into a more compatible form. If the acolyte survives the experience, she may become pregnant with a specific kind of half-fiend, called a draegloth. These creatures are seen as signs of Lolth's favor, and are typically used by their House as a key weapon in their next great offensive against a rival.
  • 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.
  • 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.

Orcs

  • In contrast to half-elves, half-orcs are traditionally the "darker" half-breed race of D&D, with the orcish lore of being brutal, ugly, monstrous thugs giving a traditionally implied lore that half-orcs probably weren't conceived voluntarily. Interestingly, half-orcs were originally characterized as a race of sneaky thieves and assassins, but were rebranded as wild-tempered Dumb Muscle in 3rd edition.
    • The fact that half-orcs are pigeonholed into always having a Child by Rape origin has actually lead to a certain level of backlash in recent years. In D&D 4th edition, this aspect has been diluted severely, and even then, interbreeding (willingly or otherwise) is just one of the possible origins, since in many frontier lands man and orc have so thoroughly interbred that everyone's just a little half-orc.
      • Even back in 2nd edition, the Planescape setting had a half-orc character whose parents were a genuinely loving human/orc couple (male human, female orc). There was also the Dungeon module "Rudwilla's Stew" where the villains were three half-orcs and their human mother, who was a moderately powerful wizard. (One of the brothers kept the skull of their father in a trunk in his bedroom, but no clue other than that was given as to how he was killed.)
    • Officially, Pathfinder emphasizes this trope, as part of its Darker and Edgier set-up. Somewhat hypocritically, no important half-orc characters have yet been presented who have this origin. Irijmka, the iconic Inquisitor, was found as a Mysterious Waif orphan and raised by a Pharasman temple orphanage. Irabeth Tirablade, a female half-orc paladin from the Worldwound adventure path,was born when her orc father genuinely fell in love with, and subsequently married, her human mother. Tsadok Goldtooth, The Dragon to a major enemy late in the Skull & Shackles adventure path, was born due to the friendship between his human father and orc mother blossoming into love after they helped each other escape from the pirate ship they were slaves aboard. Oloch, the iconic Warpriest, was born of a consensual dalliance (his human mom was an adventurer who openly enjoyed coupling with orcs who were amicable) and has several half-siblings implied to at least include further half-orcs of the same manner of conception.
  • Traditionally, orc lore states that orcs are incredibly crossfertile with other races, especially with the other "monstrous" races such as ogres, trolls and goblin-kin, although most such hybrids have never really been distinctly identified. The only exceptions are the orc/ogre crossbreeds of Orog (male orc/female ogre, creating a bigger, stronger, smarter orc) and Ogrillon (male ogre/female orc, creating a dimwitted, feral, bony-armored ogre).
  • In the Midnight setting, dworgs—a race of dwarf/orc hybrids—replace the traditional half-orc, and are justified in that orcs in this setting are corrupted dwarves.
  • Kingdoms Of Kalamar is home to the Tel-amhothlans, a race of elf/orc hybrids characterized as being dangerously insane.
  • Tanarukks are a Slave Race from the Forgotten Realms created by a bunch of stranded demons, who attempted to breed superior slave-warriors from enslaved orc tribes, creating the orcish equivalent of tieflings in the process. In 4th edition, Tanarukks were reinvisioned as demon-blooded Artificial Humans—well, Artificial Orcs—made through Black Magic and hideous rituals. In 5e, they were reinvented again as a demonic curse laid on random unborn orc children.

General

  • Though "romance" doesn't necessarily come into the picture, in various editions/settings, at least some one gender races have been stated as relying on this to propagate themselves.
    • Dryads, Nymphs and Satyrs, being prominently sexual One Gender Races inherited from Classical Mythology, are often portrayed as frolicking with creatures from other races. Dryads and Satyrs are even sometimes portrayed as a fey take on Bizarre Sexual Dimorphism, but this still doesn't stop them looking elsewhere.
    • Harpies, similarly, are often described as needing to abduct human men to have children (other settings imply they reproduce by parthenogenesis, or have rarer males hidden away). In Pathfinder, this is explicitly the case... and it's also cultural tradition for the harpy to kill (and usually eat) her lover after the act. Especially if she gets pregnant by it.
    • Hags are generally portrayed this way — fortunately, they can shapechange and have Charm Person type spells, since their natural forms are grotesquely ugly old women. In almost all settings, hags have daughters who go on to become hags, though the details differ from setting to setting; in Ravenloft hag-daughters appear as sterile but normal women and become hags in their 40th year, whilst in Forgotten Realms hags can rarely have male offspring known as hagspawn, and in Pathfinder hags can have sons (though it happens rarely, and they are traditionally eaten by the mother), with daughters being entities known as changelings, who are beautiful but hit the Uncanny Valley and must be mystically transformed to become new hags.
      • Night hags, according to Dragon, are different in that their daughters are normal humans (if perhaps with a talent for magic). They need to perform a ritual on them before they enter puberty to transform them into more nighthags.
      • One Dragon Magazine article also mentions, as part of an article on magic items, a grisly fetish made from the Shrunken Head of a green hag who fell in sincere and reciprocated love with an evil human ranger, only to be captured, have her Mouth Stitched Shut, and be forced to watch as her sisters tortured him to death out of jealousy, after which they beheaded her. Appropriately enough, you activate the fetish's power by whispering the word "love" in any language into its ear, whereupon its mouth stretches open wide and it lets out a soul-rending shriek of grief.
    • Medusas are like this too, in most editions; they are not truly Always Female, but males (called maedar) are so incredibly rare, that they have to use deception and disguise to seduce human males in order to conceive children; this almost always ends in the male's death after conception, usually by petrification. In the 4th Edition, however, male medusas are far more common, and no mention is made of the females doing this.
  • Two Pathfinder Adventure Paths include modules where a romanceable "monster" appears; Undrella the harpy (in "Legacy of Fire") and Greta the winter wolf (in "Reign of Winter"). Both characters are highly unusual in that they are, by default, Evil and malevolent, but can undergo a Heel–Face Turn if a PC courts them sincerely.
  • Dragons are notoriously fertile and apparently sexually-adventurous, which has resulted in a number of dragon hybrid monsters that have gone on to breed true: dragonnes (part-lion), dragonnels (part-pegsus), dracolisks (part-basilisk), dracosphinxes (part-sphinx), and so forth. In 3rd Edition, this culminated in the "Half-dragon" inherited template that can be added to any living, corporeal creature - there's even a canonical example of a half-dragon, half-ooze.
  • Half-dragons were introduced in the Council Of Wyrms setting as a pseudo-race of Non Human Humanoid Hybrids created by dragon males breeding with dwarven, elven, gnomish or halfling maidens. The race was so popular that Dragon subsequently back-ported them to mainstream settings of the day, and also made it possible for them to have human ancestry.
  • When introduced in 3rd edition, the Sorcerer class teased that a possible explanation for the sorcerer's backstory could be a blood relation, however distant, to a magical creature, such as a dragon or an extraplanar being. This idea was expanded upon for 4th and 5th edition, and became central to its identity in the spin-off game Pathfinder. Even in 3rd edition, tentative mechanics for customizing the class to reflect specific magical ancestries were tried out in the pages of Dragon.
    • For whatever reason, draconic ancestry as an explanation for sorcerers really took off. Possibly because the new lore of dragons being able to breed with anything fitted well with their traditionally high Charisma, racial proclivity towards shapeshifting abilities, and the large amount of "part dragon" monsters in AD&D. This then led to the debut of the Spellscales; an emergent race caused by there being so many dragon-blooded sorcerers and half-dragons around that the dragon genes were being combined and recombined across species lines to produce a race defined more by its draconic lineage and its inherent knack for sorcery than anything else.
  • The Dragonlance setting is home to the Gully Dwarves, whose accepted backstory is that they are the result of interbreeding between dwarves and gnomes. 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. They're generally not fondly remembered by modern audiences, since they're a "comic relief" race whose entire schtick is being a rather cruel one-note joke about the mentally impaired.
  • The aforementioned "Dwarves Deep" sourcebook states that dwarves are explicitly fertile with halflings and gnomes.
  • Ancient Forgotten Realms lore has hinted at the existence of elf/dwarf couples and even children, although they've never been discussed in great detail. The most we know is that they happened 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 "Stout" subrace of halflings has always been hinted as being the result of interbreeding between dwarves and halflings. Many fans reading between the lines presume that Tallfellows are the result of halflings interbreeding with elves.
  • The Midnight setting is home to the Dwarrow (dwarf/gnome) and Elfling (elf/halfling) races.
  • A rather twisted, Mad Love version can be seen in the Book of Vile Darkness for edition 3.5, involving a masochistic, self-mutilating female medusa Cancer Mage named Siddal, and a male half-orc Vermin Lord named Gauderis. He is in love with her, though she isn't aware of his feelings, and his greatest wish is to be petrified by her gaze, something that he believes will be an ecstatic experience. The Body Horror of each just makes this relationship even more sick and twisted.
  • According to Dragon #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 don't have the same Fantastic Racism as most D&D settings, 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.
  • 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.
  • D&D 3rd edition created the new "template" system to better explore ideas that traditionally were used as entire race backgrounds, resulting in the popularity explosion of, amongst other things:, 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, but arguably is much worse).
  • 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".)
  • 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. It's not even the most accurate source of such lore, but it highlights just how pronounced this trope is.
  • The third-party sourcebook, "Bastards and Bloodlines" is highly illuminating of how much Dungeons & Dragons can use this trope, although it's also infamous for how to use it badly, since so much of its content is hammering on the Bestiality Is Depraved button. In addition to the above-mentioned Half-Ogres (here presented as both human/ogre and orc/ogre crosses), and large number of races only born through magic, it includes:
    • Aellar; elf/giant eagle crossbreeds, appearing as wiry elves with wings, brought into being by elf druids who studied for years in order to learn how to change into giant eagles... then promptly used that power for nookie.
    • Alicorns, a hybrid of elf and unicorn, typically born when an elven ranger or druid grows powerful enough that they attract a unicorn of the opposite sex as an animal companion. These have a "Dark Alicorn" counterpart, born of black unicorn/drow elf pairings.
    • Decataur, an elf/centaur cross that is actually either a biped or a quadraped depending on whether the centaur was the father or the mother. They are one of the comparatively few explicitly sterile races in the book.
    • Green Folk, a human/lizardfolk crossbreed that is sometimes created through sex, but more commonly a result of failed resurrection magic on a human near lizardfolk territory. Males are sterile, females can breed with either "parent" species but only have sterile male offspring.
    • Grendle, the result of crossbreeding trolls with either dwarves or humans.
    • Half-gnolls, born of similar situations as the better-known half-orcs. Sterile, thankfully.note 
    • Half-goblinoids, the sterile results of goblin/gnome, goblin/halfling, dwarf/hobgoblin and elf/bugbear breeding.
    • Half-kuo-toa, a rare breed of hybrid spawned from the union of kuo-toa and coastal dwarves.
    • Houri, the daughters of nymphs who take male elves as their lovers.
    • Jovians, the sterile offspring of hill giants, fire giants and frost giants with humans or orcs.
    • Kestrels, the hybrid offspring of harpies and halflings.
    • Lurkers are the result of a gnome trying to shadow walk through a cloaker, or the children of such accidents.
    • Mergs are the result when humans and merfolk have children.
    • Mind Rippers are half humanoid, half mind-flayer, strongly implied to be born... the traditional way after dozens of mind-flayers merge together into a hideous ooze.
    • Morlocks, ghastly gnome/troglodyte crossbreeds.
    • Pipers can result from elven or halfling women who dally with satyrs.
    • Spring Children are the incredibly rare results of dalliances between dryads and humanoids.
    • Stheins are the result of breeding elves and nagas of any combination.
    • Trixies are gnome/pixie hybrids brought about by relationships between the two species.
    • Wendigoes are born when dwarves driven to feral madness couple with winter wolves after running with the pack for a sufficient amount of time, though they are fortunately sterile.
    • Woodwose are produced when an treant falls in love with an elf who comes to reciprocate its feelings.
    • Wretches are born when a hag chooses to take an orc as her mate.
    • Wyrds are descended from unions between elves and ogre magi, often the result of bargains struck between the ogres and drow.

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