TEXT: Half-Dwarves: And Why Not?
  S. J. McKenzie
  The existence of ‘half’ races in fantasy worlds presupposes functional sexual 
  relations between humans and their demi-human counterparts. In the case of 
  half-elves, that idea seems to be something that we (guys) are all comfortable 
  with. Not for nothing were Liv Tyler and Cate Blanchette chosen to play 
  elvish princesses. The existence of half-orcs is also something we can get our 
  heads around – in that case, conception is assumed to be so infrequent that it 
  becomes excusable (and may not involve consent in any case). But the idea of 
  a rational and mutually satisfying relationship between a human and a dwarf is 
  so immediately repugnant that the creators of Dungeons and Dragons and 
  other game systems seem to have blanked it from their minds. Can you play a 
  half-dwarf? No, you can’t. 
  Well, not according to the Dungeons and Dragons rulebooks, at least. And 
  half-dwarves aren’t common fantasy fare, either. There is some support for the 
  notion of half-dwarves in C.S. Lewis’ novel Prince Caspian (Caspian’s tutor, 
  Dr Cornelius, was a half-dwarf), but other than that, the ledger is blank. There 
  is a Dungeons and Dragons racial statistics block at the end of this article, 
  spelling out what a half-dwarf would be like, if you want to go that far. But 
  it’s unlikely the number of half-dwarves in play will increase as a result of 
  their presentation here. The real question is, why are there no half-dwarves? 
  Are dwarves and humans incompatible? 
  Why There Are No Half-Dwarves
  The real reason that there are no ‘half-dwarves’ is because of the perceived 
  ‘hierarchy of racial attractiveness’ that exists in the generic fantasy realm, 
  which is, from top to bottom: 
  1. Elves
  It is a testament to the strange combination of arrogance and insecurity that 
  marks the human race that we have created an archetypal fantasy 
  environment in which human beings are the second most attractive, 
  powerful, charismatic and intelligent humanoid race. Elves are at the top 
  of the tree. We desire them always, and sometimes they deign to marry us, 
  knowing that if things don’t work out they’ll only have to put up with us 
  for a comparatively short time. 
  
  2. Humans
  According to our own analysis, many of the other races are attracted to us 
  because of our power and beauty, and our options for making half-human 
  offspring with other races are numerous. However, as it turns out, elves are the 
  only other race we are actually attracted to, leaving members of the other races 
  to fantasize about what might have been, had they been born ‘Aramil Felosial’ 
  instead of ‘Boddynock Nackle’.
  3. Dwarves, Gnomes, and Halflings
  To these races we have attached the trappings of inferiority in all our 
  descriptions of them; they are short, uncharismatic, hairy, and either boring or 
  very irritating. Despite this, they are useful, being good at inventing and 
  manufacturing things, leaving to us and the elves the nobler arts and magical 
  pursuits. We are not attracted to them for the same reason that we are not 
  attracted to boring, ugly, hairy, servile people in the real world.
  4. Giants, Orcs, and other Monstrous Races 
  Questions linger as to whether these creatures qualify as people. Certainly we 
  are not attracted to them, and nor is anyone else in the racial attractiveness 
  hierarchy. We are not attracted to them for the same reason we are not 
  attracted to dangerous and destructive wild entities such as lions, or termite 
  colonies. The real danger of conception lies not in mutual consent, but in their 
  frequent and violent incursions into our border farming communities.
  Thus, there are no half-dwarves because humans don’t like dwarves ‘in that 
  way’, and dwarves don’t pillage in human lands, so chances for conception 
  between dwarves and humans are limited. However, the story of the half-
  dwarf does not end there, as we shall see. 
  What is a Dwelf?
  When reading descriptions of the half-races in the Dungeons and Dragons 
  Player’s Handbook and elsewhere, our smug 'humanocentrism' creates the 
  unspoken assumption that the ‘half’ that is not demi-human is ‘normal’, and 
  therefore, must be human. Another option remains unexplored – that the other 
  ‘half’ of a half-elf is actually dwarvish, and that the character in question is a 
  ‘dwelf’, the offspring of the improbable union between a dwarf and an elf. It is 
  doubtful that you will find anywhere a rulebook that tells you that the two 
  races are incompatible (all that the Player’s Handbook has to say on the 
  subject is that the two races do not get on together, something that they have 
  
  in common with countless real-world married couples). And therefore, why 
  not? 
  If there is a thought more repulsive than the lovechild of Gimli and Eowyn, it 
  is surely that of Gimli and Galadriel. Who asked whom? And who said yes? 
  Once again, it doesn’t bear thinking about. A statistics block for a ‘dwelf’ 
  (dwarf-elf) is found below, for curiosity’s sake more than anything else. In the 
  long run, the ‘dwelf’ is bound to suffer the same fate as the ‘half-dwarf’ – 
  deemed a temporary distraction, but no fun to play in the long term. 
  Other Crossbreeding Options
  Looking back to the ‘racial attractiveness hierarchy’ above, we see that our 
  next option for a new crossbreed race comes from a union between a dwarf 
  and another type 3 demi-human. A statistics block has been provided below 
  for a ‘gnarf’ (a gnome-dwarf). Here, we are on slightly more believable 
  ground. For a start, gnomes and dwarves are known to get along well, and 
  may even be distantly related, so the idea of the two races sharing a bed 
  doesn’t raise the bile quite as much as some of the other matches discussed 
  earlier (although it still doesn’t bear thinking about too hard). The 
  personalities and appearance of the two races are more compatible too. In fact, 
  the whole notion is so easy to grasp that it fails to produce a crossbreed that is 
  noticeably different from either of the two parent races; a bit like playing a 
  high-elf / wood elf crossbreed.  
  So finally, we come to our last and most appealing option – the fruit of a 
  union between a dwarf and a ‘type 4’ humanoid, namely, an orc (a ‘dwarf-
  giant’ was ruled out for reasons of simple logistics). And here the result is 
  something distinctive, powerful, and truly different from either parent race. 
  Dwarves and orcs, at loggerheads throughout history, have had the occasional 
  period of peace, during which limited trade and other tentative relations 
  sprang up. And from such unlikely circumstances comes the Wild Dog Dwarf 
  (don’t call them ‘dworcs’ – they won’t like it). The final statistics block gives 
  details on these fine creatures. 
  The Racial Compatibility Matrix
  A whole range of other options for half-breed characters remain to be 
  discussed. To save time, here is a simple matrix showing the compatibility of 
  the six basic races in the Dungeons and Dragons system (including orcs), 
  
  noting the kind of half-breed they might produce. GMs might also wish to 
  include giants, ogres and other creatures to add additional options. 
  Human
  Elf
  Dwarf
  Gnome
  Halfling
  Orc
  Human
  -
  ½ elf
  ½ 
  dwarf
  note 2
  note 1
  ½ orc
  Elf
  ½ elf
  -
  ‘dwelf’
  note 4 
  note 4
  note 
  3
  Dwarf
  ½ 
  dwarf
  ‘dwelf’
  -
  ‘gnarf’
  note 1
  wild 
  dog 
  dwarf
  Gnome
   note 2
  note 4
  ‘gnarf’
  -
  note 2 
  note 
  2
  Halfling
  note 1
  note 4
  note 1
  note 2
  -
  note 
  2
  Orc
  ½ orc
  note 3 
  wild 
  dog 
  dwarf
  note 2 
  note 2
  -
  Note 1. References to ‘Stouts’ and ‘Tallfellows’ (halflings with dwarvish and 
  human blood, respectively) are already present in Dungeons and Dragons lore. 
  Note 2. Gnomish and halfling sexual behavior is something of a frontier 
  science (in the sense that it is something no one wants to know about). If a 
  possible crossbreed is marked ‘note 2’ on the matrix, it might be worthy of 
  further study, but no information is currently available. 
  Note 3. Elves are not compatible with gnomes and halflings. We have to draw 
  the line somewhere. 
  Note 4. A ‘half-orc half-elf’ might well make an interesting addition to any 
  party! 
  Four New Racial Variants
  The statistics presented here were designed for Advanced Dungeons and 
  Dragons 1st edition but can be adapted for other versions. 
  1. Half-Dwarf (Human-Dwarf)
  
  
  +1 Constitution, -1 Charisma
  
  Medium Size
  
  +1 to saves vs. enchantment
  
  Base Speed 30 feet
  
  Darkvision to 60 feet (can see in total darkness). 
  
  +1 bonus on saves vs. poison and spells
  
  +1 bonus on attacks against orcs and goblinoids 
  
  +2 dodge bonus against giants
  
  Favored Class - Rogue
  Many half dwarves are generally surly and bitter about their appearance, and 
  the way they are normally treated. With an appearance always bordering on 
  the ridiculous, a true half-dwarf (50% of each race) stands at about 5 ¼  feet 
  tall and is heavy set, although with gangly limbs and oversize knees and 
  elbows. Their hair and eyes are nearly always a drab brown. Half-dwarves in 
  dwarven lands favor huge bushy beards, while those in human lands go clean-
  shaven, albeit under large wide-brimmed hats. They can live to an age of 
  about 250 and reach adulthood at about age 30, but tend to remain immature 
  in character throughout their lives.  
  Dwarves shun half-dwarves as an abomination. Humans treat them much as 
  they do normal dwarves, and elves can’t tell the difference between them and 
  normal dwarves at all. Gnomes and halflings sympathize with them, and half-
  orcs don’t care much either way. Half-dwarves often opt for the life of an 
  adventurer because they figure they haven’t got anything to lose.
  2. Dwelf (Dwarf-Elf): 
  
  +1 Dexterity, -3 Charisma
  
  Medium Size
  
  Base Speed 30 feet
  
  Lowlight vision (can see 120 feet in low light) 
  
  Darkvision to 30 feet (can see in total darkness) 
  
  +1 bonus on attacks against orcs and goblinoids, +1 dodge bonus 
  against giants
  
  Immune to sleep spells, + 1 on all spell saves, +2 on Enchantment saves
  
  Favored Class – Rogue
  Nothing can prepare you for the ugliness of a dwelf. They have the almond-
  shaped eyes and pointy ears of elves, which appear hideously incongruous in 
  
  their otherwise broad and hairy faces. They are often mistaken by town guards 
  and the like as elves posing as dwarves, or vice versa, and many is the time 
  that someone has attempted to pull off a dwelf’s beard, assuming it to be false. 
  They stand at just under 5 feet tall, on average, and are usually slender but 
  with wide shoulders, thick necks and large pot bellies, and commonly have 
  purple or greenish eyes and curly red-white hair. They achieve adulthood at 
  around age 70 and can live to be 500, although few make it that long, as they 
  live disordered and dangerous lives. A dwelf will attempt between four and 
  eight hours of ‘trance’ per evening, often giving up in frustration, or falling 
  asleep in the middle of the attempt. 
  A dwelf is always found in human lands. Dwarves and elves both shun them, 
  although both the pure races may make use of the talents of the half-breed 
  during adventures. Gnomes and halflings get on well with them, and half-orcs 
  find them amusing. They take to adventuring for the same reason that half-
  dwarves do. Dwelfs are born sterile (like mules), which is a good thing for all 
  concerned. 
  3. Gnarf (Dwarf-Gnome):
  
  +3 Constitution, -1 Charisma, -1 Strength
  
  Medium Size
  
  Base Speed 20 feet
  
  Lowlight vision (can see 120 feet in low light) 
  
  Darkvision to 30 feet (can see in total darkness)
  
  +2 on saves vs. illusion, +1 vs. other spells, +1 on saves vs. poison
  
  +1 bonus on attacks against kobolds, orcs and goblinoids
  
  +4 dodge bonus against giants
  
  Speak with a burrowing mammal once per day, as per Speak with 
  Animals spell
  
  Favored Classes – Rogue, Illusionist 
  A gnarf is welcome as a curiosity in either dwarvish or gnomish communities 
  but they tend to prefer life among gnomes where their ‘great height’ gives 
  them a feeling of superiority (they stand at a towering 4 feet tall). Gnarfs have 
  neat beards and bright, inquisitive eyes, but slightly misshapen lips and noses 
  and broad foreheads. They live to the same age as dwarves (about 400), and 
  reach maturity at age 50. They inherit the love of gold and gems from both 
  parents and are thus perhaps the greediest creatures on earth, hence their 
  fondness for adventuring. Their dwarvish blood overrides the gnome’s natural 
  
  spell-casting ability, although the affinity with burrowing creatures is retained. 
  They more commonly display the characteristics of the gnome (curious and 
  mischievous) than the dwarf (dour and taciturn), and tend to play up the 
  gnomish side of their heritage when questioned by outsiders. Incidentally, 
  most other races can’t tell them apart from gnomes and would assume that 
  they were simply a tall and ugly example of the gnomish race. 
   
  4. Wild Dog Dwarf (Dwarf-Orc):
  
  +2 Strength, +2 Constitution, -1 Intelligence, -3 Charisma. 
  
  Medium Size
  
  Base Speed is 30 feet
  
  Darkvision to 60 feet (can see in total darkness)
  
  +1 bonus on saves vs. poison and spells
  
  +1 bonus on attacks against orcs and other goblinoids, elves and 
  humans
  
  +1 damage on all unarmed combat attacks 
  
  Favored Class – Barbarian
  Wild Dog Dwarves are aggressive and destructive by nature, but are not 
  without a certain animal magnetism. Their appearance is so appalling that 
  after a while, observers tend to forget about it (in the same way that people do 
  not keep noticing that gorillas are no good at chess). The stand at about 5 ¼ 
  feet tall, and are heavy-set and very muscular. Their grayish, warty skin and 
  fangs of the orc do not mingle well with the thick dwarven hair and bulbous 
  nose. These creatures smell as bad as they look. They have powerful arms, 
  complete with talons, and many do extra damage on unarmed combat attacks 
  for this reason. They reach adulthood at age 30, or even earlier, and can live to 
  be 150, but frequently die much younger. 
  A Wild Dog Dwarf can be found almost anywhere, as they are prone to 
  wanderlust (and no one else likes them hanging around either). Most civilized 
  races fear them, and will try to kill or capture them unless they know they are 
  friendly. Orcs and half-orcs like them and will try to befriend them. Elves 
  detest them and may leave any adventuring party that includes one. They take 
  to adventuring because they are fond of violence, and because they are often 
  arrogant and foolish enough to believe that it will bring them easy money.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/Articles/Half-Dwarves and Why Not.pdf