| I: Humanoid races in review | II: Half-orcs in a variety of styles | - | III: What do you get when you cross...? | IV: Half + half isn't always full |
| Dragon | 1st Edition AD&D | - | Races | Dragon 44 |
Fantasy
Genetics: I
Humanoid races
in review
by Gregory G. H. Rihn
| MM Links | Men | Elves | Orcs | Cavemen | Dwarves | Gnomes | Sasquatch | Kobold | Goblin | Hobgoblin | Bugbear | Ogre | Hill Giant |
| PH Links | Men | Elves | Orcs* | Cavemen | Dwarves | Gnomes | Sasquatch | Kobold* | Goblin* | Hobgoblin | Bugbear | Ogre | Hill Giant |
| POV Links | Men | Elves | Orcs | Cavemen | Dwarves | Gnomes | Sasquatch | Kobold | Goblin | Hobgoblin | Bugbear | Ogre | Hill Giant |
Gary Gygax’s article
(The Dragon #29) about the half-ogre and
hair-tearing about the potential hodgepodge
ov crossbreeds prompts
me to set down in print my own rationalizations
regarding the multi-
plicity of humanoid races, based upon recent
research in the evolu-
tion of the human
<species>. It’s not that I’m super-lawful, but I
enjoy
drawing logical connections between outwardly
similar things. I find
it helps give a nice consistent basis to
THE CAMPAIGN. In the early days
of my D&D
_ campaign, I always did, and continue
to, visualize orcs
and ogres
as far more human-looking than portrayed in the AD&D MM.
From a genetic standpoint, the prospect
of a successful union between a human and a pig-snouted thing seems somewhat
unlikely . . . .
Genus Homo
Men
(Homo sapiens sapiens) (Hetero storiens storiens)
Men are the chief surviving humanoid life
form wherever they
exist, due to their INT,
extreme adaptability, and rapid rate of
reproduction in comparison to other hominids.
They are also faster
and stronger than the australopithenes,
their chief competition. The
peoples known as <“hobbits”>
would appear to be a race of mankind,
being genetically indistinguishable from
the mass of men. They are a
sort of Caucasian pygmy, with certain distinctive
racial characteris-
tics, but nothing that really sets them
off from men generally. Inter-
marriage between the races is rare, due
chiefly to the shy clannish-
ness of the hobbit people. Offspring of
such unions would be
ordinary men for all purposes, though with
a natural tendency
toward below-average height.
There exist 2 types of <non-humans> that
are so closely related to
men as
to make interbreeding possible, with the result being fertile
offspring. These are tentatively classed
as subspecies. Note that this
is not intended to imply that one <species>
necessarily descended from
another, but that they are very closely
related, probably having
diverged from a common ancestor relatively
recently in evolutionary
terms. These are:
Elves
(Homo sapiens sylvanus) and
Orcs
(Homo sapiens orc)
Elves are chiefly distinguished from men
by their extreme longe-
vity (probably due to changes in the endocrine
structure) and minor
physical distinctions in height,
features, etc. The so-called drow
appear to be a racial variation. How much
of their alleged evil
reputation is due to past racial discrimination
is a matter for specula-
tion. Human-elf
crosses partake chiefly of the human side, support-
ing the inference that the common ancestor
was more like a man
than otherwise, but enjoying an elvish
increase in life span.
It is often storied in lejends that the
orcish species was bred from
other races by an evil power. The truth
is shrouded in the mists of
Time,
but the fact that orcs freely interbreed with any humanoid
species, and produce
fertile offspring when bred with men, indicates
relation to them, if not a common ancestry.
Specifically bred or not, the orcish
_ species is superbly adapted to
endure combat
and extreme privation due to their toughness. If men
were fewer, or less intelligent, it might
well be imagined that the orcs
would give men severe competition for world
domination. Any
crossing with an orc is considered “orcish”
and outcast by all other
intelligent species, except for humankind,
which shows a grudging
acceptance of “half-orcs.”
Quarter-orcs are men for all practical
purposes, and 3/4 orcs are considered orcs.
Cavemen
(Homo sapiens neanderthalensis)
These humanoids <sic> are found in many
Dungeons & Dragons
worlds. They are Men
for all practical purposes, though as a group
they tend to have higher-than-average STR,
keener-than-aver-
age sense of smell, slightly poorer-than-average
eyesight, and,
though no less intelligent than Men generally,
tend to have difficulty
with very complex symbology, or abstractions.
A child of a Man-
Caveman UNION
could pass for either, and its children from a UNION
with a pure Man or Caveman would take after
the pureblooded
parent.
Dwarves
(Homofaber)
In general terms, dwarves
are human to within a very close
degree of classification, although their
skeletal structure is so differ-
ent as to necessitate their placement as
a separate species. The dwarf
species appears to have never been very
numerous, producing few
children, and those slowly. This apparent
relative infertility, coupled
with a strong taboo against mingling with
“outsiders,” accounts for a
lack of dwarvish half-bloods.
The dwarves
exhibit several features uncommon among homin-
ids, including a preference for underground
living (probably adopt-
ed as a protective tactic, as with orcs
and the australopithenes), and
the fact that both sexes exhibit full facial
beards. (This again appears
to be a protective camouflage, allowing
the females to blend in and
thus be hidden from enemy attacks aimed
at GENOCIDE.)
It was long rumored that dwarvish women
were small and ether-
eally beautiful, and
were kept closeted in harems, away from the
sight of outsiders, by jealous dwarvish
males, along with other
dwarven treasures. This base canard has
been proven untrue; in
fact, the dwarves enjoy the most sexually
egalitarian society of any
hominid species. Both
sexes share the burden of child-rearing, and
many dwarven communities provide for child
care communally
while the parents work at their trades.
Dwarvish females are num-
bered among the most respected leaders
in every field of dwarvish
endeavor, including war and government.
Study by dwarf-friends
indicates that dwarven females retain full
heads of hair in old age,
whereas males tend to go cranially bald.
Females in some dwarvish
clans shave their upper lips. Dwarven females
have relatively small
but fully functional breasts, which are
concealed by their modes of
dress, as well as by their beards.
The remarkable ability of dwarvenkind to
navigate underground
in near- to pitch-darkness appears to be
due to a number of benefi-
cial adaptations. Dwarves’ eyeballs contain
a higher percentage of
corneal and cartilaginous material than
those of other races, and the
blood supply to the living tissue is routed
and cooled through capil-
laries in the bony structure of dwarves
“beetle brows” (supraorbital
ridges). This allows the dwarves an ability
to see into the high
infrared
spectrum, an ability and adaptation shared by orcs
and
modern australopithenes.
(Note: Elves, always primarily an outdoor
species, have superi-
or night-sight, due to their large eyes
and pupil openings. It is
probable that elves should have ultravision
to a certain degree,
allowing them to utilize the ultraviolet
components of moonlight and
starlight,
but there is really very little justification for elves, as a
species, having infravision.)
Dwarves, in addition, have adaptations to
the inner ear, making
it very sensitive to changes in air
pressure, thus giving a dwarf the
ability to learn to estimate his depth
below ground by feeling
changes in barometric pressure. It would
also appear that dwarven
hearing is very
keen, catching frequencies too high for humans to
detect. This gives dwarves the ability
to use a sort of sonar in caves
and mines, and skilled miners
can even learn to detect faults and
changes in rock density by resonances and
sympathetic vibrations,
thus explaining the common dwarven habit
of whistling as they
work.
Gnomes appear
to be a racial variation or subspecies of the
dwarvish type.
If crossbreeds of dwarves and other races
were found to exist, it is
probable they would be sterile. There is
no reason to suspect that
such a cross would have any extraordinary
attributes.
Sasquatch
(Homo sasquatch)
These rare members of the genus Homo are
extremely shy. They
have generally achieved a cultural level
involving gathering and
some hunting,
with a loose extended family group being the highest
extent of social organization. The dark-haired
sasquatch are often
mistaken for the white-furred yeti,
an unhuman creature exhibiting a
“supernatural” chilling power. The sasquatch
are in fact very mild-
tempered and non-aggressive. They have
a primitive language of
their own, and are capable of learning
others. They are not comfort-
able in human
society, and show no interest in mating with humans.
Human types reciprocate this discomfort,
as sighting of sas-
quatch are often reported as sightings
of other large, aggressive
humanoids such as ogres,
bugbears, hill
giants, or even the non-hu-
man trolls.
Since sasquatch fight fiercely when molested, hastily
organized hunting parties are seldom disabused
of the notion that
they have encountered a dangerous monster.
Genus
Australopithecus
Kobold
(Australopithecus boisei)
Goblin
(Australopithecus africanus)
Hobgoblin
(Australopithecus robustus)
Bugbear
(Australopithecus giganticus)
The general description of all the goblin
races, as to sloping
brows, receding chins and flattened noses,
corresponds strongly to
skull specimens of Australopithecus, not
an ancestor of mankind,
but a collateral branch of humanoid evolution
that coexisted with
early Homo, but that died out in the real
world. Had the australopi-
thenes evolved in a separate area of the
planet rather than in the
same general area as hominids, they might
well have toughened up
and survived into recorded times, as appears
to have happened in
the world of Dungeons & Dragons.
They have been driven by Homo
sapiens and his allies into the
most wild and desolate places, and
underground, for which reason they harbor
an understandable
grudge against humankind,
extending to widespread anthropopha-
gism, and especially against dwarves,
who compete with them for
their remaining living space. Continual
underground living has re-
sulted in adaptations to such life similar
to those exhibited by Homo
faber and Homo sapiens orc.
Though prolific, all of the australopi-
thene races are fewer in number, and should
the hominids develop
more efficient means of mass destruction—such
as gunpowder wea-
pons, especially
repeaters—it is likely that the goblinoids would be
hunted to extinction in a few generations.
Their cultural level varies
widely from area to area, depending on
their exposure to, or sup-
pression by, hominid cultures.
Goblinoids can interbreed with other goblinoids
of similar size,
the result being sterile goblinoids of
intermediate sizes. Such liaisons
are rare, due to intertribal rivalries,
hatreds, and taboos; they are
generally the result of the rape of prisoners.
Fertile matches between different genera
are extremely rare. The
result of such a union would certainly
be sterile, and would
probably be assumed to be a goblin,
although orcs will raise any
surviving offspring as if they were also
orcs. It would be extremely
rare, however, for any such fosterling
to rise above the status of
snaga.
Ogre
(Ramapithecus robustus)
The jaws and skull of the ogre closely
resemble those of early
Ramapithecus species, a probable
ancestor of both genus Homo
and of genus Australopithecus. The
present-day ogre is somewhat
larger than fossil specimens, hence the
appellation robustus. The
society and cultural level of ogres
has been well documented in the
Advanced Dungeons & Dragons Monster
Manual.
“Ogre” is one of those terms of folklore
that means many differ-
ent things to different people (like “troll,”
defined by Funk and
Wagnalls as “a dwarf
or giant of north European folklore”).
The fairy
tales of France present ogres as entirely
human-looking cannibals
capable of using malign glamours to lure
victims to doom. They were
often handsome or beautiful, more like
vampires than the ogres we
think of, yet not “undead.”Many other folk
tales treat the ogre (or
giant) as having a beautiful and entirely
human-looking daughter
who is willing to help the hero against
her WICKED father.
These stories add fuel to reports of half-ogres,
which, consider-
ing the large, uncouth creatures called
ogres in D&D and AD&D,
are, like human/orc crosses, likely to
result only from rapes or
intentional breeding programs.
Ogre characteristics tend to predominate
in any ogre cross, al-
though human/ogre crosses exhibit more
cunning and discipline
than pure ogres. They are a difficult army
to maintain since the
half-ogres are sterile, and hence each
generation must be bred from
the original stock. However, their reasonably
long life spans make
the effort not entirely a waste of time.
Hill
Giant (Meganthropus giganticus)
Ancient fossil skulls of Meganthropus
indicate the 1-time exist-
ence of hominids far larger than even present-day
man, which
survive into the present-day Dungeons
& Dragons world as so-called
hill giants. This is the largest being
that can truly be called humanoid,
since the larger giants rapidly begin to
exhibit obviously unhuman
characteristics as to bone structure and
musculature, skin, resist-
ances, and inherent powers.
Due to the size differential, it is extremely
unlikely that hill giants
could cross with human-sized creatures.
Even if the human survived
the encounter, offspring would have a well-nigh
impossible time
coming to term. A giant
child would overburden a human mother,
and probably not pass the pelvic canal.
Should a human male
succeed in impregnating giant loins, the
comparatively small and
fragile child would probably be damaged
at birth by the powerful
contractions of a giant womb, and if it
survived it would be born into
a very rugged life.
Ogres are more of a proper size, but, being
of different genera,
are not freely interfertile with giants.
Crossbreeds would be a com-
promise in height with few, if any distinguishing
features.
This article only goes into a small segment
of the myriad species
of fauna found in most D&D worlds.
Briefly, it would appear that
mermen
and aquatic elves are probably
races created from parent
stock by magickal means. Then there are
the numerous members of
the genus Fey (brownies,
pixies, nixies)
distinguished by inherent
“magical” powers; independently evolved
intelligent species
(gnolls,
lizard men, troglodytes,
etc. ); the questionably derived half-
humans (centaurs,
satyrs, harpies);
not to mention immigrants from
other planes
and dimensions.
However, the correspondence between the
goblins, ogres,
and
giants
to real-world fossils is of interest; this provides a logical basis
for the existence of these creatures, which
are some of the most
common that a DM will deal with.
Division into genus and species helps to
head off the potentially
troublesome issue of who can breed with
whom. Closely related
species interbreed freely (dogs
and wolves, Canis domesticus
and
Canis lupus), and even produce fertile
offspring (as witness Alaskan
husky stock, often said to have wolf blood).
Inter-genus hybrids are
rarely strong and always sterile. And just
because 2 individuals are
of the same genus does not mean they may
breed viably: for exam-
ple, a lion
and a house cat. Growth
potions aside, what of a female
house cat trying to bring to term a litter
of half-lion cubs? (And what
of the effect of potions on pregnant females
and their in utero
children? “Caution! Use is contraindicated
during pregnancy . . .”)
Monster manufacture by means of mutagenic
magicks is another
matter, but if the referee is allowing
people to cook up their own
creatures and play them, especially as
characters, then anything said
here is probably of little interest.
Note: By way of clarification, any beings
with inherent, uniform,
magickal powers of any sort, as opposed
to having to learn magick, are
assumed to have an extra gene which prohibits
interfertility with true
humanoids, though they are still considered
“persons” for the pur-
pose of Hold
and Charm spells, which are a matter
of mentality.
These include pixies,
nixies, sprites,
brownies, and leprechauns
(genus Fey); and dryads,
nymphs, and sirens (genus Fatale),
whose <cf. siren>
human forms may be the result of convergent
evolution, or of
protective coloration. This does not necessarily
rule out mutual
sexual pleasure, however.
F a n t a s y
G e n e t i c s : I I
Half-orcs in a variety of
styles
by Roger Moore
The ability of orcs
to interbreed with nearly any creature is
lejendary. There are limits, of course;
to my knowledge, there are no
orc-goats,
orc-hamsters,
or orc-<Balrogs>
(thank God) running loose in
the world. Orc genetic material is compatible,
however, with humanity, and with most
demi-human and humanoid races.
Orcs and elves
cannot interbreed; no matter, as the hatred
between the 2 <species> would eliminate
any chance of orc-elves
occurring anyway. Similarly, the age-old
warfare between orcs and
the other demi-humans, particularly dwarves,
makes racial intermingling astronomically unlikely. Orcs prefer demi-humans
as
slaves
and food (except elves, which they prefer dead), and the
demi-humans tend to respond with similar
genocidal actions. It is
with the humans and humanoid (or “goblin-type”)
races that orcs
commonly breed when they do not do so among
their own. Half-orcs tend to bear a strong orcish strain in appearance
and nature, but
about 10% of them may resemble their non-orc
parent enough to
allow them to “pass” as a being of that
non-orc race.
Orc-humans
are well covered in AD&D; this article is concerned
with the other half-orcs that may be found,
more or less commonly,
among orcs
and other humanoids. Often these creatures may be
found in leadership positions in the race
they live with. As a rule, orc
crossbreeds involving less powerful creatures
are usually found
among those creatures, and crossbreeds
with more powerful creatures are found in orcish clans as “tough guys”
and sergeants. All the
half-orcs listed here have 60’ infravision,
and unless they are found
wearing metallic armor they are AC 6. They
are generally rare in
frequency.
Note that none of these half-orcs possess
psionics. Orc-ogre
mage
crossbreeds are not known, and trolls
cannot breed with any
creature but themselves. In subservient
tribes of kobolds and goblins,
owing fealty to a larger orc
colony nearby, orc-kobolds and
orc-goblins can attain high status and
leadership positions, with a
minimum amount of tribal rejection from
the subject race. Orc-hobgoblins
may be found as sergeants in orc armies; the more
powerful orc crossbreeds may command small
companies, and orc-ogres in particular
govern with a lot of respect from their troops.
As would be expected, orc crossbreeds of
the more powerful sort
(orc-hobgoblin on up) nearly always occur
if there are a large
number of the non-orc
beings living near the orc colony in relative
harmony: The crossbreed population of an
orc community is usually
5% of the total at most (20 half-orcs out
of 400 orcs, for example).
Weapons and armor tend to be above average,
particularly among
those in leadership positions. Note that
half-orcs living with the race
of their more powerful parent (an orc-kobold
living with other orcs,
and so on) will usually be very low in
social status unless serving as a
go-between for orcs and the other race.
No matter what status a
half-orc attains in its society, orc-humans
will usually attain more
power because of their ability to increase
in class levels, which no
other half-orcs can do.
Experience Point Values of Humanoid Half-orcs
Orc-Kobolds- 5 XP + 1/HP
Orc-Goblins - 10 XP + 1/HP
Orc-Hobgoblins - 10 XP + 1/HP
Orc-Gnolls - 20 XP +2/HP
Orc-Bugbears - 28 XP +2/HP (Special Ability;
Increased Strength)
Orc-Ogres - 50 XP +3/HP (Special Ability;
Increased Strength)
HALF-ORC HUMANOIDS
| - | Orc-Kobold | Orc-Goblin | Orc-Hobgoblin | Orc-Gnoll | Orc-Bugbear | Orc-Ogre* |
| Hit Dice | 1-6 HP | 2-7 HP | 2-8 HP | 1+2 | 2 | 2+2 |
| Move | 6" | 9" | 9" | 9" | 9" | 9" |
| No. of Attacks | 1 | 1 | 1 | 1 | 1 | 1 |
| Damage/Attack | 1-6 | 1-7 | 1-8 | 1-8 | 2-8 | 2-9 |
| Ave. Strength | 10 | 11 | 13 | 15 | 16 | 17 |
| Intelligence | Average (low) | Average (low) | Average | Average (low) | Low-average | Low |
| Alignment | Lawful evil | Lawful evil | Lawful evil | Neutral evil | Neutral evil | Neutral evil |
| Size | S (4 1/2') | M (5'-6') | M (6'+) | L (7'+) | L (7'+) | L (8'+) |
F a n t a s y
G e n e t i c s : I I I
What do you get when you
cross. . .?
b y J o h n
S . O l s o n
In TD #29, Gary Gygax wrote an article
for Sorcerer’s Scroll
about the problems involved with letting
AD&D players use characters of racial
types other than those listed in the Players Handbook.
He recommended strict limits on this and
offered a set of
guidelines.
In listing the reasons for avoiding the
problem, he cited the sheer
weight of numbers of possible races and
crossbreeds, concluding,
“pixie-storm
giant half-breeds would not be impossible . . .”
I have found a simple way (well, complicated
really) to squelch
player enthusiasm for strange critters
as PCs: namely,
to let them try it once and see for themselves
that humans are vastly
superior in the long run.
To illustrate this method, I will now demonstrate,
using Mr.
Gygax’s own suggestion of the pixie-storm
giant crossbreed.
In the first place, the tremendous
size of the storm giant would be
offset by the very small
size of the pixie, thereby making the hybrid
human-sized, with human
characteristics. However, ability die rolls
should be averaged out by counting all
1s as 2s and all 6s as
5s.
Since the 2 races are so dissimilar, the
hybrid would not be a
very viable life form. He (or she) would
probably be sterile, and
might also be sickly in the magickal power
department. The powers of
each race being diluted, the hybrid would
only have watered-down
versions of his parents’ most spectacular
powers. For example, the
natural invisibility
of the pixie might enable him to go invisible just
once a day, but this could not be maintained
during combat or for
more than 6 hours. The storm giant’s various
abilities with regard to
storms and lightning might be reduced to
a single Shocking Grasp
spell per day, and the immensely powerful
Levitation would be
limited to the hybrid’s own body, plus
whatever he could carry by
himself, unencumbered.
So much for the advantages. The disadvantages
would far outweigh the advantages;
after all, the AD&D universes are human-dominated
for a reason, right?
For starters, the hybrid could never
become a Druid, Cleric, Paladin, Ranger,
Illusionist, Assassin, or
Monk. As a Magic-User, he could reach no
higher than 2nd level
(his magical abilities being as sickly
as they are, remember?). As a
Fighter, he would be limited to 3rd level,
and a pixie-storm giant
Thief could rise no higher than 6th level.
Perhaps the character
would start out with a number of advantages
over his comrades, but
as they advanced in level, he would quickly
fall into a secondary role.
There are also severe disadvantages in
lifespan. The Dungeon
Masters Guide gives a chart for
the aging and eventual DEATH by
natural
causes of those characters who managed to survive that long.
Since a cross between such widely diverse
beings as a pixie and a
storm giant would not be very viable for
genetic reasons, the hybrid
would be a young adult from ages 12-14,
mature from 15-22,
middle-aged from 23-35, old from 36-45,
and venerable from
46-60. Even half-orcs live longer than
that.
The circumstances which brought about the
bizarre union necessary for the creation of a half-breed of this type might
have hidden
disadvantages, too. Mr. Gygax mentioned
a pixie with several
Growth
potions and a Love philter.
I can think of several other ways
to bring about such a union, such as a
Wizard making experiments,
or an act of the Gods. The use of potions
and the Wizard idea both
carry the problem of the reaction of other
storm giants when they
learn that a female of their race has been
used in such a manner (the
storm giant would have to be the mother,
as a female pixie could not
carry a human-sized infant to term). While
they might realize that the
hybrid is not responsible for what had
happened, they would still be
forcibly reminded of it whenever they saw
him, which would make
him generally unwelcome. The pixies, too,
might take it upon themselves to make life uncomfortable for their unwelcome
relative. The
idea of a Wizard producing the crossing
is ominous, since the Wizard
is obviously not of good alignment, and
he will want the hybrid to do
things for him, and will keep tabs on him
generally. If it was an act of
the Gods, they probably had a reason for
it, and they will be mixing
their hands into the situation sooner or
later. And, as Larry Niven has
said about the Gods, “They might grant
your prayer, they might
grant your enemy’s, but they’d certainly
grant their own.” None of
my characters ask for DIVINE
INTERVENTION, for fear of being answered.
Some of you may wonder why, if the end
result of this exercise is
such a pathetic twerp, did I even bother
with it? Well, I believe that
AD&D should be as open-ended
as possible, and that anything is
worth trying at least once, so long as
the balance of the game is
preserved. And as for those difficult players
who insist on trying
strange character racial types, well, this
is the best way to shut them
up. Let them try what they want and see
for themselves that humans
are their best bet; often it’s the only
way they’ll ever learn. And
finally, once the player gets tired of
playing this peculiar character
who has reached the limits on his advancement,
it makes a dandy
NPC for those adventures to which you want
to give an element of
whimsy.
To sum up, it should be possible to allow
any character race into
your campaign without upsetting the balance,
just by using common
sense. So you want to play a dragon?
All right, but you’ll have to start
out Very Young, it’ll take centuries to
grow up, and every knight
around is going to try to kill you. Want
to play a djinn? Sure, but
don’t blame me if some Wizard enslaves
you. Demons, dinosaurs,
titans,
centaurs, etc., ad infinitum, all have
the same or similar
problems. And the hybrids are the easiest
to handle. Just load them
down with weakening factors until they
become reasonable.
Anybody want to play a crossbred sphinx-titan-unicorn-werebear-elf?
I didn’t think so.
Fantasy Genetics IV:
Half + half isn't always
full
by Paul Montgomery Crabaugh
Now mind you, I’m not one of those odd people
who believes that a
fantasy world should accord by every known
or conjectured scientific
fact of the modern age.
On the other hand, I see no objection to
a little scientific analysis of
a fantastical situation — especially if
it leads to an interesting conclusion.
That’s why I got interested in the genetic
aspects of half-orcdom. To
say nothing of half-orc
family life.
Everyone knows, after all, what a half-orc
is. It’s surly (not as much
as a true orc),
ugly (ditto), intelligent (not as much as a human),
and
suffers from a persecution complex with
considerable basis in fact.
What about the 2nd generation? One might
reasonably assume
that half-orcs produce more half-orcs.
Does a half-orc mating with a
human produce a quarter-orc? What do you
do with a quarter-orc?
Race it at Santa Anita?
Presumably a half-orc and a full orc produce
quarter-humans. Were
such creatures to be sold as slaves
in the early United States, the
Census would reckon them (I assume) as
0.25x0.6, or 15%, human.
None of this is impossible, and such breeding
has considerable
poetic possibility — family lines with
a trace of orc in them (“a touch of
the old claw, old bean”), or some other
species, even. Some of the old
families of the Shire supposedly had some
Elf or Fairy in them; details
were not given, the Hobbits
being too polite to speculate about such
matters.
However; there are other ways for traits
to manifest themselves,
and one of them results in quite amusing
results.
Let us suppose that instead of humans
(for example) being a complex of many traits,
while orcs
are a complex of different traits, that
both share most traits.
This simplifies some things. Instead of
wondering about the feasibility of large-scale
interspecies breeding, we treat the 2 as
variants
of 1 race. They differ in only a single
trait: humanness or orcness.
Somewhere on a specimen’s chromosomes is
a gene which reads
either Orc or Human. The gene is probably
on the sex pair — the X-Y
chromosomes have an H gene, the creature
is human. Two O genes
produce an orc. An H-O combination produces
a half-orc, and triggers
secondary traits associated with both races.
Now for some basic Mendelian genetics. The
usual example is
roses, so we shall grow some roses. Anyone
who remembers the
chapter on Mendel from high school biology
may want to skip this
part.
We’re growing pink
roses. Unfortunately, there’s no such thing.
There are, however, red
and white roses, and if you cross them, you
get pink roses.
Now about the second generation . . . .
Each pink rose
has associated with it both a red gene and
a white
one. During
reproduction, there is an even chance for one or the other
to be given to the offspring, since each
parent contributes only 1/2 of
the various pairs of chromosomes which
make up the offspring’s
genetic heritage. Using this, we can set
up a simple chart of the 4
different combinations possible in the
offspring (W stands for white
gene, R for
red):
PARENT A
| PARENT B | Red Gene | White Gene |
| Red Gene | RR | RW |
| White Gene | WR | WW |
You can see that a fairly typical 2nd generation
of 4 offspring
will produce 2 with both white
and red genes, and, which are there
fore pink;
1 with all red genes, and therefore red; and
1 with all
white genes, and therefore
white.
I’m sure you can see it coming . . . .
If human
mates with human, no problem. All the offspring have
human (H) genes. Same for orc-orc conjugal
bliss. But when half-orc
marries half-orc . . . .
PARENT A
| PARENT B | Red Gene | White Gene |
| Orc Gene | OO | OH |
| Human Gene | HO | HH |
A nice little nuclear half-orc family will
therefore consist of 2 half-orc parents, 2 half-orc children, 1 orc child
and 1 human child.
That’s the point of this discussion. How
marvelously bizarre! Think
of the society this will create!
Also note that there is no fading-bloodline
possibility under this set
of assumptions. A half-orc breeding with
a human will produce 2
half-orcs and 2 humans; half-orc and orc
produce 2 half-orcs and
2 orcs.
Will the non-half-orc children be subjected
to taunts at school? Will
they be abandoned in the wilderness? What
political parties will be
formed? Will solicitous parents advise
their children to “find a nice
half-breed and settle down”?
And finally, think of what happens to the
generation gap . . . “Do
your parents understand you?” “Nah.” “Why
not?’ “They’re another
species, man.”